Nations: Difference between revisions

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== Player nations ==
== Player nations ==
There are 8 major Nations present in Old World.
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'''<br>[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]
| '''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'''<br>[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]
| '''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'''<br>[[File:CHARACTER SELECT DIDO.png|150px]]
| '''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'''<br>[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]
| '''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'''<br>[[File:CHARACTER SELECT PHILIP.png|150px]]
| '''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
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed
| [[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)
|-
|-
| '''Hatti'''<br>[[File:CHARACTER SELECT HATTUSILI.png|150px]]
| '''Persia'''
| 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)
|-
| '''Persia'''<br>[[File:CHARACTER SELECT CYRUS.png|150px]]
| 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'''<br>[[File:CHARACTER SELECT ROMULUS.png|150px]]
| '''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;">'''--0.6'''</span> Orders per year
* [[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 any of the following 10 classes. The first City founded for a Family will be the Family Seat.
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.
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 !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion
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== 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.

Civilization Leader Leader Traits Leader Archetype Bonuses Starting Techs Shrines Unique Units Families
Assyria Ashurbanipal Educated TRAIT ZEALOT.png Zealot
  • [All Cities] New Units start with Focus I
  • [All Units] +100% Pillage Yield
  • [All units] +2 YIELD ORDERS.png Orders per Military Unit Killed
TECH ADMINISTRATION.png Administration
TECH MILITARY DRILL.png Military Drill
TECH TRAPPING.png Trapping
IMPROVEMENT SHRINE KINGSHIP.png Ashur
IMPROVEMENT SHRINE WAR.png Ninurta
IMPROVEMENT SHRINE FIRE.png Nuska
IMPROVEMENT SHRINE SUN.png Shamash
UNIT BATTERING RAM.png Battering Ram
UNIT SIEGE TOWER.png Siege Tower
Adasi (Patrons)
Erishum (Clerics)
Sargonid (Champions)
Tudiya (Hunters)
Babylonia Nebuchadnezzar Prosperous TRAIT SCHOLAR.png Scholar
  • [All Cities] +1 YIELD SCIENCE.png Science per turn
  • [All Cities] +20% YIELD GROWTH.png Growth
  • [All Cities] +2 YIELD CULTURE.png Culture per turn with Treasury
TECH ADMINISTRATION.png Administration
TECH RHETORIC.png Rhetoric
TECH TRAPPING.png Trapping
IMPROVEMENT SHRINE UNDERWORLD.png Ereshkigal
IMPROVEMENT SHRINE LOVE.png Ishtar
IMPROVEMENT SHRINE KINGSHIP.png Madruk
IMPROVEMENT SHRINE WISDOM.png Nabu
UNIT AKKADIAN ARCHER.png Akkadian Archer
UNIT CIMMERIAN ARCHER.png Cimmerian Archer
Amorite (Sages)
Chaldean (Artisans)
Isin (Traders)
Kassite (Hunters)
Cartage Dido Cunning
Engineer
TRAIT DIPLOMAT.png Diplomat
  • [New Cities] +200 YIELD CIVICS.png Civics
  • [All Cities] +10 YIELD MONEY.png Money if City Connected.png Connected
  • [Ability] Can hire Mercenaries from Tribes
TECH ARISTOCRACY.png Aristocracy
TECH DIVINATION.png Divination
TECH TRAPPING.png Trapping
IMPROVEMENT SHRINE LOVE.png Astarte
IMPROVEMENT SHRINE HEALING.png Eshmun
IMPROVEMENT SHRINE WATER.png Melqart
IMPROVEMENT SHRINE HEARTH.png Tanit
UNIT AFRICAN ELEPHANT.png African Elephant
UNIT TURRETED ELEPHANT.png Turreted Elephant
Barcid (Riders)
Didonian (Statesmen)
Hannoid (Traders)
Magonid (Artisans)
Egypt Hatshepsut Inspiring TRAIT BUILDER.png Builder
  • [On Start] +400 YIELD STONE.png Stone
  • [All Cities] +40% Yield from IMPROVEMENT FARM.png Farm on River
  • [All Cities] -25% Cost for Adjacent Improvement Classes
TECH IRONWORKING.png Ironworking
TECH LABOR FORCE.png Labor Force
TECH STONECUTTING.png Stonecutting
IMPROVEMENT SHRINE HEALING.png Isis
IMPROVEMENT SHRINE HUNTING.png Neith
IMPROVEMENT SHRINE UNDERWORLD.png Osiris
IMPROVEMENT SHRINE SUN.png Ra
UNIT LIGHT CHARIOT.png Light Chariot
UNIT KUSHITE CAVALRY.png Kushite Cavalry
Amarna (Clerics)
Ramesside (Riders)
Saite (Landowners)
Thusmosid (Sages)
Greece Philip Bold TRAIT COMMANDER.png Commander
  • Unlocks PROJECT OLYMPICS 1.png Olympiad projects
  • [All Cities] +2 YIELD CULTURE.png Culture per turn
  • [All Cities] -25% Cost for Settlers
TECH DRAMA.png Drama
TECH IRONWORKING.png Ironworking
TECH STONECUTTING.png Stonecutting
IMPROVEMENT SHRINE WISDOM.png Athena
IMPROVEMENT SHRINE UNDERWORLD.png Hades
IMPROVEMENT SHRINE WATER.png Poseidon
IMPROVEMENT SHRINE KINGSHIP.png Zeus
UNIT HOPLITE.png Hoplite
UNIT PHALANGITE.png Phalangite
Alcmaeonid (Sages)
Argead (Champions)
Cypselid (Artisans)
Seleucid (Patrons)
Persia Cyrus Tough TRAIT HERO.png Hero
  • +50% Harvest Production
  • [All Cities] -25% Cost for Ranged Units
  • [All Cities] +0.5 YIELD ORDERS.png Orders per turn per IMPROVEMENT PASTURE.png Pasture
TECH HUSBANDRY.png Husbandry
TECH IRONWORKING.png Ironworking
TECH TRAPPING.png Trapping
IMPROVEMENT SHRINE WATER.png Anahita
IMPROVEMENT SHRINE FIRE.png Atar
IMPROVEMENT SHRINE HUNTING.png Mithra
IMPROVEMENT SHRINE SUN.png Hvar Khshaita
UNIT PALTON CAVALRY.png Palton Cavalry
UNIT CATAPHRACT ARCHER.png Cataphract Archer
Achaemenid (Statesmen)
Arsacid (Clerics)
Mihranid (Hunters)
Sasanid (Riders)
Rome Romulus Ruthless TRAIT TACTICIAN.png Tactician
  • [All Cities] +2 YIELD TRAINING.png Training per turn
  • [All Units] +2 Fatigue Limit
TECH IRONWORKING.png Ironworking
TECH POLIS.png Polis
TECH STONECUTTING.png Stonecutting
IMPROVEMENT SHRINE WAR.png Mars
IMPROVEMENT SHRINE LOVE.png Venus
IMPROVEMENT SHRINE HEARTH.png Vesta
IMPROVEMENT SHRINE FIRE.png Vulcan
UNIT HASTATUS.png Hastatus
UNIT LEGIONARY.png Legionary
Claudius (Landowners)
Fabius (Champions)
Julius (Statesmen)
Valerius (Patrons)
Hatti Hattusili Warlike TRAIT JUDGE.png Judge
  • [All Cities] +1 YIELD CIVICS.png Civics per turn
  • [All Units] Can Remove Vegetation
  • [All Units] Ignore Hill Movement Penalties
TECH ADMINISTRATION.png Administration
TECH HUSBANDRY.png Husbandry
TECH IRONWORKING.png Ironworking
IMPROVEMENT SHRINE HEARTH.png Arinnitti
IMPROVEMENT SHRINE HEALING.png Kamrusepa
IMPROVEMENT SHRINE HUNTING.png Halki
IMPROVEMENT SHRINE WAR.png Tarhun
UNIT HEAVY CHARIOT.png Heavy Chariot
UNIT THREE MEN CHARIOT.png Three Man Chariot
Hattusan (Traders)
Kussaran (Riders)
Nenassan (Landowners)
Zalpuwan (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 YIELD CIVICS.png Civics to pass it.

No Upkeep Laws

No Upkeep Laws cost 250 YIELD CIVICS.png Civics to pass and have no yearly costs.

Law 1 Law 2 Required technology
LAW EPICS.png Epics
  • +10 Hero Opinion
  • YIELD CULTURE.png +10 Culture per killed Military Unit in nearest City
LAW EXPLORATION.png Exploration
  • +10 Hunters Opinion
  • Movement Bonus along Neutral River
  • Scouts move on Water
TECH RHETORIC.png Rhetoric
LAW SLAVERY.png Slavery
  • +10 Builder Opinion
  • IMPROVEMENT MINE.png +20% Mine Yield [All Cities]
  • IMPROVEMENT QUARRY.png +20% Quarry Yield [All Cities]
  • YIELD DISCONTENT.png +1 Discontent per year [All Cities]
LAW FREEDOM.png Freedom
  • +10 Sages Opinion
  • YIELD MONEY.png +4 Money per year per Specialist [All Cities]
TECH LABOR FORCE.png Labor Force
LAW CENTRALIZATION.png Centralization
  • +20 Legalism Opinion
  • IMPROVEMENT MINE.png Farms can be constructed on Marsh terrain
  • YIELD SCIENCE.png +2 Science per year per Culture Level [Capital City]
LAW VASSALAGE.png Vassalage
  • +20 Riders Opinion
  • -50% Unit Consumption
  • No extra Unit Consumption when Outside Borders
TECH ARISTOCRACY.png Aristocracy

Low Upkeep Laws

Low Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have low yearly costs.

Law 1 Law 2 Required technology
LAW TYRANNY.png Tyranny
  • +10 Orator Opinion
  • YIELD TRAINING.png +20 Training per year
  • YIELD MONEY.png +8 Money per year per Military Unit in Territory [All Cities]
  • YIELD CIVICS.png -3 Civics per year
LAW CONSTITUTION.png Constitution
  • +10 Statesman Opinion
  • PROJECT DECREE 1.png Enables the Decree projects [Capital City]
  • YIELD SCIENCE.png +1 Science per year per Urban Specialist [All Cities]
  • YIELD TRAINING.png -6 Training per year
TECH SOVEREIGNTY.png Sovereignty
LAW COLONIES.png Colonies
  • +20 Diplomat Opinion
  • BUY TILE.png Enables the Buy Tile action
  • YIELD TRAINING.png -6 Training per year
LAW SERFDOM.png Serfdom
  • +20 Landowners Opinion
  • YIELD ORDERS.png +5 Orders per year
  • YIELD MONEY.png -12 Money per year
  • YIELD DISCONTENT.png +1 Discontent per year [All Cities]
TECH NAVIGATION.png Navigation
LAW MONOTHEISM.png Monotheism
  • +20 Gnosticism Opinion
  • YIELD ORDERS.png +1 Orders per year [State Religion Cities]
  • YIELD CIVICS.png -3 Civics per year
LAW POLYTHEISM.png Polytheism
  • +20 Mythology Opinion
  • Shrines can be constructed multiple times
  • YIELD MONEY.png -12 Money per year
TECH MONASTICISM.png Monasticism

Medium Upkeep Laws

Medium Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have medium yearly costs.

Law 1 Law 2 Required technology
LAW DIVINE RULE.png Divine Rule
  • +30 Clerics Opinion
  • MISSION ADOPT RELIGION.png Can Adopt Pagan State Religions
  • YIELD HAPPINESS.png +1 Happiness per year per Shrine [All Cities]
  • YIELD MONEY.png -18 Money per year
LAW LEGAL CODE.png Legal Code
  • +30 Judge Opinion
  • YIELD CIVICS.png +10 Civics per year per Active Law
  • YIELD ORDERS.png -0.6 Orders per year
TECH CITIZENSHIP.png Citizenship
LAW TOLERANCE.png Tolerance
  • +30 Dualism Opinion
  • Can Build Non-State Religions Disciples
  • YIELD HAPPINESS.png +2 Happiness per year per Non-State Religion [All Cities]
  • YIELD CIVICS.png -6 Civics per year
LAW ORTHODOXY.png Orthodoxy
  • +30 Revelation Opinion
  • Disciples Can Purge World Religions
  • Can Hurry Production with Orders [Stare Religion Cities]
  • YIELD MONEY.png -18 Money per year
TECH DOCTRINE.png Doctrine
LAW PROFESSIONAL ARMY.png Professional Army
  • +30 Tactician Opinion
  • +50% XP from Combat
  • YIELD TRAINING.png +2 Training per year with Treasury [All Cities]
  • YIELD MONEY.png -18 Money per year
LAW VOLUNTEERS.png Volunteers
  • +20 Champions Opinion
  • Can Hurry Production with Population
  • YIELD TRAINING.png +20 Training per year per War
  • YIELD CIVICS.png -6 Civics per year
TECH MANOR.png Manor

High Upkeep Laws

High Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have high yearly costs.

Law 1 Law 2 Required technology
LAW PHILOSOPHY.png Philosophy
  • +40 Enlightenment Opinion
  • +20% Urban Specialists Production Time [All Cities]
  • YIELD SCIENCE.png +1 Science per year with Forum [All Cities]
  • YIELD CIVICS.png -9 Civics per year
LAW ENGINEERING.png Engineering
  • +40 Scholar Opinion
  • -25% Wonder Costs
  • City Connected.png Roads bridge across Rivers
  • YIELD MONEY.png -24 Money per year
TECH ARCHITECTURE.png Architecture
LAW ICONOGRAPHY.png Iconography
  • +40 Veneration Opinion
  • No Random Non-State Religion Spread [All Cities]
  • YIELD TRAINING.png +2 Training per year per Monastery [All Cities]
  • YIELD HAPPINESS.png +2 Happiness per year per Cathedral [All Cities]
  • YIELD MONEY.png +20 Money per year per Temple [All Cities]
  • YIELD MONEY.png -24 Money per year
LAW CALLIGRAPHY.png Calligraphy
  • +40 Patrons Opinion
  • YIELD CULTURE.png +4 Culture per year per Library [All Cities]
  • YIELD HAPPINESS.png +1 Happiness per year per Elder Specialist [All Cities]
  • YIELD CIVICS.png -9 Civics per year
TECH VAULTING.png Vaulting
LAW PILGRIMAGE.png Pilgrimage
  • +40 Redemption Opinion
  • YIELD SCIENCE.png +2 Science per year per Grove [All Cities]
  • YIELD MONEY.png +5 Money per year per Cities with Religion [All Cities]
  • YIELD TRAINING.png -12 Training per year
LAW HOLY WAR.png Holy War
  • +40 Zealot Opinion
  • +1 Random Promotion for New Units [All Cities]
  • Can Hurry Production of Units with Money [Stare Religion Cities]
  • YIELD SCIENCE.png -3 Science per year
TECH MARTIAL CODE.png Martial Code

Very High Upkeep Laws

Very High Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have very high yearly costs.

Law 1 Law 2 Required technology
LAW GUILDS.png Guilds
  • +50 Artisans Opinion
  • -10% Rebels Chance [All Cities]
  • YIELD HAPPINESS.png +1 Happiness per year per Town [All Cities]
  • YIELD MONEY.png -30 Money per year
LAW ELITES.png Elites
  • +20 Schemer Opinion
  • Store 100 Orders between Years
  • YIELD ORDERS.png +2 Orders per year with Legendary Culture Level [All Cities]
  • YIELD TRAINING.png -15 Training per year
TECH JURISPRUDENCE.png Jurisprudence
LAW AUTARKY.png Autarky
  • +50 Commander Opinion
  • IMPROVEMENT MINE.png +20% Mine Yield [All Cities]
  • IMPROVEMENT QUARRY.png +20% Quarry Yield [All Cities]
  • IMPROVEMENT LUMBERMILL.png +20% Lumbermill Yield [All Cities]
  • Can build units that require Horses, Camels or Elephants [All Cities]
  • YIELD SCIENCE.png -6 Science per year
LAW TRADE LEAGUE.png Trade League
  • +20 Traders Opinion
  • PROJECT CONVOY 1.png Enables the Convoy projects
  • Resource selling price becomes buying price
  • YIELD CIVICS.png -12 Civics per year
TECH LATEEN SAIL.png Lateen Sail
LAW COIN DEBASEMENT.png Coin Debasement
  • +20 Schemer Opinion
  • Can buy and sell Orders with Money
  • YIELD MONEY.png -30 Money per year
LAW MONETARY REFORM.png Monetary Reform
  • +20 Traders Opinion
  • No Discontent from Hurry Production
  • YIELD HAPPINESS.png +2 Happiness per year [All Cities]
  • YIELD CIVICS.png -12 Civics per year
TECH FISCAL POLICY.png 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 YIELD LEGITIMACY.png 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 YIELD CIVICS.png Civics, and the cost increases by 50 for each subsequent change.

Succession Law Heir
LAW PRIMOGENITURE.png Primogeniture Oldest child
LAW ULTIMOGENITURE.png Ultimogeniture Youngest child
LAW LATERAL.png Lateral Siblings before children
LAW DYNASTIC.png Dynastic Oldest character with a direct line to the Nation's Founder
LAW SENIORITY.png 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 City Effects Family Seat Effects Seat Founded Bonus Common Traits Wanted Luxuries Opinion
Artisans
  • YIELD CULTURE.png +4 Culture per year
  • IMPROVEMENT MINE.png +20% Mine Yield
  • IMPROVEMENT LUMBERMILL.png +20% Lumbermill Yield
  • New Siege and Ship Units start with Ingenuity
-2 Turns Urban Improvement Build Time UNIT WORKER.png Worker TRAIT SCHEMER.png Schemer (x10)
TRAIT BUILDER.png Builder (x5)
TRAIT ORATOR.png Orator (x5)
RESOURCE DYE.png Dyes
RESOURCE GEM.png Gems
  • +50 LAW GUILDS.png Guilds law
  • +10 per IMPROVEMENT AMPHITHEATER.png Amphitheater improvement
  • +20 Luxuries
  • -20 Pillaged Improvements Inside Territory
Champions
  • YIELD TRAINING.png +2 Training per year
  • +50% City Defense
  • New Units start with Steadfast
YIELD TRAINING.png +50% Training UNIT MILITIA.png Militia TRAIT COMMANDER.png Commander (x10)
TRAIT HERO.png Hero (x10)
RESOURCE DYE.png Dyes
RESOURCE WINE.png Wine
  • +20 LAW VOLUNTEERS.png Volunteers law
  • +10 per IMPROVEMENT GARRISON 3.png Citadel improvement
  • +40 Largest Military
  • -40 Weakest Military
Clerics
  • YIELD HAPPINESS.png +1 Happiness per year
  • TERRAIN SAND.png Sand terrain can support Urban Improvements
  • +100 Monastery and Temple Yield
-50% Disciple Units Production Time TECH MONASTICISM.png Monasticism
Found Judaism or Zoroastrianism
TRAIT ZEALOT.png Zealot (x10)
TRAIT COMMANDER.png Commander (x5)
TRAIT SCHOLAR.png Scholar (x5)
RESOURCE INCENSE.png Incense
RESOURCE LAVENDER.png Lavender
  • +30 LAW DIVINE RULE.png Divine Rule law
  • +10 per Cathedral improvement
  • +20 per Holy City
  • -20 per City without Religion
Hunters
  • YIELD TRAINING.png +2 Training per year
  • IMPROVEMENT CAMP.png +100% Camp Yield
  • New Ranged Units start with Sentinel
PROJECT HUNT 1.png Enables the Hunt projects YIELD IRON.png 50 Iron
YIELD STONE.png 50 Stone
YIELD WOOD.png 50 Wood
TRAIT TACTICIAN.png Tactician (x10)
TRAIT HERO.png Hero (x5)
TRAIT SCHEMER.png Schemer (x5)
RESOURCE FUR.png Fur
RESOURCE HONEY.png Honey
  • +10 LAW EXPLORATION.png Exploration law
  • +5 per IMPROVEMENT RANGE.png Range improvement
  • +20 per Defended City
  • -20 Hostile Tribal Units in Territory
Landowners
  • YIELD GROWTH.png +2 Growth per year
  • YIELD MONEY.png +5 Money per year per Farm
  • -50% Rural Specialists Production Time
BUY TILE.png Enables the Buy Tile action 2 Citizens TRAIT BUILDER.png Builder (x10)
TRAIT JUDGE.png Judge (x5)
TRAIT TACTICIAN.png Tactician (x5)
RESOURCE HONEY.png Honey
RESOURCE OLIVE.png Olives
  • +20 LAW SERFDOM.png Serfdom law
  • +5 per IMPROVEMENT TOWN.png Town improvement
  • +40 Most Cities
  • -40 Fewest Cities
  • -20 Nation Ruler age is below 18
Patrons
  • YIELD CIVICS.png +2 Civics per year
  • YIELD CULTURE.png +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)
  • RESOURCE LITERATURE.png Creates Literature Luxury
YIELD HAPPINESS.png +1 Happiness Level per Culture Event Court Minister TRAIT ORATOR.png Orator (x10)
TRAIT BUILDER.png Builder (x5)
TRAIT SCHOLAR.png Scholar (x5)
RESOURCE GEM.png Gems
RESOURCE INCENSE.png Incense
  • +40 LAW CALLIGRAPHY.png Calligraphy law
  • +20 per IMPROVEMENT HEATED BATHS.png Heated Baths improvement
  • +10 per CHAR FILTER GOVERNOR.png Governor
  • +20 per Wonder of the World
  • +20 Leader or Heir from same Family
Riders
  • YIELD TRAINING.png +2 Training per year
  • City Connected.png Always Connected
  • New Mounted Units start with Saddleborn
Mounted Units do not require map resources UNIT SCOUT.png Scout TRAIT ZEALOT.png Zealot (x10)
TRAIT HERO.png Hero (x5)
TRAIT TACTICIAN.png Tactician (x5)
RESOURCE FUR.png Fur
RESOURCE SALT.png Salt
  • +20 LAW VASSALAGE.png Vassalage law
  • +5 per IMPROVEMENT BARRACKS.png Barracks improvement
  • +10 per CHAR FILTER GENERAL.png General
  • -40 Leader or Spouse from another Nation
Sages
  • YIELD CIVICS.png +2 Civics per year
  • YIELD SCIENCE.png +1 Science per year per Specialist
  • -20% Urban Specialists Cost
YIELD SCIENCE.png +25% Science Random Technology TRAIT SCHOLAR.png Scholar (x10)
TRAIT DIPLOMAT.png Diplomat (x5)
TRAIT JUDGE.png Judge (x5)
RESOURCE LAVENDER.png Lavender
RESOURCE SALT.png Salt
  • +10 LAW FREEDOM.png Freedom law
  • +20 per IMPROVEMENT UNIVERSITY.png University improvement
  • +40 Most Specialists
  • -40 Leader or Spouse from a Tribe
Statesmen
  • YIELD ORDERS.png +1 Orders per year
  • YIELD CIVICS.png +1 Civics per year per Family Opinion Level
PROJECT DECREE 1.png Enables the Decree projects YIELD CIVICS.png 400 Civics TRAIT JUDGE.png Judge (x10)
TRAIT COMMANDER.png Commander (x5)
TRAIT DIPLOMAT.png Diplomat (x5)
RESOURCE PEARL.png Pearls
RESOURCE WINE.png Wine
  • +10 LAW CONSTITUTION.png Constitution law
  • +20 per IMPROVEMENT PALACE.png Palace improvement
  • -20 No Spouse
  • -20 No Councilors
Traders
  • IMPROVEMENT NETS.png +100% Nets Yield
  • YIELD CULTURE.png +1 Culture per year per Specialist
  • New Worker Units start with Surveyor
UNIT CARAVAN.png Unlocks Caravan units IMPROVEMENT FAIR.png Fair
Court Merchant
TRAIT DIPLOMAT.png Diplomat (x10)
TRAIT ORATOR.png Orator (x5)
TRAIT SCHEMER.png Schemer (x5)
RESOURCE OLIVE.png Olives
RESOURCE PEARL.png Pearls
  • +20 LAW MONETARY REFORM.png Monetary Reform law
  • +20 LAW TRADE LEAGUE.png Trade League law
  • +20 per IMPROVEMENT FAIR.png Fair improvement
  • +10 Connected Cities
  • -20 Damaged Cities

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.

Carthage and Nation Leaders with the TRAIT ORATOR.png Orator archetype can hire Tribe units as mercenaries. The price depends on the unit's 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:

Tribe Units Always at War
Barbarians UNIT MARAUDER.png Marauder
UNIT SKIRMISHER.png Skirmisher
UNIT ELITE MARAUDER.png Elite Marauder
UNIT ELITE SKIRMISHER.png Elite Skirmisher
Yes
Danes UNIT MARAUDER.png Marauder
UNIT SKIRMISHER.png Skirmisher
UNIT ELITE MARAUDER.png Elite Marauder
UNIT ELITE SKIRMISHER.png Elite Skirmisher
UNIT JAVELINEER.png Javelineer
UNIT ELITE JAVELINEER.png Elite Javelineer
No
Gauls UNIT MARAUDER.png Marauder
UNIT SKIRMISHER.png Skirmisher
UNIT ELITE MARAUDER.png Elite Marauder
UNIT ELITE SKIRMISHER.png Elite Skirmisher
UNIT JAVELINEER.png Javelineer
UNIT ELITE JAVELINEER.png Elite Javelineer
No
Thracians UNIT MARAUDER.png Marauder
UNIT SKIRMISHER.png Skirmisher
UNIT ELITE MARAUDER.png Elite Marauder
UNIT ELITE SKIRMISHER.png Elite Skirmisher
UNIT WARLORD.png Warlord
UNIT ELITE WARLORD.png Elite Warlord
No
Vandals UNIT MARAUDER.png Marauder
UNIT SKIRMISHER.png Skirmisher
UNIT ELITE MARAUDER.png Elite Marauder
UNIT ELITE SKIRMISHER.png Elite Skirmisher
UNIT WARLORD.png Warlord
UNIT ELITE WARLORD.png Elite Warlord
No
Numidians UNIT NOMAD MARAUDER.png Nomad Marauder
UNIT NOMAD SKIRMISHER.png Nomad Skirmisher
UNIT NOMAD WARLORD.png Nomad Warlord
UNIT ELITE NOMAD MARAUDER.png Elite Nomad Marauder
UNIT ELITE NOMAD SKIRMISHER.png Elite Nomad Skirmisher
UNIT ELITE NOMAD WARLORD.png Elite Nomad Warlord
UNIT LIBYAN CAVALRY.png Libyan Cavalry
UNIT ELITE LIBYAN CAVALRY.png Elite Libyan Cavalry
No
Scythians UNIT NOMAD MARAUDER.png Nomad Marauder
UNIT NOMAD SKIRMISHER.png Nomad Skirmisher
UNIT NOMAD WARLORD.png Nomad Warlord
UNIT ELITE NOMAD MARAUDER.png Elite Nomad Marauder
UNIT ELITE NOMAD SKIRMISHER.png Elite Nomad Skirmisher
UNIT ELITE NOMAD WARLORD.png Elite Nomad Warlord
UNIT AMAZON CAVALRY.png Amazon Cavalry
UNIT ELITE AMAZON CAVALRY.png Elite Amazon Cavalry
No