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 SCIENCE.png|25px]] +1 Science per year per Specialist | * [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist | ||
| Random Technology | | Random Technology | ||
| [[File:PROJECT ARCHIVE 1.png|25px]] Archive I | |||
| [[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 | ||
Latest revision as of 18:30, 29 September 2026
Nations are the major states that are vying for Victory in Old World.
Player nations
There are thirteen major Nations present in Old World, seven in the base game, and six added with various DLCs. The additions are: The Hatti (Heroes of the Aegean), Kush (Pharaohs of the Nile), Aksum (Wrath of Gods), Maurya, Tamilakam, and the Yuezhi (Empires of the Indus). 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) | |||
| Maurya | Ashoka | Compassionate | File:UNIT ASSAULT ELEPHANT.png Assault Elephant File:ARMORED ELEPHANT.png Armored Elephant |
Magadha (Champions) Gandhara (Hunters) Kamboja (Riders) Avanti (Sages) Vatsa (Patrons) Kosala (Statesmen) | ||||
| Persia | Cyrus | Tough | Achaemenid (Statesmen) Arsacid (Clerics) Mihranid (Hunters) Sasanid (Riders) | |||||
| Rome | Romulus | Ruthless | Claudius (Landowners) Fabius (Champions) Julius (Statesmen) Valerius (Patrons) | |||||
| Tamilakam | Karikala | Intelligent |
Coalition Effects
|
File:UNIT JAVELIN ELEPHANT.png Javelin Elephant File:UNIT ELEPHANT ARCHER.png Elephant Archer |
Pandya (Traders) Chola (Artisans) Chera (Landowners) | |||
| Yuezhi | Kujula | Bold | File:UNIT STEPPE RIDER.png Steppe Rider File:UNIT KUSHAN CAVALRY.png Kushan Cavalry File:UNIT KUSHAN WARLORD.png Kushan Warlord |
Xiumi (Riders) Shuangmi (Champions) Xidun (Clerics) Dumi (Traders) |
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.



