Nations: Difference between revisions

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* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone
* [All Cities] +40% from Farm on River
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River
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| [[File:CHARACTER SELECT PHILIP.png|150px]] Greece
| [[File:CHARACTER SELECT PHILIP.png|150px]] Greece

Revision as of 16:38, 11 March 2023

Nations are the major states that are vying for Victory in Old World.

A player Nation must be ruled by a member of the same dynasty as the Nation's founder. If the Nation's leader dies without a Heir the game ends.

Civilization Leader Leader Traits Leader Archetype Bonuses Starting Techs Unique Buildings Unique Units Families
Assyria Ashurbanipal Educated Zealot
  • [All Cities] New Units start with Focus I
  • [All Units] +100% Pillage Yield
  • [All units] +2 Orders per Military Unit Killed
Babylonia Nebuchadnezzar Prosperous Scholar
  • [All Cities] +1 Science per turn
  • [All Cities] +20% Growth
  • [All Cities] +2 Culture per turn with Treasury
Cartage Dido Cunning
Engineer
Diplomat
  • [New Cities] +200 Civics
  • [All Cities] +10 Money if Connected
  • [Ability] Can hire Mercenaries from Tribes
Egypt Hatshepsut Inspiring Builder
  • [On Start] +400 Stone
  • [All Cities] +40% Yield from Farm on River
Greece Philip
Hatti Hattusili Warlike Judge
Persia Cyrus Tough Hero
Rome Romulus Ruthless Tactician

Laws

The Laws tab with the top 3 Laws passed

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.

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 army 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

Tribes

Tribes occupy certain City Sites at the start of the game. Tribes can be converted to a Religion and tribe characters can intermarry with Nation characters. Nations can conduct diplomacy with tribes.

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.

Barbarians

Barbarians occupy certain City Sites at the start of the game. They are always at War with all Nations and have to be defeated to claim the City Site.