Nations

From Old World Official Wiki

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

Player nations

There are 8 major Nations present in Old World.

Civilization Leader Leader Traits Leader Archetype Bonuses Starting Techs Shrines 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
Administration
Military Drill
Trapping
Ashur
Ninurta
Nuska
Shamash
Battering Ram
Siege Tower
Adasi (Patrons)
Erishum (Clerics)
Sargonid (Champions)
Tudiya (Hunters)
Babylonia
Nebuchadnezzar Prosperous Scholar
  • [All Cities] +1 Science per turn
  • [All Cities] +20% Growth
  • [All Cities] +2 Culture per turn with Treasury
Administration
Rhetoric
Trapping
Ereshkigal
Ishtar
Madruk
Nabu
Akkadian Archer
Cimmerian Archer
Amorite (Sages)
Chaldean (Artisans)
Isin (Traders)
Kassite (Hunters)
Cartage
Dido Cunning
Engineer
Diplomat
  • [New Cities] +200 Civics
  • [All Cities] +10 Money if Connected
  • [Ability] Can hire Mercenaries from Tribes
Aristocracy
Divination
Trapping
Astarte
Eshmun
Melqart
Tanit
African Elephant
Turreted Elephant
Barcid (Riders)
Didonian (Statesmen)
Hannoid (Traders)
Magonid (Artisans)
Egypt
Hatshepsut Inspiring Builder
  • [On Start] +400 Stone
  • [All Cities] +40% Yield from Farm on River
  • [All Cities] -25% Cost for Adjacent Improvement Classes
Ironworking
Labor Force
Stonecutting
Isis
Neith
Osiris
Ra
Light Chariot
Kushite Cavalry
Amarna (Clerics)
Ramesside (Riders)
Saite (Landowners)
Thusmosid (Sages)
Greece
Philip Bold Commander
  • Unlocks Olympiad projects
  • [All Cities] +2 Culture per turn
  • [All Cities] -25% Cost for Settlers
  • Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed
Drama
Ironworking
Stonecutting
Athena
Hades
Poseidon
Zeus
Hoplite
Phalangite
Alcmaeonid (Sages)
Argead (Champions)
Cypselid (Artisans)
Seleucid (Patrons)
Hatti
Hattusili Warlike Judge
  • [All Cities] +1 Civics per turn
  • [All Units] Can Remove Vegetation
  • [All Units] Ignore Hill Movement Penalties
Administration
Husbandry
Ironworking
Arinnitti
Kamrusepa
Halki
Tarhun
Heavy Chariot
Three Man Chariot
Hattusan (Traders)
Kussaran (Riders)
Nenassan (Landowners)
Zalpuwan (Patrons)
Persia
Cyrus Tough Hero
  • +50% Harvest Production
  • [All Cities] -25% Cost for Ranged Units
  • [All Cities] +0.5 Orders per turn per Pasture
Husbandry
Ironworking
Trapping
Anahita
Atar
Mithra
Hvar Khshaita
Palton Cavalry
Cataphract Archer
Achaemenid (Statesmen)
Arsacid (Clerics)
Mihranid (Hunters)
Sasanid (Riders)
Rome
Romulus Ruthless Tactician
  • [All Cities] +2 Training per turn
  • [All Units] +2 Fatigue Limit
Ironworking
Polis
Stonecutting
Mars
Venus
Vesta
Vulcan
Hastatus
Legionary
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. 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 any of the following 10 classes. The first City founded for a family will be the Family Seat.

Class City Effects Family Seat Effects Seat Founded Bonus Common Traits Wanted Luxuries
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
Champions
  • +2 Training per year
  • +50% City Defense
  • New Units start with Steadfast
+50% Training Militia Commander (x10)
Hero (x10)
Dyes
Wine
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
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
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
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
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
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
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
Traders
  • +100% Nets Yield
  • +1 Culture per year per Specialist
  • New Worker Units start with Surveyor
Unlocks Caravan units Court Merchant
Fair
Diplomat (x10)
Orator (x5)
Schemer (x5)
Olives
Pearls

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:

Tribe Units Always at War
Barbarians Marauder
Skirmisher
Elite Marauder
Elite Skirmisher
Yes
Danes Marauder
Skirmisher
Elite Marauder
Elite Skirmisher
Javelineer
Elite Javelineer
No
Gauls Marauder
Skirmisher
Elite Marauder
Elite Skirmisher
Javelineer
Elite Javelineer
No
Thracians Marauder
Skirmisher
Elite Marauder
Elite Skirmisher
Warlord
Elite Warlord
No
Vandals Marauder
Skirmisher
Elite Marauder
Elite Skirmisher
Warlord
Elite Warlord
No
Numidians Nomad Marauder
Nomad Skirmisher
Nomad Warlord
Elite Nomad Marauder
Elite Nomad Skirmisher
Elite Nomad Warlord
Libyan Cavalry
Elite Libyan Cavalry
No
Scythians Nomad Marauder
Nomad Skirmisher
Nomad Warlord
Elite Nomad Marauder
Elite Nomad Skirmisher
Elite Nomad Warlord
Amazon Cavalry
Elite Amazon Cavalry
No