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| ! Dynasty !! Leader Traits !! Leader Archetype | | ! Dynasty !! Leader Traits !! Leader Archetype |
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| | Alexander || Bold | | | Alexander || Bold || [[File:TRAIT HERO.png|25px]] Hero |
| |- | | |- |
| | Leonidas || Indominable<br>Fated to Die | | | Leonidas || Indominable<br>Fated to Die || [[File:TRAIT HERO.png|25px]] Hero |
| |- | | |- |
| | Pericles || First Citizen | | | Pericles || First Citizen || [[File:TRAIT ORATOR.png|25px]] Orator |
| |- | | |- |
| | Ptolemy || Educated | | | Ptolemy || Educated || [[File:TRAIT SCHOLAR.png|25px]] Scholar |
| |} | | |} |
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Revision as of 16:46, 13 March 2023
Nations are the major states that are vying for Victory in Old World.
Player nations
There are seven major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.
Civilization |
Leader |
Leader Traits |
Leader Archetype |
Bonuses |
Starting Techs |
Shrines |
Unique Units |
Families
|
Assyria
|
Ashurbanipal
|
Educated
|
Zealot
|
- [All Cities] New Units start with Focus I
- [All Units] +100% Pillage Yield
- [All units] +2 Orders per Military Unit Killed
|
Administration Military Drill Trapping
|
Ashur Ninurta Nuska Shamash
|
Battering Ram Siege Tower
|
Adasi (Patrons) Erishum (Clerics) Sargonid (Champions) Tudiya (Hunters)
|
Babylonia
|
Nebuchadnezzar
|
Prosperous
|
Scholar
|
- [All Cities] +1 Science per turn
- [All Cities] +20% Growth
- [All Cities] +2 Culture per turn with Treasury
|
Administration Rhetoric Trapping
|
Ereshkigal Ishtar Madruk Nabu
|
Akkadian Archer Cimmerian Archer
|
Amorite (Sages) Chaldean (Artisans) Isin (Traders) Kassite (Hunters)
|
Cartage
|
Dido
|
Cunning Engineer
|
Diplomat
|
- [New Cities] +200 Civics
- [All Cities] +10 Money if Connected
- [Ability] Can hire Mercenaries from Tribes
|
Aristocracy Divination Trapping
|
Astarte Eshmun Melqart Tanit
|
African Elephant Turreted Elephant
|
Barcid (Riders) Didonian (Statesmen) Hannoid (Traders) Magonid (Artisans)
|
Egypt
|
Hatshepsut
|
Inspiring
|
Builder
|
- [On Start] +400 Stone
- [All Cities] +40% Yield from Farm on River
- [All Cities] -25% Cost for Adjacent Improvement Classes
|
Ironworking Labor Force Stonecutting
|
Isis Neith Osiris Ra
|
Light Chariot Kushite Cavalry
|
Amarna (Clerics) Ramesside (Riders) Saite (Landowners) Thusmosid (Sages)
|
Greece
|
Philip
|
Bold
|
Commander
|
- Unlocks Olympiad projects
- [All Cities] +2 Culture per turn
- [All Cities] -25% Cost for Settlers
|
Drama Ironworking Stonecutting
|
Athena Hades Poseidon Zeus
|
Hoplite Phalangite
|
Alcmaeonid (Sages) Argead (Champions) Cypselid (Artisans) Seleucid (Patrons)
|
Persia
|
Cyrus
|
Tough
|
Hero
|
- +50% Harvest Production
- [All Cities] -25% Cost for Ranged Units
- [All Cities] +0.5 Orders per turn per Pasture
|
Husbandry Ironworking Trapping
|
Anahita Atar Mithra Hvar Khshaita
|
Palton Cavalry Cataphract Archer
|
Achaemenid (Statesmen) Arsacid (Clerics) Mihranid (Hunters) Sasanid (Riders)
|
Rome
|
Romulus
|
Ruthless
|
Tactician
|
- [All Cities] +2 Training per turn
- [All Units] +2 Fatigue Limit
|
Ironworking Polis Stonecutting
|
Mars Venus Vesta Vulcan
|
Hastatus Legionary
|
Claudius (Landowners) Fabius (Champions) Julius (Statesmen) Valerius (Patrons)
|
Hatti
|
Hattusili
|
Warlike
|
Judge
|
- [All Cities] +1 Civics per turn
- [All Units] Can Remove Vegetation
- [All Units] Ignore Hill Movement Penalties
|
Administration Husbandry Ironworking
|
Arinnitti Kamrusepa Halki Tarhun
|
Heavy Chariot Three Man Chariot
|
Hattusan (Traders) Kussaran (Riders) Nenassan (Landowners) Zalpuwan (Patrons)
|
Greece Dynasties
If the Heroes of the Aegean DLC is installed then Greece will get a choice of 4 starting leaders shortly after the game starts.
Dynasty |
Leader Traits |
Leader Archetype
|
Alexander |
Bold |
Hero
|
Leonidas |
Indominable Fated to Die |
Hero
|
Pericles |
First Citizen |
Orator
|
Ptolemy |
Educated |
Scholar
|
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.
Law 1 |
Law 2 |
Required technology
|
Epics
- +10 Hero Opinion
- +10 Culture per killed Military Unit in nearest City
|
Exploration
- +10 Hunters Opinion
- Movement Bonus along Neutral River
- Scouts move on Water
|
Rhetoric
|
Slavery
- +10 Builder Opinion
- +20% Mine Yield [All Cities]
- +20% Quarry Yield [All Cities]
- +1 Discontent per year [All Cities]
|
Freedom
- +10 Sages Opinion
- +4 Money per year per Specialist [All Cities]
|
Labor Force
|
Centralization
- +20 Legalism Opinion
- Farms can be constructed on Marsh terrain
- +2 Science per year per Culture Level [Capital City]
|
Vassalage
- +20 Riders Opinion
- -50% Unit Consumption
- No extra Unit Consumption when Outside Borders
|
Aristocracy
|
Low Upkeep Laws
Low Upkeep Laws cost 400 Civics to pass and have low yearly costs.
Law 1 |
Law 2 |
Required technology
|
Tyranny
- +10 Orator Opinion
- +20 Training per year
- +8 Money per year per Military Unit in Territory [All Cities]
- -3 Civics per year
|
Constitution
- +10 Statesman Opinion
- Enables the Decree projects [Capital City]
- +1 Science per year per Urban Specialist [All Cities]
- -6 Training per year
|
Sovereignty
|
Colonies
- +20 Diplomat Opinion
- Enables the Buy Tile action
- -6 Training per year
|
Serfdom
- +20 Landowners Opinion
- +5 Orders per year
- -12 Money per year
- +1 Discontent per year [All Cities]
|
Navigation
|
Monotheism
- +20 Gnosticism Opinion
- +1 Orders per year [State Religion Cities]
- -3 Civics per year
|
Polytheism
- +20 Mythology Opinion
- Shrines can be constructed multiple times
- -12 Money per year
|
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
- +30 Clerics Opinion
- Can Adopt Pagan State Religions
- +1 Happiness per year per Shrine [All Cities]
- -18 Money per year
|
Legal Code
- +30 Judge Opinion
- +10 Civics per year per Active Law
- -0.6 Orders per year
|
Citizenship
|
Tolerance
- +30 Dualism Opinion
- Can Build Non-State Religions Disciples
- +2 Happiness per year per Non-State Religion [All Cities]
- -6 Civics per year
|
Orthodoxy
- +30 Revelation Opinion
- Disciples Can Purge World Religions
- Can Hurry Production with Orders [Stare Religion Cities]
- -18 Money per year
|
Doctrine
|
Professional Army
- +30 Tactician Opinion
- +50% XP from Combat
- +2 Training per year with Treasury [All Cities]
- -18 Money per year
|
Volunteers
- +20 Champions Opinion
- Can Hurry Production with Population
- +20 Training per year per War
- -6 Civics per year
|
Manor
|
High Upkeep Laws
High Upkeep Laws cost 400 Civics to pass and have high yearly costs.
Law 1 |
Law 2 |
Required technology
|
Philosophy
- +40 Enlightenment Opinion
- +20% Urban Specialists Production Time [All Cities]
- +1 Science per year with Forum [All Cities]
- -9 Civics per year
|
Engineering
- +40 Scholar Opinion
- -25% Wonder Costs
- Roads bridge across Rivers
- -24 Money per year
|
Architecture
|
Iconography
- +40 Veneration Opinion
- No Random Non-State Religion Spread [All Cities]
- +2 Training per year per Monastery [All Cities]
- +2 Happiness per year per Cathedral [All Cities]
- +20 Money per year per Temple [All Cities]
- -24 Money per year
|
Calligraphy
- +40 Patrons Opinion
- +4 Culture per year per Library [All Cities]
- +1 Happiness per year per Elder Specialist [All Cities]
- -9 Civics per year
|
Vaulting
|
Pilgrimage
- +40 Redemption Opinion
- +2 Science per year per Grove [All Cities]
- +5 Money per year per Cities with Religion [All Cities]
- -12 Training per year
|
Holy War
- +40 Zealot Opinion
- +1 Random Promotion for New Units [All Cities]
- Can Hurry Production of Units with Money [Stare Religion Cities]
- -3 Science per year
|
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
- +50 Artisans Opinion
- -10% Rebels Chance [All Cities]
- +1 Happiness per year per Town [All Cities]
- -30 Money per year
|
Elites
- +20 Schemer Opinion
- Store 100 Orders between Years
- +2 Orders per year with Legendary Culture Level [All Cities]
- -15 Training per year
|
Jurisprudence
|
Autarky
- +50 Commander Opinion
- +20% Mine Yield [All Cities]
- +20% Quarry Yield [All Cities]
- +20% Lumbermill Yield [All Cities]
- Can build units that require Horses, Camels or Elephants [All Cities]
- -6 Science per year
|
Trade League
- +20 Traders Opinion
- Enables the Convoy projects
- Resource selling price becomes buying price
- -12 Civics per year
|
Lateen Sail
|
Coin Debasement
- +20 Schemer Opinion
- Can buy and sell Orders with Money
- -30 Money per year
|
Monetary Reform
- +20 Traders Opinion
- No Discontent from Hurry Production
- +2 Happiness per year [All Cities]
- -12 Civics per year
|
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, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 Civics, and the cost increases by 50 for each subsequent change.
Succession Law |
Heir
|
Primogeniture |
Oldest child
|
Ultimogeniture |
Youngest child
|
Lateral |
Siblings before children
|
Dynastic |
Oldest character with a direct line to the Nation's Founder
|
Seniority |
Oldest dynasty member
|
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 one of 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. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.
Class |
City Effects |
Family Seat Effects |
Seat Founded Bonus |
Common Traits |
Wanted Luxuries |
Opinion
|
Artisans
|
- +4 Culture per year
- +20% Mine Yield
- +20% Lumbermill Yield
- New Siege and Ship Units start with Ingenuity
|
-2 Turns Urban Improvement Build Time
|
Worker
|
Schemer (x10) Builder (x5) Orator (x5)
|
Dyes Gems
|
- +50 Guilds law
- +10 per Amphitheater improvement
- +20 Luxuries
- -20 Pillaged Improvements Inside Territory
|
Champions
|
- +2 Training per year
- +50% City Defense
- New Units start with Steadfast
|
+50% Training
|
Militia
|
Commander (x10) Hero (x10)
|
Dyes Wine
|
- +20 Volunteers law
- +10 per Citadel improvement
- +40 Largest Military
- -40 Weakest Military
|
Clerics
|
- +1 Happiness per year
- Sand terrain can support Urban Improvements
- +100 Monastery and Temple Yield
|
-50% Disciple Units Production Time
|
Monasticism Found Judaism or Zoroastrianism
|
Zealot (x10) Commander (x5) Scholar (x5)
|
Incense Lavender
|
- +30 Divine Rule law
- +10 per Cathedral improvement
- +20 per Holy City
- -20 per City without Religion
|
Hunters
|
- +2 Training per year
- +100% Camp Yield
- New Ranged Units start with Sentinel
|
Enables the Hunt projects
|
50 Iron 50 Stone 50 Wood
|
Tactician (x10) Hero (x5) Schemer (x5)
|
Fur Honey
|
- +10 Exploration law
- +5 per Range improvement
- +20 per Defended City
- -20 Hostile Tribal Units in Territory
|
Landowners
|
- +2 Growth per year
- +5 Money per year per Farm
- -50% Rural Specialists Production Time
|
Enables the Buy Tile action
|
2 Citizens
|
Builder (x10) Judge (x5) Tactician (x5)
|
Honey Olives
|
- +20 Serfdom law
- +5 per Town improvement
- +40 Most Cities
- -40 Fewest Cities
- -20 Nation Ruler age is below 18
|
Patrons
|
- +2 Civics per year
- +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)
- Creates Literature Luxury
|
+1 Happiness Level per Culture Event
|
Court Minister
|
Orator (x10) Builder (x5) Scholar (x5)
|
Gems Incense
|
- +40 Calligraphy law
- +20 per Heated Baths improvement
- +10 per Governor
- +20 per Wonder of the World
- +20 Leader or Heir from same Family
|
Riders
|
- +2 Training per year
- Always Connected
- New Mounted Units start with Saddleborn
|
Mounted Units do not require map resources
|
Scout
|
Zealot (x10) Hero (x5) Tactician (x5)
|
Fur Salt
|
- +20 Vassalage law
- +5 per Barracks improvement
- +10 per General
- -40 Leader or Spouse from another Nation
|
Sages
|
- +2 Civics per year
- +1 Science per year per Specialist
- -20% Urban Specialists Cost
|
+25% Science
|
Random Technology
|
Scholar (x10) Diplomat (x5) Judge (x5)
|
Lavender Salt
|
- +10 Freedom law
- +20 per University improvement
- +40 Most Specialists
- -40 Leader or Spouse from a Tribe
|
Statesmen
|
- +1 Orders per year
- +1 Civics per year per Family Opinion Level
|
Enables the Decree projects
|
400 Civics
|
Judge (x10) Commander (x5) Diplomat (x5)
|
Pearls Wine
|
- +10 Constitution law
- +20 per Palace improvement
- -20 No Spouse
- -20 No Councilors
|
Traders
|
- +100% Nets Yield
- +1 Culture per year per Specialist
- New Worker Units start with Surveyor
|
Unlocks Caravan units
|
Fair Court Merchant
|
Diplomat (x10) Orator (x5) Schemer (x5)
|
Olives Pearls
|
- +20 Monetary Reform law
- +20 Trade League law
- +20 per Fair improvement
- +10 Connected Cities
- -20 Damaged Cities
|
Tribes
A Gaul tribe occupying a city site
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.
Carthage and Nation Leaders with the Orator archetype can hire Tribe units as mercenaries. The price depends on the unit's Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.
There are 7 Tribes present in Old World:
Tribe |
Units |
Always at War
|
Barbarians
|
Marauder Skirmisher Elite Marauder Elite Skirmisher
|
Yes
|
Danes
|
Marauder Skirmisher Elite Marauder Elite Skirmisher Javelineer Elite Javelineer
|
No
|
Gauls
|
Marauder Skirmisher Elite Marauder Elite Skirmisher Javelineer Elite Javelineer
|
No
|
Thracians
|
Marauder Skirmisher Elite Marauder Elite Skirmisher Warlord Elite Warlord
|
No
|
Vandals
|
Marauder Skirmisher Elite Marauder Elite Skirmisher Warlord Elite Warlord
|
No
|
Numidians
|
Nomad Marauder Nomad Skirmisher Nomad Warlord Elite Nomad Marauder Elite Nomad Skirmisher Elite Nomad Warlord Libyan Cavalry Elite Libyan Cavalry
|
No
|
Scythians
|
Nomad Marauder Nomad Skirmisher Nomad Warlord Elite Nomad Marauder Elite Nomad Skirmisher Elite Nomad Warlord Amazon Cavalry Elite Amazon Cavalry
|
No
|