Nations: Difference between revisions

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== Player nations ==
== Player nations ==
A player Nation must be ruled by a member of the same dynasty as the Nation's founder. If the Nation's leader dies without a Heir the game ends.
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 !! Shrines !! Unique Units !! Families
! Civilization !! Default Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families
|-
|-
| '''Assyria'''<br>[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]
| '''[[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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| Adasi (Patrons)<br>Erishum (Clerics)<br>Sargonid (Champions)<br>Tudiya (Hunters)
| Adasi (Patrons)<br>Erishum (Clerics)<br>Sargonid (Champions)<br>Tudiya (Hunters)
|-
|-
| '''Babylonia'''<br>[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]
| '''[[Babylonia]]'''
| Nebuchadnezzar
| Nebuchadnezzar
| Prosperous
| Prosperous
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| Amorite (Sages)<br>Chaldean (Artisans)<br>Isin (Traders)<br>Kassite (Hunters)
| Amorite (Sages)<br>Chaldean (Artisans)<br>Isin (Traders)<br>Kassite (Hunters)
|-
|-
| '''Cartage'''<br>[[File:CHARACTER SELECT DIDO.png|150px]]
| '''[[Carthage]]'''
| Dido
| Dido
| Cunning<br>Engineer
| Cunning<br>Engineer
Line 45: Line 59:
| Barcid (Riders)<br>Didonian (Statesmen)<br>Hannoid (Traders)<br>Magonid (Artisans)
| Barcid (Riders)<br>Didonian (Statesmen)<br>Hannoid (Traders)<br>Magonid (Artisans)
|-
|-
| '''Egypt'''<br>[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]
| '''[[Egypt]]'''
| Hatshepsut
| Hatshepsut
| Inspiring
| Inspiring
Line 58: Line 72:
| Amarna (Clerics)<br>Ramesside (Riders)<br>Saite (Landowners)<br>Thusmosid (Sages)
| Amarna (Clerics)<br>Ramesside (Riders)<br>Saite (Landowners)<br>Thusmosid (Sages)
|-
|-
| '''Greece'''<br>[[File:CHARACTER SELECT PHILIP.png|150px]]
| '''[[Greece]]'''
| Philip
| Philip
| Bold
| Bold
| [[File:TRAIT COMMANDER.png|25px]] Commander
| style="white-space: nowrap;" | [[File:TRAIT COMMANDER.png|25px]] Commander
|  
|  
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn
* [All Cities] -25% Cost for Settlers
* [All Cities] -25% Cost for Settlers
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed
| [[File:TECH DRAMA.png|25px]] Drama<br>[[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting
| [[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: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
Line 72: Line 85:
| Alcmaeonid (Sages)<br>Argead (Champions)<br>Cypselid (Artisans)<br>Seleucid (Patrons)
| Alcmaeonid (Sages)<br>Argead (Champions)<br>Cypselid (Artisans)<br>Seleucid (Patrons)
|-
|-
| '''Hatti'''<br>[[File:CHARACTER SELECT HATTUSILI.png|150px]]
| '''[[Hatti]]'''
| Hattusili
| Hattusili
| Warlike
| Warlike
| [[File:TRAIT JUDGE.png|25px]] Judge
| [[File:TRAIT JUDGE.png|25px]] Judge
|  
|  
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn
* [All Cities] +2 [[File:YIELD CIVICS.png|25px]] Civics per turn
* [All Units] Can Remove Vegetation
* [All Units] Can Remove Vegetation
* [All Units] Ignore Hill Movement Penalties
* [All Units] Ignore Hill Movement Penalties
Line 85: Line 98:
| Hattusan (Traders)<br>Kussaran (Riders)<br>Nenassan (Landowners)<br>Zalpuwan (Patrons)
| Hattusan (Traders)<br>Kussaran (Riders)<br>Nenassan (Landowners)<br>Zalpuwan (Patrons)
|-
|-
| '''Persia'''<br>[[File:CHARACTER SELECT CYRUS.png|150px]]
| '''[[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]]'''
| Cyrus
| Cyrus
| Tough
| Tough
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| Achaemenid (Statesmen)<br>Arsacid (Clerics)<br>Mihranid (Hunters)<br>Sasanid (Riders)
| Achaemenid (Statesmen)<br>Arsacid (Clerics)<br>Mihranid (Hunters)<br>Sasanid (Riders)
|-
|-
| '''Rome'''<br>[[File:CHARACTER SELECT ROMULUS.png|150px]]
| '''[[Rome]]'''
| Romulus
| Romulus
| Ruthless
| Ruthless
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|  
|  
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn
* [All Units] +2 Fatigue Limit
* [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: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: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
| [[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)
|-
| '''[[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)
|}
|}


== Laws ==
== Succession ==
[[File:Laws screen.png|thumb|300px|The Laws tab]]
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.
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.
{| class="wikitable"
 
! Succession Law !! Heir
=== 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
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child
* <span style="color:green;">'''+10'''</span> Hero Opinion
* [[File:YIELD CULTURE.png|25px]] <span style="color:green;">'''+10'''</span> Culture per killed Military Unit in nearest City
| [[File:LAW EXPLORATION.png|40px]] Exploration
* <span style="color:green;">'''+10'''</span> Hunters Opinion
* Movement Bonus along Neutral River
* Scouts move on Water
| [[File:TECH RHETORIC.png|25px]] Rhetoric
|-
|-
| [[File:LAW SLAVERY.png|40px]] Slavery
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child
* <span style="color:green;">'''+10'''</span> Builder 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:YIELD DISCONTENT.png|25px]] <span style="color:red;">'''+1'''</span> Discontent per year [All Cities]
| [[File:LAW FREEDOM.png|40px]] Freedom
* <span style="color:green;">'''+10'''</span> Sages Opinion
* [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+4'''</span> Money per year per Specialist [All Cities]
| [[File:TECH LABOR FORCE.png|25px]] Labor Force
|-
| [[File:LAW CENTRALIZATION.png|40px]] Centralization
* <span style="color:green;">'''+20'''</span> Legalism Opinion
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain
* [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science per year per Culture Level [Capital City]
| [[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
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children
* <span style="color:green;">'''+10'''</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;">'''+8'''</span> Money per year per Military Unit in Territory [All Cities]
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-3'''</span> Civics per year
| [[File:LAW CONSTITUTION.png|40px]] Constitution
* <span style="color:green;">'''+10'''</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;">'''-6'''</span> Training per year
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty
|-
|-
| [[File:LAW COLONIES.png|40px]] Colonies
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation's Founder
* <span style="color:green;">'''+20'''</span> Diplomat Opinion
* [[File:BUY TILE.png|25px]] Enables the Buy Tile army action
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''-6'''</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 MONEY.png|25px]] <span style="color:red;">'''-12'''</span> Money per year
* [[File:YIELD DISCONTENT.png|25px]] <span style="color:red;">'''+1'''</span> Discontent per year [All Cities]
| [[File:TECH NAVIGATION.png|25px]] Navigation
|-
|-
| [[File:LAW MONOTHEISM.png|40px]] Monotheism
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member
* <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;">'''-3'''</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;">'''-12'''</span> Money per year
| [[File:TECH MONASTICISM.png|25px]] Monasticism
|}
|}


=== Medium Upkeep Laws ===
== Families ==
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.
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.
{| class="wikitable sortable"
 
! Law 1 !! Law 2 !! Required technology
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
|-
|-
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule
| '''Champions'''
* <span style="color:green;">'''+30'''</span> Clerics Opinion
|
* Can Adopt Pagan State Religions
* [[File:YIELD TRAINING.png|25px]] +2 Training per year
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Shrine [All Cities]
* +50% City Defense
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-18'''</span> Money per year
* New Units start with Steadfast
| [[File:LAW LEGAL CODE.png|40px]] Legal Code
| [[File:YIELD TRAINING.png|25px]] +50% Training
* <span style="color:green;">'''+30'''</span> Judge Opinion
| [[File:UNIT MILITIA.png|25px]] Militia
* [[File:YIELD CIVICS.png|25px]] <span style="color:green;">'''+10'''</span> Civics per year per Active Law
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x10)
* [[File:YIELD ORDERS.png|25px]] <span style="color:red;">'''--0.6'''</span> Orders per year
| [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE WINE.png|25px]] Wine
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship
|
* <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
|-
|-
| [[File:LAW TOLERANCE.png|40px]] Tolerance
| '''Clerics'''
* <span style="color:green;">'''+30'''</span> Dualism Opinion
|
* Can Build Non-State Religions Disciples
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness per year per Non-State Religion [All Cities]
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-6'''</span> Civics per year
* +100 Monastery and Temple Yield
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy
| * -50% Disciple Units Production Time (State Religion only) and can build Disciples of any religion (no Religious presence required)
* <span style="color:green;">'''+30'''</span> Revelation Opinion
| Divine Rule law for free, on founding the Family Seat
* Disciples Can Purge World Religions
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)
* Can Hurry Production with Orders [Stare Religion Cities]
| [[File:RESOURCE INCENSE.png|25px]] Incense<br>[[File:RESOURCE LAVENDER.png|25px]] Lavender
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-18'''</span> Money per year
|
| [[File:TECH DOCTRINE.png|25px]] Doctrine
* <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
|-
|-
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army
| '''Hunters'''
* <span style="color:green;">'''+30'''</span> Tactician Opinion
|
* <span style="color:green;">'''+50%'''</span> XP from Combat
* [[File:YIELD TRAINING.png|25px]] +2 Training per year
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+2'''</span> Training per year with Treasury [All Cities]
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-18'''</span> Money per year
* New Ranged Units start with Sentinel
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects
* <span style="color:green;">'''+20'''</span> Champions Opinion
| [[File:YIELD IRON.png|25px]] 50 Iron<br>[[File:YIELD STONE.png|25px]] 50 Stone<br>[[File:YIELD WOOD.png|25px]] 50 Wood
* Can Hurry Production with Population
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20'''</span> Training per year per War
| [[File:RESOURCE FUR.png|25px]] Fur<br>[[File:RESOURCE HONEY.png|25px]] Honey
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-6'''</span> Civics per year
|
| [[File:TECH MANOR.png|25px]] Manor
* <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
=== High Upkeep Laws ===
* <span style="color:red;">'''-20'''</span> Hostile Units in Territory(does not count barbarian raiders)
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 PHILOSOPHY.png|40px]] Philosophy
| '''Landowners'''
* <span style="color:green;">'''+40'''</span> Enlightenment Opinion
|
* <span style="color:green;">'''+20%'''</span> Urban Specialists Production Time [All Cities]
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year
* [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+1'''</span> Science per year with Forum [All Cities]
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-9'''</span> Civics per year
* -50% Rural Specialists Production Time
| [[File:LAW ENGINEERING.png|40px]] Engineering
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action
* <span style="color:green;">'''+40'''</span> Scholar Opinion
| 2 Citizens
* <span style="color:green;">'''-25%'''</span> Wonder Costs
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)
* [[File:City Connected.png|25px]] Roads bridge across Rivers
| [[File:RESOURCE HONEY.png|25px]] Honey<br>[[File:RESOURCE OLIVE.png|25px]] Olives
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-24'''</span> Money per year
|
| [[File:TECH ARCHITECTURE.png|25px]] Architecture
* <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
|-
|-
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography
| '''Patrons'''
* <span style="color:green;">'''+40'''</span> Veneration Opinion
|
* No Random Non-State Religion Spread [All Cities]
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+2'''</span> Training per year per Monastery [All Cities]
* [[File:YIELD CULTURE.png|25px]] +25% culture per presioucs resource in the Family Seat
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness per year per Cathedral [All Cities]
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury
* [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+20'''</span> Money per year per Temple [All Cities]
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness Level per Culture Event
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-24'''</span> Money per year
| Court Minister
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)<br>[[File:TRAIT BUILDER.png|25px]] Builder (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)
* <span style="color:green;">'''+40'''</span> Patrons Opinion
| [[File:RESOURCE GEM.png|25px]] Gems<br>[[File:RESOURCE INCENSE.png|25px]] Incense
* [[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]
* <span style="color:green;">'''+20'''</span> [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-9'''</span> Civics per year
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement
| [[File:TECH VAULTING.png|25px]] Vaulting
* <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
|-
|-
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage
| '''Riders'''
* <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 TRAINING.png|25px]] +2 Training per year
* [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+5'''</span> Money per year per Cities with Religion [All Cities]
* [[File:City Connected.png|25px]] Always Connected
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''-12'''</span> Training per year
* New Mounted Units start with Saddleborn
| [[File:LAW HOLY WAR.png|40px]] Holy War
| 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.
* <span style="color:green;">'''+40'''</span> Zealot Opinion
| [[File:UNIT SCOUT.png|25px]] Scout
* <span style="color:green;">'''+1'''</span> Random Promotion for New Units [All Cities]
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)
* Can Hurry Production of Units with Money [Stare Religion Cities]
| [[File:RESOURCE FUR.png|25px]] Fur<br>[[File:RESOURCE SALT.png|25px]] Salt
* [[File:YIELD SCIENCE.png|25px]] <span style="color:red;">'''-3'''</span> Science per year
|
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code
* <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
=== Very High Upkeep Laws ===
* <span style="color:red;">'''-40'''</span> Leader or Spouse from another Nation
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
| '''Sages'''
* <span style="color:green;">'''+50'''</span> Artisans Opinion
|
* <span style="color:green;">'''-10%'''</span> Rebels Chance [All Cities]
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Town [All Cities]
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-30'''</span> Money per year
| Random Technology
| [[File:LAW ELITES.png|40px]] Elites
| [[File:PROJECT ARCHIVE 1.png|25px]] Archive I
* <span style="color:green;">'''+20'''</span> Schemer Opinion
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)<br>[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5)
* Store 100 Orders between Years
| [[File:RESOURCE LAVENDER.png|25px]] Lavender<br>[[File:RESOURCE SALT.png|25px]] Salt
* [[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
* <span style="color:green;">'''+20'''</span> [[File:LAW PHILOSOPHY.png|25px]] Philosophy law
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence
* <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
|-
|-
| [[File:LAW AUTARKY.png|40px]] Autarky
| '''Statesmen'''
* <span style="color:green;">'''+50'''</span> Commander Opinion
|
* [[File:IMPROVEMENT MINE.png|25px]] <span style="color:green;">'''+20%'''</span> Mine Yield [All Cities]
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year
* [[File:IMPROVEMENT QUARRY.png|25px]] <span style="color:green;">'''+20%'''</span> Quarry Yield [All Cities]
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] <span style="color:green;">'''+20%'''</span> Lumbermill Yield [All Cities]
* Specialists cost 25% less goods to train
* Can build units that require Horses, Camels or Elephants [All Cities]
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects
* [[File:YIELD SCIENCE.png|25px]] <span style="color:red;">'''-6'''</span> Science per year
| [[File:YIELD CIVICS.png|25px]] 400 Civics
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)
* <span style="color:green;">'''+20'''</span> Traders Opinion
| [[File:RESOURCE PEARL.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects
|
* Resource selling price becomes buying price
* <span style="color:green;">'''+20'''</span> [[File:LAW CONSTITUTION.png|25px]] Constitution law
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-12'''</span> Civics per year
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail
* <span style="color:red;">'''-20'''</span> No Spouse
* <span style="color:red;">'''-20'''</span> No Councilors
|-
|-
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement
| '''Traders'''
* <span style="color:green;">'''+20'''</span> Schemer Opinion
|
* Can buy and sell Orders with Money
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-30'''</span> Money per year
* [[File:YIELD MONEY.png|25px]] +6 Money per year per Specialist in Trader cities
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform
* New Worker Units start with Surveyor
* <span style="color:green;">'''+20'''</span> Traders Opinion
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units
* No Discontent from Hurry Production
| [[File:IMPROVEMENT FAIR.png|25px]] Fair<br>Court Merchant
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness per year [All Cities]
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)<br>[[File:TRAIT ORATOR.png|25px]] Orator (x5)<br>[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-12'''</span> Civics per year
| [[File:RESOURCE OLIVE.png|25px]] Olives<br>[[File:RESOURCE PEARL.png|25px]] Pearls
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy
|
* <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
|}
|}
== Tribes ==
Tribes occupy certain City Sites at the start of the game. Tribes can be converted to a Religion and tribe characters can intermarry with Nation characters. Nations can conduct diplomacy with tribes.
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.
== Barbarians ==
Barbarians occupy certain City Sites at the start of the game. They are always at War with all Nations and have to be defeated to claim the City Site.

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