Nations: Difference between revisions
Line 345: | Line 345: | ||
* 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:TRAIT SCHEMER.png|25px]] Schemer (x10)<br>[[File:TRAIT BUILDER.png|25px]] Builder (x5)<br>[[File:TRAIT ORATOR.png|25px]] Orator (x5) | |||
|- | |- | ||
| '''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:TRAIT HERO.png|25px]] Hero (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x10) | |||
|- | |- | ||
| '''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:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | |||
|- | |- | ||
| '''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:TRAIT TACTICIAN.png|25px]] Tactician (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT SCHEMER.png|25px]] Schemer (x5) | |||
|- | |- | ||
| '''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 | ||
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5) | |||
|- | |- | ||
| '''Patrons''' | | '''Patrons''' | ||
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* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist | * [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist | ||
* New Worker Units start with Surveyor | * New Worker Units start with Surveyor | ||
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | |||
|} | |} | ||
Revision as of 00:33, 13 March 2023
Nations are the major states that are vying for Victory in Old World.
Player nations
There are 8 major Nations present in Old World.
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. 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 any of the following 10 classes. The first City founded for a family will be the Family Seat.
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. There are 7 Tribes present in Old World: