Nations

From Old World Official Wiki
Revision as of 15:52, 11 March 2023 by Kami-sama (talk | contribs) (→‎Laws)

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. 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 do not have any penalties.

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 penalties.

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 penalties.

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 penalties.

Law 1 Law 2 Required technology
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

Very High Upkeep Laws

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

Law 1 Law 2 Required technology
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.