Nations: Difference between revisions
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== Player nations == | == Player nations == | ||
There are | 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 | ||
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| 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 | ||
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| 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 | ||
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| 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 | ||
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* [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 | ||
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| 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 | ||
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| 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 | ||
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| [[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) | |||
|} | |} | ||
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* <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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== Succession == | == 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. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change. | 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" | {| class="wikitable" | ||
! Succession Law !! Heir | ! Succession Law !! Heir | ||
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==Families == | ==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 | 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="wikitable" | ||
! Class !! City Effects !! Family Seat Effects !! Common Traits !! Wanted Luxuries !! | ! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion | ||
|- | |- | ||
| '''Artisans''' | | '''Artisans''' | ||
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* New Siege and Ship Units start with Ingenuity | * New Siege and Ship Units start with Ingenuity | ||
| -2 Turns Urban Improvement Build Time | | -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: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 | | [[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''' | | '''Champions''' | ||
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* New Units start with Steadfast | * New Units start with Steadfast | ||
| [[File:YIELD TRAINING.png|25px]] +50% Training | | [[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: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 | | [[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''' | | '''Clerics''' | ||
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* +100 Monastery and Temple Yield | * +100 Monastery and Temple Yield | ||
| -50% Disciple Units Production Time | | -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: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 | | [[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''' | | '''Hunters''' | ||
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* New Ranged Units start with Sentinel | * New Ranged Units start with Sentinel | ||
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects | | [[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: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 | | [[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''' | | '''Landowners''' | ||
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* -50% Rural Specialists Production Time | * -50% Rural Specialists Production Time | ||
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action | | [[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: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 | | [[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''' | | '''Patrons''' | ||
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* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | * [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | ||
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event | | [[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: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 | | [[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''' | | '''Riders''' | ||
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* New Mounted Units start with Saddleborn | * New Mounted Units start with Saddleborn | ||
| Mounted Units do not require map resources | | 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: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 | | [[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''' | | '''Sages''' | ||
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* -20% Urban Specialists Cost | * -20% Urban Specialists Cost | ||
| [[File:YIELD SCIENCE.png|25px]] +25% Science | | [[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: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 | ||
| | |||
* <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''' | | '''Statesmen''' | ||
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* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level | * [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level | ||
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects | | [[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: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 | | [[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''' | | '''Traders''' | ||
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* New Worker Units start with Surveyor | * New Worker Units start with Surveyor | ||
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | | [[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: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 | | [[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 == | ||
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]] | [[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. There are 7 Tribes present in Old World: | 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 [[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: | |||
{| class="wikitable" | {| class="wikitable" | ||
! Tribe !! Units !! Always at War | ! Tribe !! Units !! Always at War |
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: