Nations: Difference between revisions
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* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth | * [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth | ||
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury | * [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury | ||
| [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH RHETORIC.png|25px]] Rhetoric<br>[[File:TECH TRAPPING.png|25px]] Trapping | |||
|- | |- | ||
| [[File:CHARACTER SELECT DIDO.png|150px]] Cartage | | [[File:CHARACTER SELECT DIDO.png|150px]] Cartage | ||
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* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected | * [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected | ||
* [Ability] Can hire Mercenaries from Tribes | * [Ability] Can hire Mercenaries from Tribes | ||
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy<br>[[File:TECH DIVINATION.png|25px]] Divination<br>[[File:TECH TRAPPING.png|25px]] Trapping | |||
|- | |- | ||
| [[File:CHARACTER SELECT HATSHEPSUT.png|150px]] Egypt | | [[File:CHARACTER SELECT HATSHEPSUT.png|150px]] Egypt | ||
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* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River | * [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River | ||
* [All Cities] -25% Cost for Adjacent Improvement Classes | * [All Cities] -25% Cost for Adjacent Improvement Classes | ||
| [[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH LABOR FORCE.png|25px]] Labor Force<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | |||
|- | |- | ||
| [[File:CHARACTER SELECT PHILIP.png|150px]] Greece | | [[File:CHARACTER SELECT PHILIP.png|150px]] Greece | ||
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* [All Cities] -25% Cost for Settlers | * [All Cities] -25% Cost for Settlers | ||
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed | * Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed | ||
| [[File:TECH DRAMA.png|25px]] Drama<br>[[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | |||
|- | |- | ||
| [[File:CHARACTER SELECT HATTUSILI.png|150px]] Hatti | | [[File:CHARACTER SELECT HATTUSILI.png|150px]] Hatti | ||
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* [All Units] Can Remove Vegetation | * [All Units] Can Remove Vegetation | ||
* [All Units] Ignore Hill Movement Penalties | * [All Units] Ignore Hill Movement Penalties | ||
| [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH HUSBANDRY.png|25px]] Husbandry<br>[[File:TECH IRONWORKING.png|25px]] Ironworking | |||
|- | |- | ||
| [[File:CHARACTER SELECT CYRUS.png|150px]] Persia | | [[File:CHARACTER SELECT CYRUS.png|150px]] Persia | ||
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* [All Cities] -25% Cost for Ranged Units | * [All Cities] -25% Cost for Ranged Units | ||
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture | * [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture | ||
| [[File:TECH HUSBANDRY.png|25px]] Husbandry<br>[[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH TRAPPING.png|25px]] Trapping | |||
|- | |- | ||
| [[File:CHARACTER SELECT ROMULUS.png|150px]] Rome | | [[File:CHARACTER SELECT ROMULUS.png|150px]] Rome | ||
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* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn | * [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn | ||
* [All Units] +2 Fatigue Limit | * [All Units] +2 Fatigue Limit | ||
| [[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH POLIS.png|25px]] Polis<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | |||
|} | |} | ||
Revision as of 17:19, 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 | Lateen Sail |
Coin Debasement | Monetary Reform | Fiscal Policy |
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.