Nations

From Old World Official Wiki
Revision as of 17:09, 11 March 2023 by Kami-sama (talk | contribs)

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% Yield from IMPROVEMENT FARM.png Farm on River
  • [All Cities] -25% Cost for Adjacent Improvement Classes
CHARACTER SELECT PHILIP.png Greece Philip
  • Unlocks PROJECT OLYMPICS 1.png Olympiad projects
  • [All Cities] +2 YIELD CULTURE.png Culture per turn
  • [All Cities] -25% Cost for Settlers
  • Can choose one of 4 Nation Leaders if Heroes of the Aegean DLC is installed
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

The Laws tab with the top 3 Laws passed

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 YIELD CIVICS.png Civics to pass and have no yearly costs.

Law 1 Law 2 Required technology
LAW EPICS.png Epics
  • +10 Hero Opinion
  • YIELD CULTURE.png +10 Culture per killed Military Unit in nearest City
LAW EXPLORATION.png Exploration
  • +10 Hunters Opinion
  • Movement Bonus along Neutral River
  • Scouts move on Water
TECH RHETORIC.png Rhetoric
LAW SLAVERY.png Slavery
  • +10 Builder Opinion
  • IMPROVEMENT MINE.png +20% Mine Yield [All Cities]
  • IMPROVEMENT QUARRY.png +20% Quarry Yield [All Cities]
  • YIELD DISCONTENT.png +1 Discontent per year [All Cities]
LAW FREEDOM.png Freedom
  • +10 Sages Opinion
  • YIELD MONEY.png +4 Money per year per Specialist [All Cities]
TECH LABOR FORCE.png Labor Force
LAW CENTRALIZATION.png Centralization
  • +20 Legalism Opinion
  • IMPROVEMENT MINE.png Farms can be constructed on Marsh terrain
  • YIELD SCIENCE.png +2 Science per year per Culture Level [Capital City]
LAW VASSALAGE.png Vassalage
  • +20 Riders Opinion
  • -50% Unit Consumption
  • No extra Unit Consumption when Outside Borders
TECH ARISTOCRACY.png Aristocracy

Low Upkeep Laws

Low Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have low yearly costs.

Law 1 Law 2 Required technology
LAW TYRANNY.png Tyranny
  • +10 Orator Opinion
  • YIELD TRAINING.png +20 Training per year
  • YIELD MONEY.png +8 Money per year per Military Unit in Territory [All Cities]
  • YIELD CIVICS.png -3 Civics per year
LAW CONSTITUTION.png Constitution
  • +10 Statesman Opinion
  • PROJECT DECREE 1.png Enables the Decree projects [Capital City]
  • YIELD SCIENCE.png +1 Science per year per Urban Specialist [All Cities]
  • YIELD TRAINING.png -6 Training per year
TECH SOVEREIGNTY.png Sovereignty
LAW COLONIES.png Colonies
  • +20 Diplomat Opinion
  • BUY TILE.png Enables the Buy Tile army action
  • YIELD TRAINING.png -6 Training per year
LAW SERFDOM.png Serfdom
  • +20 Landowners Opinion
  • YIELD ORDERS.png +5 Orders per year
  • YIELD MONEY.png -12 Money per year
  • YIELD DISCONTENT.png +1 Discontent per year [All Cities]
TECH NAVIGATION.png Navigation
LAW MONOTHEISM.png Monotheism
  • +20 Gnosticism Opinion
  • YIELD ORDERS.png +1 Orders per year [State Religion Cities]
  • YIELD CIVICS.png -3 Civics per year
LAW POLYTHEISM.png Polytheism
  • +20 Mythology Opinion
  • Shrines can be constructed multiple times
  • YIELD MONEY.png -12 Money per year
TECH MONASTICISM.png Monasticism

Medium Upkeep Laws

Medium Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have medium yearly costs.

Law 1 Law 2 Required technology
LAW DIVINE RULE.png Divine Rule
  • +30 Clerics Opinion
  • Can Adopt Pagan State Religions
  • YIELD HAPPINESS.png +1 Happiness per year per Shrine [All Cities]
  • YIELD MONEY.png -18 Money per year
LAW LEGAL CODE.png Legal Code
  • +30 Judge Opinion
  • YIELD CIVICS.png +10 Civics per year per Active Law
  • YIELD ORDERS.png --0.6 Orders per year
TECH CITIZENSHIP.png Citizenship
LAW TOLERANCE.png Tolerance
  • +30 Dualism Opinion
  • Can Build Non-State Religions Disciples
  • YIELD HAPPINESS.png +2 Happiness per year per Non-State Religion [All Cities]
  • YIELD CIVICS.png -6 Civics per year
LAW ORTHODOXY.png Orthodoxy
  • +30 Revelation Opinion
  • Disciples Can Purge World Religions
  • Can Hurry Production with Orders [Stare Religion Cities]
  • YIELD MONEY.png -18 Money per year
TECH DOCTRINE.png Doctrine
LAW PROFESSIONAL ARMY.png Professional Army
  • +30 Tactician Opinion
  • +50% XP from Combat
  • YIELD TRAINING.png +2 Training per year with Treasury [All Cities]
  • YIELD MONEY.png -18 Money per year
LAW VOLUNTEERS.png Volunteers
  • +20 Champions Opinion
  • Can Hurry Production with Population
  • YIELD TRAINING.png +20 Training per year per War
  • YIELD CIVICS.png -6 Civics per year
TECH MANOR.png Manor

High Upkeep Laws

High Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have high yearly costs.

Law 1 Law 2 Required technology
LAW PHILOSOPHY.png Philosophy
  • +40 Enlightenment Opinion
  • +20% Urban Specialists Production Time [All Cities]
  • YIELD SCIENCE.png +1 Science per year with Forum [All Cities]
  • YIELD CIVICS.png -9 Civics per year
LAW ENGINEERING.png Engineering
  • +40 Scholar Opinion
  • -25% Wonder Costs
  • City Connected.png Roads bridge across Rivers
  • YIELD MONEY.png -24 Money per year
TECH ARCHITECTURE.png Architecture
LAW ICONOGRAPHY.png Iconography
  • +40 Veneration Opinion
  • No Random Non-State Religion Spread [All Cities]
  • YIELD TRAINING.png +2 Training per year per Monastery [All Cities]
  • YIELD HAPPINESS.png +2 Happiness per year per Cathedral [All Cities]
  • YIELD MONEY.png +20 Money per year per Temple [All Cities]
  • YIELD MONEY.png -24 Money per year
LAW CALLIGRAPHY.png Calligraphy
  • +40 Patrons Opinion
  • YIELD CULTURE.png +4 Culture per year per Library [All Cities]
  • YIELD HAPPINESS.png +1 Happiness per year per Elder Specialist [All Cities]
  • YIELD CIVICS.png -9 Civics per year
TECH VAULTING.png Vaulting
LAW PILGRIMAGE.png Pilgrimage
  • +40 Redemption Opinion
  • YIELD SCIENCE.png +2 Science per year per Grove [All Cities]
  • YIELD MONEY.png +5 Money per year per Cities with Religion [All Cities]
  • YIELD TRAINING.png -12 Training per year
LAW HOLY WAR.png Holy War
  • +40 Zealot Opinion
  • +1 Random Promotion for New Units [All Cities]
  • Can Hurry Production of Units with Money [Stare Religion Cities]
  • YIELD SCIENCE.png -3 Science per year
TECH MARTIAL CODE.png Martial Code

Very High Upkeep Laws

Very High Upkeep Laws cost 400 YIELD CIVICS.png Civics to pass and have very high yearly costs.

Law 1 Law 2 Required technology
LAW GUILDS.png Guilds
  • +50 Artisans Opinion
  • -10% Rebels Chance [All Cities]
  • YIELD HAPPINESS.png +1 Happiness per year per Town [All Cities]
  • YIELD MONEY.png -30 Money per year
LAW ELITES.png Elites
  • +20 Schemer Opinion
  • Store 100 Orders between Years
  • YIELD ORDERS.png +2 Orders per year with Legendary Culture Level [All Cities]
  • YIELD TRAINING.png -15 Training per year
TECH JURISPRUDENCE.png Jurisprudence
LAW AUTARKY.png Autarky
  • +50 Commander Opinion
  • IMPROVEMENT MINE.png +20% Mine Yield [All Cities]
  • IMPROVEMENT QUARRY.png +20% Quarry Yield [All Cities]
  • IMPROVEMENT LUMBERMILL.png +20% Lumbermill Yield [All Cities]
  • Can build units that require Horses, Camels or Elephants [All Cities]
  • YIELD SCIENCE.png -6 Science per year
LAW TRADE LEAGUE.png Trade League
  • +20 Traders Opinion
  • PROJECT CONVOY 1.png Enables the Convoy projects
  • Resource selling price becomes buying price
  • YIELD CIVICS.png -12 Civics per year
TECH LATEEN SAIL.png Lateen Sail
LAW COIN DEBASEMENT.png Coin Debasement
  • +20 Schemer Opinion
  • Can buy and sell Orders with Money
  • YIELD MONEY.png -30 Money per year
LAW MONETARY REFORM.png Monetary Reform
  • +20 Traders Opinion
  • No Discontent from Hurry Production
  • YIELD HAPPINESS.png +2 Happiness per year [All Cities]
  • YIELD CIVICS.png -12 Civics per year
TECH FISCAL POLICY.png 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.