Nations: Difference between revisions

From Old World Official Wiki
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| [[File:LAW CENTRALIZATION.png|40px]] Centralization
| [[File:LAW CENTRALIZATION.png|40px]] Centralization
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain
* [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science per year per Culture Level [Capital City]
* <span style="color:green;">'''+20'''</span> Legalism Opinion
| [[File:LAW VASSALAGE.png|40px]] Vassalage
| [[File:LAW VASSALAGE.png|40px]] Vassalage
* -50% Unit Consumption
* No extra Unit Consumption when Outside Borders
* <span style="color:green;">'''+20'''</span> Riders Opinion
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy
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| [[File:LAW TYRANNY.png|40px]] Tyranny
| [[File:LAW TYRANNY.png|40px]] Tyranny
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20'''</span> Training per year
* [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+8'''</span> Money per year per Military Unit in Territory [All Cities]
* <span style="color:green;">'''+10'''</span> Orator Opinion
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-3'''</span> Civics per year
| [[File:LAW CONSTITUTION.png|40px]] Constitution
| [[File:LAW CONSTITUTION.png|40px]] Constitution
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Revision as of 14:48, 11 March 2023

Nations are the major states that are vying for Victory in Old World.

A player Nation must be ruled by a member of the same dynasty as the Nation's founder. If the Nation's leader dies without a Heir the game ends.

Civilization Leader Leader Traits Leader Archetype Bonuses Starting Techs Unique Buildings Unique Units Families
CHARACTER SELECT ASHURBANIPAL.png Assyria Ashurbanipal Educated TRAIT ZEALOT.png Zealot
  • [All Cities] New Units start with Focus I
  • [All Units] +100% Pillage Yield
  • [All units] +2 YIELD ORDERS.png Orders per Military Unit Killed
CHARACTER SELECT NEBUCHADNEZZAR.png Babylonia Nebuchadnezzar Prosperous TRAIT SCHOLAR.png Scholar
  • [All Cities] +1 YIELD SCIENCE.png Science per turn
  • [All Cities] +20% YIELD GROWTH.png Growth
  • [All Cities] +2 YIELD CULTURE.png Culture per turn with Treasury
CHARACTER SELECT DIDO.png Cartage Dido Cunning
Engineer
TRAIT DIPLOMAT.png Diplomat
  • [New Cities] +200 YIELD CIVICS.png Civics
  • [All Cities] +10 YIELD MONEY.png Money if City Connected.png Connected
  • [Ability] Can hire Mercenaries from Tribes
CHARACTER SELECT HATSHEPSUT.png Egypt Hatshepsut Inspiring TRAIT BUILDER.png Builder
  • [On Start] +400 YIELD STONE.png Stone
  • [All Cities] +40% from Farm on River
CHARACTER SELECT PHILIP.png Greece Philip
CHARACTER SELECT HATTUSILI.png Hatti Hattusili Warlike TRAIT JUDGE.png Judge
CHARACTER SELECT CYRUS.png Persia Cyrus Tough TRAIT HERO.png Hero
CHARACTER SELECT ROMULUS.png Rome Romulus Ruthless TRAIT TACTICIAN.png Tactician

Laws

Laws provide a permanent bonus to a Nation and cost either 250 or 400 YIELD CIVICS.png Civics to implement. Laws come in mutually-exclusive groups of two. The Laws button will glow when there is a group without any active law.

Law 1 Law 2 Required technology
LAW EPICS.png Epics
  • YIELD CULTURE.png +10 Culture per killed Military Unit in nearest City
  • +10 Hero Opinion
LAW EXPLORATION.png Exploration
  • Movement Bonus along Neutral River
  • Scouts move on Water
  • +10 Hunters Opinion
TECH RHETORIC.png Rhetoric
LAW SLAVERY.png Slavery
  • IMPROVEMENT MINE.png +20% Mine Yield [All Cities]
  • IMPROVEMENT QUARRY.png +20% Quarry Yield [All Cities]
  • +10 Builder Opinion
  • YIELD DISCONTENT.png +1 Discontent per year [All Cities]
LAW FREEDOM.png Freedom
  • YIELD MONEY.png +4 Money per year per Specialist [All Cities]
  • +10 Sages Opinion
TECH LABOR FORCE.png Labor Force
LAW CENTRALIZATION.png Centralization
  • IMPROVEMENT MINE.png Farms can be constructed on Marsh terrain
  • YIELD SCIENCE.png +2 Science per year per Culture Level [Capital City]
  • +20 Legalism Opinion
LAW VASSALAGE.png Vassalage
  • -50% Unit Consumption
  • No extra Unit Consumption when Outside Borders
  • +20 Riders Opinion
TECH ARISTOCRACY.png Aristocracy
LAW TYRANNY.png Tyranny
  • YIELD TRAINING.png +20 Training per year
  • YIELD MONEY.png +8 Money per year per Military Unit in Territory [All Cities]
  • +10 Orator Opinion
  • YIELD CIVICS.png -3 Civics per year
LAW CONSTITUTION.png Constitution
LAW COLONIES.png Colonies LAW SERFDOM.png Serfdom
LAW MONOTHEISM.png Monotheism LAW POLYTHEISM.png Polytheism
LAW DIVINE RULE.png Divine Rule LAW LEGAL CODE.png Legal Code
LAW TOLERANCE.png Tolerance LAW ORTHODOXY.png Orthodoxy
LAW PROFESSIONAL ARMY.png Professional Army LAW VOLUNTEERS.png Volunteers
LAW PHILOSOPHY.png Philosophy LAW ENGINEERING.png Engineering
LAW ICONOGRAPHY.png Iconography LAW CALLIGRAPHY.png Calligraphy
LAW PILGRIMAGE.png Pilgrimage LAW HOLY WAR.png Holy War
LAW GUILDS.png Guilds LAW ELITES.png Elites
LAW AUTARKY.png Autarky LAW TRADE LEAGUE.png Trade League
LAW COIN DEBASEMENT.png Coin Debasement LAW MONETARY REFORM.png Monetary Reform

Tribes

Tribes occupy certain City Sites at the start of the game. Tribes can be converted to a Religion and tribe characters can intermarry with Nation characters. Nations can conduct diplomacy with tribes.

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.

Barbarians

Barbarians occupy certain City Sites at the start of the game. They are always at War with all Nations and have to be defeated to claim the City Site.