Nations: Difference between revisions
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* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield | * [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield | ||
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield | * [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield | ||
* New Siege and Ship Units | * New Siege and Ship Units are built for 25% less resources | ||
| -2 Turns Urban Improvement Build Time | | -2 Turns Urban Improvement Build Time | ||
| [[File:UNIT WORKER.png|25px]] Worker | | [[File:UNIT WORKER.png|25px]] Worker | ||
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| [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE GEM.png|25px]] Gems | | [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE GEM.png|25px]] Gems | ||
| | | | ||
* <span style="color:green;">'''+ | * <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 [[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:green;">'''+20'''</span> Luxuries | ||
* <span style="color:red;">'''-20'''</span> Pillaged Improvements Inside Territory | * <span style="color:red;">'''-20'''</span> Pillaged Improvements Inside Territory | ||
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* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements | * [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements | ||
* +100 Monastery and Temple Yield | * +100 Monastery and Temple Yield | ||
| -50% Disciple Units Production Time | * Divine Rule law for free, on founding the Family Seat | ||
| -50% Disciple Units Production Time (State Religion only) and can build Disciples of any religion (no Religious presence required) | |||
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | | [[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 | | [[File:RESOURCE INCENSE.png|25px]] Incense<br>[[File:RESOURCE LAVENDER.png|25px]] Lavender | ||
| | | | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> [[File:LAW DIVINE RULE.png|25px]] Divine Rule law | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> per Cathedral improvement | ||
* <span style="color:green;">'''+20'''</span> per Holy City | * <span style="color:green;">'''+20'''</span> per Holy City | ||
* <span style="color:red;">'''-20'''</span> per City without Religion | * <span style="color:red;">'''-20'''</span> per City without Religion | ||
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* <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement | * <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:green;">'''+20'''</span> per Defended City | ||
* <span style="color:red;">'''-20'''</span> Hostile | * <span style="color:red;">'''-20'''</span> Hostile Units in Territory(does not count barbarian raiders) | ||
|- | |- | ||
| '''Landowners''' | | '''Landowners''' | ||
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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]] + | * [[File:YIELD CULTURE.png|25px]] +25% culture per presioucs resource in the Family Seat | ||
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | * [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | ||
| [[File:YIELD HAPPINESS.png|25px]] + | | [[File:YIELD HAPPINESS.png|25px]] +2 Happiness Level per Culture Event | ||
| Court Minister | | 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: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 | | [[File:RESOURCE GEM.png|25px]] Gems<br>[[File:RESOURCE INCENSE.png|25px]] Incense | ||
| | | | ||
* <span style="color:green;">'''+ | * <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;">'''+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;">'''+10'''</span> per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor | ||
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* [[File:City Connected.png|25px]] Always Connected | * [[File:City Connected.png|25px]] Always Connected | ||
* New Mounted Units start with Saddleborn | * 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: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:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5) | ||
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* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | * [[File:YIELD CIVICS.png|25px]] +2 Civics per year | ||
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist | * [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist | ||
* | * Sage cities get an Archive I for free, when they are founded | ||
| Random Technology | | Random Technology | ||
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)<br>[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5) | | [[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 | | [[File:RESOURCE LAVENDER.png|25px]] Lavender<br>[[File:RESOURCE SALT.png|25px]] Salt | ||
| | | | ||
* <span style="color:green;">'''+ | * <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;">'''+20'''</span> per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement | ||
* <span style="color:green;">'''+40'''</span> Most Specialists | * <span style="color:green;">'''+40'''</span> Most Specialists | ||
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* [[File:YIELD ORDERS.png|25px]] +1 Orders per year | * [[File:YIELD ORDERS.png|25px]] +1 Orders per year | ||
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level | * [[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:PROJECT DECREE 1.png|25px]] Enables the Decree projects | ||
| [[File:YIELD CIVICS.png|25px]] 400 Civics | | [[File:YIELD CIVICS.png|25px]] 400 Civics | ||
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| [[File:RESOURCE PEARL.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine | | [[File:RESOURCE PEARL.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine | ||
| | | | ||
* <span style="color:green;">'''+ | * <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: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 Spouse | ||
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* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield | * [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield | ||
* [[File:YIELD | * [[File:YIELD MONEY.png|25px]] +6 Money per year per Specialist in Trader cities | ||
* New Worker Units start with Surveyor | * New Worker Units start with Surveyor | ||
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | | [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | ||
Revision as of 21:05, 21 October 2025
Nations are the major states that are vying for Victory in Old World.
Player nations
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.
| Civilization | Default Leader | Leader Traits | Leader Archetype | Bonuses | Starting Techs | Shrines | Unique Units | Families |
|---|---|---|---|---|---|---|---|---|
| Aksum | Kaleb | Pious |
|
Stele (Grand Stele, Legendary Stele) |
Agaw (Champions) Agazi (Traders) Tigrayan (Clerics) Barya (Patrons) | |||
| Assyria | Ashurbanipal | Educated | Adasi (Patrons) Erishum (Clerics) Sargonid (Champions) Tudiya (Hunters) | |||||
| Babylonia | Nebuchadnezzar | Prosperous | Amorite (Sages) Chaldean (Artisans) Isin (Traders) Kassite (Hunters) | |||||
| Carthage | Dido | Cunning Engineer |
Barcid (Riders) Didonian (Statesmen) Hannoid (Traders) Magonid (Artisans) | |||||
| Egypt | Hatshepsut | Inspiring | Amarna (Clerics) Ramesside (Riders) Saite (Landowners) Thusmosid (Sages) | |||||
| Greece | Philip | Bold | Alcmaeonid (Sages) Argead (Champions) Cypselid (Artisans) Seleucid (Patrons) | |||||
| Hatti | Hattusili | Warlike | Hattusan (Traders) Kussaran (Riders) Nenassan (Landowners) Zalpuwan (Patrons) | |||||
| Kush | Amanirenas | Swift |
|
Kushite Pyramids |
Yam (Hunters) Irtjet (Artisans) Wawat (Traders) Setju (Landowners) | |||
| Persia | Cyrus | Tough | Achaemenid (Statesmen) Arsacid (Clerics) Mihranid (Hunters) Sasanid (Riders) | |||||
| Rome | Romulus | Ruthless | Claudius (Landowners) Fabius (Champions) Julius (Statesmen) Valerius (Patrons) |
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, 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.
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.
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.
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.
There are 7 Tribes present in Old World:



