Nations: Difference between revisions
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== Player nations == | == Player nations == | ||
There are seven major Nations present in Old World, with an eighth one, the Hatti, being present if the Heroes of the Aegean 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families | ! Civilization !! Leader !! width=1% | Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families | ||
|- | |- | ||
| '''Assyria''' | | '''Assyria''' | ||
| Ashurbanipal | | Ashurbanipal | ||
| Educated | | Educated | ||
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| Adasi (Patrons)<br>Erishum (Clerics)<br>Sargonid (Champions)<br>Tudiya (Hunters) | | Adasi (Patrons)<br>Erishum (Clerics)<br>Sargonid (Champions)<br>Tudiya (Hunters) | ||
|- | |- | ||
| '''Babylonia''' | | '''Babylonia''' | ||
| Nebuchadnezzar | | Nebuchadnezzar | ||
| Prosperous | | Prosperous | ||
Line 32: | Line 32: | ||
| Amorite (Sages)<br>Chaldean (Artisans)<br>Isin (Traders)<br>Kassite (Hunters) | | Amorite (Sages)<br>Chaldean (Artisans)<br>Isin (Traders)<br>Kassite (Hunters) | ||
|- | |- | ||
| '''Cartage''' | | '''Cartage''' | ||
| Dido | | Dido | ||
| Cunning<br>Engineer | | Cunning<br>Engineer | ||
Line 45: | Line 45: | ||
| Barcid (Riders)<br>Didonian (Statesmen)<br>Hannoid (Traders)<br>Magonid (Artisans) | | Barcid (Riders)<br>Didonian (Statesmen)<br>Hannoid (Traders)<br>Magonid (Artisans) | ||
|- | |- | ||
| '''Egypt''' | | '''Egypt''' | ||
| Hatshepsut | | Hatshepsut | ||
| Inspiring | | Inspiring | ||
Line 58: | Line 58: | ||
| Amarna (Clerics)<br>Ramesside (Riders)<br>Saite (Landowners)<br>Thusmosid (Sages) | | Amarna (Clerics)<br>Ramesside (Riders)<br>Saite (Landowners)<br>Thusmosid (Sages) | ||
|- | |- | ||
| '''Greece''' | | '''Greece''' | ||
| Philip | | Philip | ||
| Bold | | Bold | ||
Line 66: | Line 66: | ||
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn | * [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn | ||
* [All Cities] -25% Cost for Settlers | * [All Cities] -25% Cost for Settlers | ||
| [[File:TECH DRAMA.png|25px]] Drama<br>[[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | | [[File:TECH DRAMA.png|25px]] Drama<br>[[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | ||
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena<br>[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades<br>[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon<br>[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus | | [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena<br>[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades<br>[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon<br>[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus | ||
Line 72: | Line 71: | ||
| Alcmaeonid (Sages)<br>Argead (Champions)<br>Cypselid (Artisans)<br>Seleucid (Patrons) | | Alcmaeonid (Sages)<br>Argead (Champions)<br>Cypselid (Artisans)<br>Seleucid (Patrons) | ||
|- | |- | ||
| '''Persia''' | |||
| '''Persia''' | |||
| Cyrus | | Cyrus | ||
| Tough | | Tough | ||
Line 98: | Line 84: | ||
| Achaemenid (Statesmen)<br>Arsacid (Clerics)<br>Mihranid (Hunters)<br>Sasanid (Riders) | | Achaemenid (Statesmen)<br>Arsacid (Clerics)<br>Mihranid (Hunters)<br>Sasanid (Riders) | ||
|- | |- | ||
| '''Rome''' | | '''Rome''' | ||
| Romulus | | Romulus | ||
| Ruthless | | Ruthless | ||
Line 109: | Line 95: | ||
| [[File:UNIT HASTATUS.png|25px]] Hastatus<br>[[File:UNIT LEGIONARY.png|25px]] Legionary | | [[File:UNIT HASTATUS.png|25px]] Hastatus<br>[[File:UNIT LEGIONARY.png|25px]] Legionary | ||
| Claudius (Landowners)<br>Fabius (Champions)<br>Julius (Statesmen)<br>Valerius (Patrons) | | Claudius (Landowners)<br>Fabius (Champions)<br>Julius (Statesmen)<br>Valerius (Patrons) | ||
|- | |||
| '''Hatti''' | |||
| Hattusili | |||
| Warlike | |||
| [[File:TRAIT JUDGE.png|25px]] Judge | |||
| | |||
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn | |||
* [All Units] Can Remove Vegetation | |||
* [All Units] Ignore Hill Movement Penalties | |||
| [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH HUSBANDRY.png|25px]] Husbandry<br>[[File:TECH IRONWORKING.png|25px]] Ironworking | |||
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti<br>[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa<br>[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki<br>[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun | |||
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot<br>[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot | |||
| Hattusan (Traders)<br>Kussaran (Riders)<br>Nenassan (Landowners)<br>Zalpuwan (Patrons) | |||
|} | |} | ||
Line 169: | Line 168: | ||
| [[File:LAW COLONIES.png|40px]] Colonies | | [[File:LAW COLONIES.png|40px]] Colonies | ||
* <span style="color:green;">'''+20'''</span> Diplomat Opinion | * <span style="color:green;">'''+20'''</span> Diplomat Opinion | ||
* [[File:BUY TILE.png|25px]] Enables the Buy Tile | * [[File:BUY TILE.png|25px]] Enables the Buy Tile action | ||
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''-6'''</span> Training per year | * [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''-6'''</span> Training per year | ||
| [[File:LAW SERFDOM.png|40px]] Serfdom | | [[File:LAW SERFDOM.png|40px]] Serfdom | ||
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| [[File:LAW DIVINE RULE.png|40px]] Divine Rule | | [[File:LAW DIVINE RULE.png|40px]] Divine Rule | ||
* <span style="color:green;">'''+30'''</span> Clerics Opinion | * <span style="color:green;">'''+30'''</span> Clerics Opinion | ||
* Can Adopt Pagan State Religions | * [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions | ||
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Shrine [All Cities] | * [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Shrine [All Cities] | ||
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-18'''</span> Money per year | * [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-18'''</span> Money per year | ||
Line 202: | Line 201: | ||
* <span style="color:green;">'''+30'''</span> Judge Opinion | * <span style="color:green;">'''+30'''</span> Judge Opinion | ||
* [[File:YIELD CIVICS.png|25px]] <span style="color:green;">'''+10'''</span> Civics per year per Active Law | * [[File:YIELD CIVICS.png|25px]] <span style="color:green;">'''+10'''</span> Civics per year per Active Law | ||
* [[File:YIELD ORDERS.png|25px]] <span style="color:red;">''' | * [[File:YIELD ORDERS.png|25px]] <span style="color:red;">'''-0.6'''</span> Orders per year | ||
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship | | [[File:TECH CITIZENSHIP.png|25px]] Citizenship | ||
|- | |- | ||
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* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-12'''</span> Civics per year | * [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-12'''</span> Civics per year | ||
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy | | [[File:TECH FISCAL POLICY.png|25px]] 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 [[File:YIELD LEGITIMACY.png|25px]] 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 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change. | |||
{| class="wikitable" | |||
! Succession Law !! Heir | |||
|- | |||
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child | |||
|- | |||
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child | |||
|- | |||
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children | |||
|- | |||
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation's Founder | |||
|- | |||
| [[File:LAW SENIORITY.png|55px]] 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="wikitable" | |||
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion | |||
|- | |||
| '''Artisans''' | |||
| | |||
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year | |||
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield | |||
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield | |||
* New Siege and Ship Units start with Ingenuity | |||
| -2 Turns Urban Improvement Build Time | |||
| [[File:UNIT WORKER.png|25px]] Worker | |||
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)<br>[[File:TRAIT BUILDER.png|25px]] Builder (x5)<br>[[File:TRAIT ORATOR.png|25px]] Orator (x5) | |||
| [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE GEM.png|25px]] Gems | |||
| | |||
* <span style="color:green;">'''+50'''</span> [[File:LAW GUILDS.png|25px]] Guilds law | |||
* <span style="color:green;">'''+10'''</span> per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement | |||
* <span style="color:green;">'''+20'''</span> Luxuries | |||
* <span style="color:red;">'''-20'''</span> Pillaged Improvements Inside Territory | |||
|- | |||
| '''Champions''' | |||
| | |||
* [[File:YIELD TRAINING.png|25px]] +2 Training per year | |||
* +50% City Defense | |||
* New Units start with Steadfast | |||
| [[File:YIELD TRAINING.png|25px]] +50% Training | |||
| [[File:UNIT MILITIA.png|25px]] Militia | |||
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x10) | |||
| [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE WINE.png|25px]] Wine | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW VOLUNTEERS.png|25px]] Volunteers law | |||
* <span style="color:green;">'''+10'''</span> per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement | |||
* <span style="color:green;">'''+40'''</span> Largest Military | |||
* <span style="color:red;">'''-40'''</span> Weakest Military | |||
|- | |||
| '''Clerics''' | |||
| | |||
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year | |||
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements | |||
* +100 Monastery and Temple Yield | |||
| -50% Disciple Units Production Time | |||
| [[File:TECH MONASTICISM.png|25px]] Monasticism<br>Found Judaism or Zoroastrianism | |||
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | |||
| [[File:RESOURCE INCENSE.png|25px]] Incense<br>[[File:RESOURCE LAVENDER.png|25px]] Lavender | |||
| | |||
* <span style="color:green;">'''+30'''</span> [[File:LAW DIVINE RULE.png|25px]] Divine Rule law | |||
* <span style="color:green;">'''+10'''</span> per Cathedral improvement | |||
* <span style="color:green;">'''+20'''</span> per Holy City | |||
* <span style="color:red;">'''-20'''</span> per City without Religion | |||
|- | |||
| '''Hunters''' | |||
| | |||
* [[File:YIELD TRAINING.png|25px]] +2 Training per year | |||
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield | |||
* New Ranged Units start with Sentinel | |||
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects | |||
| [[File:YIELD IRON.png|25px]] 50 Iron<br>[[File:YIELD STONE.png|25px]] 50 Stone<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT SCHEMER.png|25px]] Schemer (x5) | |||
| [[File:RESOURCE FUR.png|25px]] Fur<br>[[File:RESOURCE HONEY.png|25px]] Honey | |||
| | |||
* <span style="color:green;">'''+10'''</span> [[File:LAW EXPLORATION.png|25px]] Exploration law | |||
* <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement | |||
* <span style="color:green;">'''+20'''</span> per Defended City | |||
* <span style="color:red;">'''-20'''</span> Hostile Tribal Units in Territory | |||
|- | |||
| '''Landowners''' | |||
| | |||
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year | |||
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm | |||
* -50% Rural Specialists Production Time | |||
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action | |||
| 2 Citizens | |||
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5) | |||
| [[File:RESOURCE HONEY.png|25px]] Honey<br>[[File:RESOURCE OLIVE.png|25px]] Olives | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW SERFDOM.png|25px]] Serfdom law | |||
* <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement | |||
* <span style="color:green;">'''+40'''</span> Most Cities | |||
* <span style="color:red;">'''-40'''</span> Fewest Cities | |||
* <span style="color:red;">'''-20'''</span> Nation Ruler age is below 18 | |||
|- | |||
| '''Patrons''' | |||
| | |||
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | |||
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver) | |||
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | |||
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event | |||
| Court Minister | |||
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)<br>[[File:TRAIT BUILDER.png|25px]] Builder (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | |||
| [[File:RESOURCE GEM.png|25px]] Gems<br>[[File:RESOURCE INCENSE.png|25px]] Incense | |||
| | |||
* <span style="color:green;">'''+40'''</span> [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law | |||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement | |||
* <span style="color:green;">'''+10'''</span> per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor | |||
* <span style="color:green;">'''+20'''</span> per Wonder of the World | |||
* <span style="color:green;">'''+20'''</span> Leader or Heir from same Family | |||
|- | |||
| '''Riders''' | |||
| | |||
* [[File:YIELD TRAINING.png|25px]] +2 Training per year | |||
* [[File:City Connected.png|25px]] Always Connected | |||
* New Mounted Units start with Saddleborn | |||
| Mounted Units do not require map resources | |||
| [[File:UNIT SCOUT.png|25px]] Scout | |||
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5) | |||
| [[File:RESOURCE FUR.png|25px]] Fur<br>[[File:RESOURCE SALT.png|25px]] Salt | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW VASSALAGE.png|25px]] Vassalage law | |||
* <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement | |||
* <span style="color:green;">'''+10'''</span> per [[File:CHAR FILTER GENERAL.png|25px]] General | |||
* <span style="color:red;">'''-40'''</span> Leader or Spouse from another Nation | |||
|- | |||
| '''Sages''' | |||
| | |||
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | |||
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist | |||
* -20% Urban Specialists Cost | |||
| [[File:YIELD SCIENCE.png|25px]] +25% Science | |||
| Random Technology | |||
| [[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 | |||
| | |||
* <span style="color:green;">'''+10'''</span> [[File:LAW FREEDOM.png|25px]] Freedom law | |||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement | |||
* <span style="color:green;">'''+40'''</span> Most Specialists | |||
* <span style="color:red;">'''-40'''</span> Leader or Spouse from a Tribe | |||
|- | |||
| '''Statesmen''' | |||
| | |||
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year | |||
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level | |||
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects | |||
| [[File:YIELD CIVICS.png|25px]] 400 Civics | |||
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5) | |||
| [[File:RESOURCE PEARL.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine | |||
| | |||
* <span style="color:green;">'''+10'''</span> [[File:LAW CONSTITUTION.png|25px]] Constitution law | |||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement | |||
* <span style="color:red;">'''-20'''</span> No Spouse | |||
* <span style="color:red;">'''-20'''</span> No Councilors | |||
|- | |||
| '''Traders''' | |||
| | |||
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield | |||
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist | |||
* New Worker Units start with Surveyor | |||
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | |||
| [[File:IMPROVEMENT FAIR.png|25px]] Fair<br>Court Merchant | |||
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)<br>[[File:TRAIT ORATOR.png|25px]] Orator (x5)<br>[[File:TRAIT SCHEMER.png|25px]] Schemer (x5) | |||
| [[File:RESOURCE OLIVE.png|25px]] Olives<br>[[File:RESOURCE PEARL.png|25px]] Pearls | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW TRADE LEAGUE.png|25px]] Trade League law | |||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement | |||
* <span style="color:green;">'''+10'''</span> Connected Cities | |||
* <span style="color:red;">'''-20'''</span> Damaged Cities | |||
|} | |} | ||
== Tribes == | == Tribes == | ||
Tribes occupy certain City Sites at the start of the game. | [[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. | |||
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. | |||
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. | |||
There are 7 Tribes present in Old World | There are 7 Tribes present in Old World: | ||
{| class="wikitable" | {| class="wikitable" | ||
! Tribe !! Units !! Always at War | ! Tribe !! Units !! Always at War | ||
|- | |- | ||
| Barbarians | | <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 | | [[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:red;">'''Yes'''</span> | ||
|- | |- | ||
| Danes | | <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 | | [[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;">'''No'''</span> | ||
|- | |- | ||
| Gauls | | <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 | | [[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;">'''No'''</span> | ||
|- | |- | ||
| Thracians | | <span style="color:orange;">'''Thracians'''</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 | | [[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:green;">'''No'''</span> | ||
|- | |- | ||
| Vandals | | <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 | | [[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:green;">'''No'''</span> | ||
|- | |- | ||
| Numidians | | <span style="color:orange;">'''Numidians'''</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 LIBYAN CAVALRY.png|25px]] Libyan Cavalry<br>[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry | | [[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:green;">'''No'''</span> | ||
|- | |- | ||
| Scythians | | <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 | | [[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> | | <span style="color:green;">'''No'''</span> | ||
|} | |} |
Latest revision as of 18:46, 29 June 2023
Nations are the major states that are vying for Victory in Old World.
Player nations
There are seven major Nations present in Old World, with an eighth one, the Hatti, being present if the Heroes of the Aegean 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.
Laws
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.
Low Upkeep Laws
Low Upkeep Laws cost 400 Civics to pass and have low yearly costs.
Law 1 | Law 2 | Required technology |
---|---|---|
Tyranny | Constitution | Sovereignty |
Colonies | Serfdom | Navigation |
Monotheism | Polytheism | 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 | Legal Code | Citizenship |
Tolerance | Orthodoxy | Doctrine |
Professional Army | Volunteers | Manor |
High Upkeep Laws
High Upkeep Laws cost 400 Civics to pass and have high yearly costs.
Law 1 | Law 2 | Required technology |
---|---|---|
Philosophy | Engineering | Architecture |
Iconography | Calligraphy | Vaulting |
Pilgrimage | Holy War | 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 | Elites | Jurisprudence |
Autarky | Trade League | Lateen Sail |
Coin Debasement | Monetary Reform | 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, 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.
Tribes
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.
Carthage and Nation Leaders with the Orator archetype can hire Tribe units as mercenaries. The price depends on the unit's Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.
There are 7 Tribes present in Old World: