Nations: Difference between revisions
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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 any of the following 10 classes. The first City founded for a family will be the Family Seat. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Class !! City Effects !! Family Seat Effects !! Common Traits !! | ! Class !! City Effects !! Family Seat Effects !! Common Traits !! Wanted Luxuries !! Families in this class | ||
|- | |- | ||
| '''Artisans''' | | '''Artisans''' | ||
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| -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) | | [[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 | |||
|- | |- | ||
| '''Champions''' | | '''Champions''' | ||
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| [[File:YIELD TRAINING.png|25px]] +50% Training | | [[File:YIELD TRAINING.png|25px]] +50% Training | ||
| [[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 | |||
|- | |- | ||
| '''Clerics''' | | '''Clerics''' | ||
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| -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) | | [[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 | |||
|- | |- | ||
| '''Hunters''' | | '''Hunters''' | ||
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| [[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) | | [[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 | |||
|- | |- | ||
| '''Landowners''' | | '''Landowners''' | ||
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| [[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) | | [[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 | |||
|- | |- | ||
| '''Patrons''' | | '''Patrons''' | ||
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| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event | | [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event | ||
| [[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 | |||
|- | |- | ||
| '''Riders''' | | '''Riders''' | ||
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| Mounted Units do not require map resources | | Mounted Units do not require map resources | ||
| [[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 | |||
|- | |- | ||
| '''Sages''' | | '''Sages''' | ||
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| [[File:YIELD SCIENCE.png|25px]] +25% Science | | [[File:YIELD SCIENCE.png|25px]] +25% Science | ||
| [[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 | |||
|- | |- | ||
| '''Statesmen''' | | '''Statesmen''' | ||
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| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects | | [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects | ||
| [[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 PEARLS.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine | |||
|- | |- | ||
| '''Traders''' | | '''Traders''' | ||
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| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | | [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | ||
| [[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 PEARLS.png|25px]] Pearls | |||
|} | |} | ||
Revision as of 01:07, 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.
Class | City Effects | Family Seat Effects | Common Traits | Wanted Luxuries | Families in this class |
---|---|---|---|---|---|
Artisans | -2 Turns Urban Improvement Build Time | Schemer (x10) Builder (x5) Orator (x5) |
Dyes Gems | ||
Champions | +50% Training | Commander (x10) Hero (x10) |
Dyes Wine | ||
Clerics | -50% Disciple Units Production Time | Zealot (x10) Commander (x5) Scholar (x5) |
Incense Lavender | ||
Hunters | Enables the Hunt projects | Tactician (x10) Hero (x5) Schemer (x5) |
Fur Honey | ||
Landowners | Enables the Buy Tile action | Builder (x10) Judge (x5) Tactician (x5) |
Honey Olives | ||
Patrons | +1 Happiness Level per Culture Event | Orator (x10) Builder (x5) Scholar (x5) |
Gems Incense | ||
Riders | Mounted Units do not require map resources | Zealot (x10) Hero (x5) Tactician (x5) |
Fur Salt | ||
Sages | +25% Science | Scholar (x10) Diplomat (x5) Judge (x5) |
Lavender Salt | ||
Statesmen | Enables the Decree projects | Judge (x10) Commander (x5) Diplomat (x5) |
File:RESOURCE PEARLS.png Pearls Wine | ||
Traders | Unlocks Caravan units | Diplomat (x10) Orator (x5) Schemer (x5) |
Olives File:RESOURCE PEARLS.png Pearls |
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: