There are 8 major Nations present in Old World. The Archetype of the starting Nation Leader can be changed in the map settings.
There are 8 major Nations present in Old World. 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.
There are 8 major Nations present in Old World. 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)
Laws
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 Civics to pass it.
No Upkeep Laws
No Upkeep Laws cost 250 Civics to pass and have no yearly costs.
Law 1
Law 2
Required technology
Epics
+10 Hero Opinion
+10 Culture per killed Military Unit in nearest City
Exploration
+10 Hunters Opinion
Movement Bonus along Neutral River
Scouts move on Water
Rhetoric
Slavery
+10 Builder Opinion
+20% Mine Yield [All Cities]
+20% Quarry Yield [All Cities]
+1 Discontent per year [All Cities]
Freedom
+10 Sages Opinion
+4 Money per year per Specialist [All Cities]
Labor Force
Centralization
+20 Legalism Opinion
Farms can be constructed on Marsh terrain
+2 Science per year per Culture Level [Capital City]
Vassalage
+20 Riders Opinion
-50% Unit Consumption
No extra Unit Consumption when Outside Borders
Aristocracy
Low Upkeep Laws
Low Upkeep Laws cost 400 Civics to pass and have low yearly costs.
Law 1
Law 2
Required technology
Tyranny
+10 Orator Opinion
+20 Training per year
+8 Money per year per Military Unit in Territory [All Cities]
-3 Civics per year
Constitution
+10 Statesman Opinion
Enables the Decree projects [Capital City]
+1 Science per year per Urban Specialist [All Cities]
-6 Training per year
Sovereignty
Colonies
+20 Diplomat Opinion
Enables the Buy Tile action
-6 Training per year
Serfdom
+20 Landowners Opinion
+5 Orders per year
-12 Money per year
+1 Discontent per year [All Cities]
Navigation
Monotheism
+20 Gnosticism Opinion
+1 Orders per year [State Religion Cities]
-3 Civics per year
Polytheism
+20 Mythology Opinion
Shrines can be constructed multiple times
-12 Money per year
Monasticism
Medium Upkeep Laws
Medium Upkeep Laws cost 400 Civics to pass and have medium yearly costs.
Law 1
Law 2
Required technology
Divine Rule
+30 Clerics Opinion
Can Adopt Pagan State Religions
+1 Happiness per year per Shrine [All Cities]
-18 Money per year
Legal Code
+30 Judge Opinion
+10 Civics per year per Active Law
-0.6 Orders per year
Citizenship
Tolerance
+30 Dualism Opinion
Can Build Non-State Religions Disciples
+2 Happiness per year per Non-State Religion [All Cities]
-6 Civics per year
Orthodoxy
+30 Revelation Opinion
Disciples Can Purge World Religions
Can Hurry Production with Orders [Stare Religion Cities]
-18 Money per year
Doctrine
Professional Army
+30 Tactician Opinion
+50% XP from Combat
+2 Training per year with Treasury [All Cities]
-18 Money per year
Volunteers
+20 Champions Opinion
Can Hurry Production with Population
+20 Training per year per War
-6 Civics per year
Manor
High Upkeep Laws
High Upkeep Laws cost 400 Civics to pass and have high yearly costs.
Law 1
Law 2
Required technology
Philosophy
+40 Enlightenment Opinion
+20% Urban Specialists Production Time [All Cities]
+1 Science per year with Forum [All Cities]
-9 Civics per year
Engineering
+40 Scholar Opinion
-25% Wonder Costs
Roads bridge across Rivers
-24 Money per year
Architecture
Iconography
+40 Veneration Opinion
No Random Non-State Religion Spread [All Cities]
+2 Training per year per Monastery [All Cities]
+2 Happiness per year per Cathedral [All Cities]
+20 Money per year per Temple [All Cities]
-24 Money per year
Calligraphy
+40 Patrons Opinion
+4 Culture per year per Library [All Cities]
+1 Happiness per year per Elder Specialist [All Cities]
-9 Civics per year
Vaulting
Pilgrimage
+40 Redemption Opinion
+2 Science per year per Grove [All Cities]
+5 Money per year per Cities with Religion [All Cities]
-12 Training per year
Holy War
+40 Zealot Opinion
+1 Random Promotion for New Units [All Cities]
Can Hurry Production of Units with Money [Stare Religion Cities]
-3 Science per year
Martial Code
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
Guilds
+50 Artisans Opinion
-10% Rebels Chance [All Cities]
+1 Happiness per year per Town [All Cities]
-30 Money per year
Elites
+20 Schemer Opinion
Store 100 Orders between Years
+2 Orders per year with Legendary Culture Level [All Cities]
-15 Training per year
Jurisprudence
Autarky
+50 Commander Opinion
+20% Mine Yield [All Cities]
+20% Quarry Yield [All Cities]
+20% Lumbermill Yield [All Cities]
Can build units that require Horses, Camels or Elephants [All Cities]
-6 Science per year
Trade League
+20 Traders Opinion
Enables the Convoy projects
Resource selling price becomes buying price
-12 Civics per year
Lateen Sail
Coin Debasement
+20 Schemer Opinion
Can buy and sell Orders with Money
-30 Money per year
Monetary Reform
+20 Traders Opinion
No Discontent from Hurry Production
+2 Happiness per year [All Cities]
-12 Civics per year
Fiscal Policy
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.
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.
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 start with Ingenuity
-2 Turns Urban Improvement Build Time
Worker
Schemer (x10) Builder (x5) Orator (x5)
Dyes Gems
+50 Guilds law
+10 per Amphitheater improvement
+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
Monasticism Found Judaism or Zoroastrianism
Zealot (x10) Commander (x5) Scholar (x5)
Incense Lavender
+30 Divine Rule law
+10 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 Tribal Units in Territory
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
+4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)
Creates Literature Luxury
+1 Happiness Level per Culture Event
Court Minister
Orator (x10) Builder (x5) Scholar (x5)
Gems Incense
+40 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
Mounted Units do not require map resources
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
-20% Urban Specialists Cost
+25% Science
Random Technology
Scholar (x10) Diplomat (x5) Judge (x5)
Lavender Salt
+10 Freedom 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
Enables the Decree projects
400 Civics
Judge (x10) Commander (x5) Diplomat (x5)
Pearls Wine
+10 Constitution law
+20 per Palace improvement
-20 No Spouse
-20 No Councilors
Traders
+100% Nets Yield
+1 Culture per year per Specialist
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. There are 7 Tribes present in Old World: