| Claudius (Landowners)<br>Fabius (Champions)<br>Julius (Statesmen)<br>Valerius (Patrons)
| Claudius (Landowners)<br>Fabius (Champions)<br>Julius (Statesmen)<br>Valerius (Patrons)
|}
== Laws ==
[[File:Laws screen.png|thumb|300px|The Laws tab]]
Laws provide a permanent bonus to a Nation. They come in two mutually-exclusive groups and five levels of penalties. The Laws button will glow when there is a group without any active law and enough [[File:YIELD CIVICS.png|25px]] Civics to pass it.
=== No Upkeep Laws ===
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.
There are ten major Nations present in Old World, seven in the base game, and three added with various DLCs. The most recent additions are: The Hatti, being present if the Heroes of the Aegean DLC is installed, Aksum, present if the Wrath of Gods DLC is installed, and the nation of Kush, present if the Pharaohs of the Nile DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.
Claudius (Landowners) Fabius (Champions) Julius (Statesmen) Valerius (Patrons)
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
Sage cities get an Archive I for free, when they are founded
Random Technology
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
Tribes
A Gaul tribe occupying a city site
Tribes occupy certain City Sites at the start of the game. Tribes that aren't allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.
Carthage and Nation Leaders with the Orator archetype can hire Tribe units as mercenaries. The price depends on the unit's Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.