Nations: Difference between revisions
No edit summary |
|||
Line 320: | Line 320: | ||
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, and changing them costs 100 [[File:YIELD LEGITIMACY.png|25px]] Civics. | 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, and changing them costs 100 [[File:YIELD LEGITIMACY.png|25px]] Civics. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Succession Law !! | ! Succession Law !! Heir | ||
|- | |- | ||
| Primogeniture | | [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child | ||
|- | |- | ||
| Ultimogeniture | | [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child | ||
|- | |- | ||
| Lateral | | [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children | ||
|- | |- | ||
| Dynastic | | [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation's Founder | ||
|- | |- | ||
| Seniority | | [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member | ||
|} | |} | ||
Revision as of 20:59, 12 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, and changing them costs 100 Civics.
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: