Nations: Difference between revisions
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* Can Hurry Production of Units with Money [Stare Religion Cities] | * Can Hurry Production of Units with Money [Stare Religion Cities] | ||
* [[File:YIELD SCIENCE.png|25px]] <span style="color:red;">'''-3'''</span> Science per year | * [[File:YIELD SCIENCE.png|25px]] <span style="color:red;">'''-3'''</span> Science per year | ||
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code | |||
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|- | |- | ||
| [[File:LAW GUILDS.png|40px]] Guilds | | [[File:LAW GUILDS.png|40px]] Guilds | ||
* <span style="color:green;">'''+50'''</span> Artisans Opinion | |||
* <span style="color:green;">'''-10%'''</span> Rebels Chance [All Cities] | |||
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Town [All Cities] | |||
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-30'''</span> Money per year | |||
| [[File:LAW ELITES.png|40px]] Elites | | [[File:LAW ELITES.png|40px]] Elites | ||
* <span style="color:green;">'''+20'''</span> Schemer Opinion | |||
* Store 100 Orders between Years | |||
* [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+2'''</span> Orders per year with Legendary Culture Level [All Cities] | |||
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''-15'''</span> Training per year | |||
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence | |||
|- | |- | ||
| [[File:LAW AUTARKY.png|40px]] Autarky | | [[File:LAW AUTARKY.png|40px]] Autarky |
Revision as of 16:12, 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.
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.
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 | |
Coin Debasement | 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.