Nations: Difference between revisions
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* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | * [[File:YIELD CIVICS.png|25px]] +2 Civics per year | ||
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold | |||
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | * [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | ||
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Revision as of 00:09, 13 March 2023
Nations are the major states that are vying for Victory in Old World.
Player nations
There are 8 major Nations present in Old World.
Laws

Laws provide a permanent bonus to a Nation. They come in two mutually-exclusive groups and five levels of penalties. The Laws button will glow when there is a group without any active law and enough
Civics to pass it.
No Upkeep Laws
No Upkeep Laws cost 250
Civics to pass and have no yearly costs.
Low Upkeep Laws
Low Upkeep Laws cost 400
Civics to pass and have low yearly costs.
| Law 1 | Law 2 | Required technology |
|---|---|---|
Medium Upkeep Laws
Medium Upkeep Laws cost 400
Civics to pass and have medium yearly costs.
| Law 1 | Law 2 | Required technology |
|---|---|---|
High Upkeep Laws
High Upkeep Laws cost 400
Civics to pass and have high yearly costs.
| Law 1 | Law 2 | Required technology |
|---|---|---|
Very High Upkeep Laws
Very High Upkeep Laws cost 400
Civics to pass and have very high yearly costs.
| Law 1 | Law 2 | Required technology |
|---|---|---|
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. 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 any of the following 10 classes. The first City founded for a family will be the Family Seat.
| Class | City Effects | Family Seat Effects | Common Traits | Opinion Preferences | Families in this class |
|---|---|---|---|---|---|
| Artisans | |||||
| Champions | |||||
| Clerics | |||||
| Hunters | |||||
| Landowners | |||||
| Patrons | |||||
| Riders | |||||
| Sages | |||||
| Statesmen | |||||
| Traders |
Tribes
Tribes occupy certain City Sites at the start of the game. Tribes that aren't allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty. There are 7 Tribes present in Old World:



