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| As a rule of thumb, it is best to have at least one Worker per city, a few extras to build Roads or assist where needed and at least one to cut down trees each turn until a Lumbermill is built. | | As a rule of thumb, it is best to have at least one Worker per city, a few extras to build Roads or assist where needed and at least one to cut down trees each turn until a Lumbermill is built. |
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| == Opinion ==
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| Every Character, Religion, Family, Foreign Leader, Nation and Tribe has an opinion on the leader of a Nation. Marrying a character will grant 30 Opinion with its Family, Nation or Tribe.
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| * Character opinion affects the cost of their missions, combat effectiveness as Generals and discontent as Governors. If the character is the head of a Family, Religion, Nation or Tribe it will also affect the opinion of those entities. Influence Missions allow the chance to improve a Character's Opinion.
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| * Family opinion affects the Strength of their units and the [[File:YIELD CIVICS.png|25px]] Civics, [[File:YIELD TRAINING.png|25px]] Training and [[File:YIELD MONEY.png|25px]] Maintenance of their Cities. A negative opinion can also spawn rebel armies near their cities.
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| * Religion opinion affects the [[File:YIELD HAPPINESS.png|25px]] Happiness of cities with that Religion. If the The Sacred and The Profane DLC is installed negative Religion opinion can also cause dissent.
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| * Nation opinion affects the success chance of diplomatic missions and the odds that the Nation will declare war.
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| * Nation opinion affects the success chance of diplomatic missions and the odds that the Tribe will declare war or send raiders. It also affects the cost of hiring them as Mercenaries or settling Cities on their Tribal Sites.
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| Opinion may have the following values:
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| {| class="wikitable"
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| ! Opinion !! Values
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| |-
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| | <span style="color:green;">'''Friendly'''</span> || <span style="color:green;">'''200 and above'''</span>
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| |-
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| | <span style="color:green;">'''Pleased'''</span> || <span style="color:green;">'''100 to 199'''</span>
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| |-
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| | <span style="color:green;">'''Cautious'''</span> || <span style="color:green;">'''0 to 99'''</span>
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| |-
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| | <span style="color:orange;">'''Content'''</span> || <span style="color:orange;">'''0'''</span>
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| |-
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| | <span style="color:red;">'''Upset'''</span> || <span style="color:red;">'''-99 to -1'''</span>
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| |-
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| | <span style="color:red;">'''Angry'''</span> || <span style="color:red;">'''-199 to -100'''</span>
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| |-
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| | <span style="color:red;">'''Furious'''</span> || <span style="color:red;">'''-200 and below'''</span>
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| |}
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| == Religion == | | == Religion == |
Revision as of 01:11, 11 March 2023
In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.
The Terrain units more order will have an impact on how far they can move each turn. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.
As a rule of thumb, it is best to have at least one Worker per city, a few extras to build Roads or assist where needed and at least one to cut down trees each turn until a Lumbermill is built.
Religion
Each Nation will follow a unique Pagan Religion at first. When certain requirements are met the Nation can found a different Religion which can use Disciplines.
Each character will follow its own Religion. When enough characters in a Family convert to the Nation's religion the Nation will receive additional benefits.
Religion |
Founding requirements
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Christianity |
Metaphysics 12 Citizens 1 Owned Jewish City 2 Global Jewish Cities
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Judaism |
Labor Force 2 Ranchers
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Manichaeism |
Monasticism 2 Global Christian Cities 2 Global Zoroastrian Cities
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Zoroastrianism |
2 Acolytes
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Trees
Trees can be cut by a Worker to produce Wood. Trees cut down will regrow in a few turns. But if a tile is cleared completely of trees they will not grow again.