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 !! Wanted Luxuries | ! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries | ||
|- | |- | ||
| '''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 | ||
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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 | ||
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* +100 Monastery and Temple Yield | * +100 Monastery and Temple Yield | ||
| -50% Disciple Units Production Time | | -50% Disciple Units Production Time | ||
| Monasticism | |||
| [[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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
| Court Merchant<br>Fair | |||
| [[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 |
Revision as of 01:11, 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 | Seat Founded Bonus | Common Traits | Wanted Luxuries |
---|---|---|---|---|---|
Artisans | -2 Turns Urban Improvement Build Time | Worker | Schemer (x10) Builder (x5) Orator (x5) |
Dyes Gems | |
Champions | +50% Training | Militia | Commander (x10) Hero (x10) |
Dyes Wine | |
Clerics | -50% Disciple Units Production Time | Monasticism | Zealot (x10) Commander (x5) Scholar (x5) |
Incense Lavender | |
Hunters | Enables the Hunt projects | 50 Iron 50 Stone 50 Wood |
Tactician (x10) Hero (x5) Schemer (x5) |
Fur Honey | |
Landowners | Enables the Buy Tile action | 2 Citizens | Builder (x10) Judge (x5) Tactician (x5) |
Honey Olives | |
Patrons | +1 Happiness Level per Culture Event | Court Minister | Orator (x10) Builder (x5) Scholar (x5) |
Gems Incense | |
Riders | Mounted Units do not require map resources | File:UNIT Scout.png Scout | Zealot (x10) Hero (x5) Tactician (x5) |
Fur Salt | |
Sages | +25% Science | Random Technology | Scholar (x10) Diplomat (x5) Judge (x5) |
Lavender Salt | |
Statesmen | Enables the Decree projects | 400 Civics | Judge (x10) Commander (x5) Diplomat (x5) |
Pearls Wine | |
Traders | Unlocks Caravan units | Court Merchant Fair |
Diplomat (x10) Orator (x5) Schemer (x5) |
Olives 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: