Nations: Difference between revisions
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| [[File:LAW DIVINE RULE.png|40px]] Divine Rule | | [[File:LAW DIVINE RULE.png|40px]] Divine Rule | ||
* <span style="color:green;">'''+30'''</span> Clerics Opinion | * <span style="color:green;">'''+30'''</span> Clerics Opinion | ||
* Can Adopt Pagan State Religions | * [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions | ||
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Shrine [All Cities] | * [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Shrine [All Cities] | ||
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-18'''</span> Money per year | * [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-18'''</span> Money per year |
Revision as of 21:21, 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. Changing Succession Law initially costs 100 Civics, and the cost increases by 50 for each subsequent change.
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: