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| * <span style="color:green;">'''+10'''</span> Connected Cities | | * <span style="color:green;">'''+10'''</span> Connected Cities |
| * <span style="color:red;">'''-20'''</span> Damaged Cities | | * <span style="color:red;">'''-20'''</span> Damaged Cities |
| |}
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|
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| == Tribes ==
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| [[File:Tribe site.png|thumb|300px|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.
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|
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| Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit's [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.
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|
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| There are 7 Tribes present in Old World:
| |
| {| class="wikitable"
| |
| ! Tribe !! Units !! Always at War
| |
| |-
| |
| | <span style="color:red;">'''Barbarians'''</span>
| |
| | [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher
| |
| | <span style="color:red;">'''Yes'''</span>
| |
| |-
| |
| | <span style="color:cyan;">'''Danes'''</span>
| |
| | [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT JAVELINEER.png|25px]] Javelineer<br>[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer
| |
| | <span style="color:green;">'''No'''</span>
| |
| |-
| |
| | <span style="color:green;">'''Gauls'''</span>
| |
| | [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT JAVELINEER.png|25px]] Javelineer<br>[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer
| |
| | <span style="color:green;">'''No'''</span>
| |
| |-
| |
| | <span style="color:orange;">'''Thracians'''</span>
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| | [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT WARLORD.png|25px]] Warlord<br>[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord
| |
| | <span style="color:green;">'''No'''</span>
| |
| |-
| |
| | <span style="color:purple;">'''Vandals'''</span>
| |
| | [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT WARLORD.png|25px]] Warlord<br>[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord
| |
| | <span style="color:green;">'''No'''</span>
| |
| |-
| |
| | <span style="color:orange;">'''Numidians'''</span>
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| | [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder<br>[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher<br>[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord<br>[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder<br>[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher<br>[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord<br>[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry<br>[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry
| |
| | <span style="color:green;">'''No'''</span>
| |
| |-
| |
| | <span style="color:gray;">'''Scythians'''</span>
| |
| | [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder<br>[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher<br>[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord<br>[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder<br>[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher<br>[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord<br>[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry<br>[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry
| |
| | <span style="color:green;">'''No'''</span>
| |
| |} | | |} |
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.
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
|