Nations: Difference between revisions
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==Families == | ==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 | 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. | ||
Each Family will have two preferred luxury resources. Each one of their cities that doesn't have the luxury resource will decrease the Family's opinion by 10. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries | ! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion | ||
|- | |- | ||
| '''Artisans''' | | '''Artisans''' | ||
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| [[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 | ||
| | |||
* <span style="color:green;">'''+50'''</span> Guilds law | |||
* <span style="color:green;">'''+10'''</span> per Amphitheater improvement | |||
* <span style="color:green;">'''+20'''</span> Luxuries | |||
* <span style="color:red;">'''-20'''</span> Pillaged Improvements Inside Territory | |||
|- | |- | ||
| '''Champions''' | | '''Champions''' | ||
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| [[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 | ||
| | |||
* <span style="color:green;">'''+20'''</span> Volunteers law | |||
* <span style="color:green;">'''+10'''</span> per Citadel improvement | |||
* <span style="color:green;">'''+40'''</span> Largest Military | |||
* <span style="color:red;">'''-40'''</span> Weakest Military | |||
|- | |- | ||
| '''Clerics''' | | '''Clerics''' | ||
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| [[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 | ||
| | |||
* <span style="color:green;">'''+30'''</span> Divine Rule law | |||
* <span style="color:green;">'''+10'''</span> per Cathedral improvement | |||
* <span style="color:green;">'''+20'''</span> per Holy City | |||
* <span style="color:red;">'''-20'''</span> per City without Religion | |||
|- | |- | ||
| '''Hunters''' | | '''Hunters''' | ||
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| [[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 | ||
| | |||
* <span style="color:green;">'''+10'''</span> Exploration law | |||
* <span style="color:green;">'''+5'''</span> per Range improvement | |||
* <span style="color:green;">'''+20'''</span> per Defended City | |||
* <span style="color:red;">'''-20'''</span> Hostile Tribal Units in Territory | |||
|- | |- | ||
| '''Landowners''' | | '''Landowners''' | ||
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| [[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 | ||
| | |||
* <span style="color:green;">'''+20'''</span> Serfdom law | |||
* <span style="color:green;">'''+5'''</span> per Town improvement | |||
* <span style="color:green;">'''+40'''</span> Most Cities | |||
* <span style="color:red;">'''-40'''</span> Fewest Cities | |||
* <span style="color:red;">'''-20'''</span> Nation Ruler age is below 18 | |||
|- | |- | ||
| '''Patrons''' | | '''Patrons''' |
Revision as of 11:40, 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.
Each Family will have two preferred luxury resources. Each one of their cities that doesn't have the luxury resource will decrease the Family's opinion by 10.
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: