Laws: Difference between revisions

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No upkeep Laws: Changes with Update #101 v.1.0.64196
updated slavery/freedom effects
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| ''Epics''
| ''Epics''
* +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city)
* +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city)
* Hero opinion: +10
* Hero opinion: +20
| ''Exploration''
| ''Exploration''
* Movement bonus along neutral river
* Movement bonus along neutral river
* Scouts Move on Water
* Scouts Move on Water
* Hunters opinion: +10
* Hunters opinion: +20
|-
|-
| '''Labor Force'''
| '''Labor Force'''
|''Slavery''   
|''Slavery''   
* [All Cities]: +1 {{icon|discontent|12px}}
* [All Cities]: +4 {{icon|stone}}, +4 {{icon|iron}}
* [All Cities]: Mines and Quarries: +20% Output
* Builder opinion: +20
* Builder opinion: +10
|''Freedom''
|''Freedom''
* [All Cities]: +4 {{icon|Money|12px}} per specialist
* [All Cities]: +1 {{icon|happiness}}, +20% {{icon|growth}}
* Sages opinion: +10
* Redemption opinion: +20
|-
|-
| '''Aristocracy'''  
| '''Aristocracy'''  
| ''Centralization''
| ''Centralization''
* [All Cities] Can build Farms on Marsh  
* [All Cities] Can build Farms on Marsh  
* [Capital City]: +2 {{icon|science|12px}}/Turn per Culture Level
* [Capital City]: +2 {{icon|science|12px}} per Culture Level
* Legalism opinion: +20  
* Legalism opinion: +20  
| ''Vassalage''
| ''Vassalage''
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* +20 {{icon|training|12px}}  
* +20 {{icon|training|12px}}  
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* Orator opinion: +10
* Orator opinion: +20
* Upkeep: 1 {{icon|civics|12px}} per city
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Constitution''
| ''Constitution''
* Unlocks Decrees in Capital
* Unlocks Decrees in Capital
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* Statesmen opinion: +10
* Statesmen opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
* Upkeep: 2 {{icon|training|12px}} per city
|-
|-
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* Can adopt Pagan State Religions
* Can adopt Pagan State Religions
* [All Cities]: Shrines -1{{icon|discontent|12px}}
* [All Cities]: Shrines -1{{icon|discontent|12px}}
* Clerics opinion: +30
* Clerics opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
| ''Legal Code''
| ''Legal Code''
* +10 {{icon|civics|12px}} per active law
* +10 {{icon|civics|12px}} per active law
* Judge opinion: +30
* Judge opinion: +20
* Upkeep: 0.2 {{icon|orders|12px}} per city
* Upkeep: 0.2 {{icon|orders|12px}} per city
|-
|-
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* Can build non-state religion disciples  
* Can build non-state religion disciples  
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion
* Dualism opinion: +30
* Dualism opinion: +20
* Upkeep: 2 {{icon|civics|12px}} per city
* Upkeep: 2 {{icon|civics|12px}} per city
| ''Orthodoxy''
| ''Orthodoxy''
* Disciples can purge world religions
* Disciples can purge world religions
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders  
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders  
* Revelation opinion: +30
* Revelation opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
|-
|-
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* +50% XP for all units during combat
* +50% XP for all units during combat
* [All Cities]: +2 {{icon|training|12px}} for every Treasury  
* [All Cities]: +2 {{icon|training|12px}} for every Treasury  
* Tactician opinion: +30
* Tactician opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
| ''Volunteers''
| ''Volunteers''
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* [All Cities]: -20% production time for urban specialists
* [All Cities]: -20% production time for urban specialists
* [All Cities]: +1{{icon|science|12px}} per Forum  
* [All Cities]: +1{{icon|science|12px}} per Forum  
* Enlightenment opinion: +40
* Sages opinion: +20
* Upkeep: 3 {{icon|civics|12px}} per city
* Upkeep: 3 {{icon|civics|12px}} per city
| ''Engineering''
| ''Engineering''
* -25% Wonder costs (resources and civics)
* -25% Wonder costs (resources and civics)
* Roads bridge across Rivers
* Roads bridge across Rivers
* Scholar opinion: +40
* Scholar opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
* Upkeep: 8 {{icon|money|12px}} per city
|-
|-
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* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
* [All Cities]: No random non-state religion spread
* [All Cities]: No random non-state religion spread
* Veneration opinion: +40
* Veneration opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
* Upkeep: 8 {{icon|money|12px}} per city
| ''Calligraphy''
| ''Calligraphy''
* [All Cities]: Library: +4 {{icon|culture|12px}}
* [All Cities]: Library: +4 {{icon|culture|12px}}
* [All Cities]: Elder Specialists: -1 {{icon|discontent|12px}}
* [All Cities]: Elder Specialists: -1 {{icon|discontent|12px}}
* Patrons opinion: +40
* Patrons opinion: +20
* Upkeep: 3 {{icon|civics|12px}} per city
* Upkeep: 3 {{icon|civics|12px}} per city
|-
|-
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* [All Cities]: +2 {{icon|science|12px}} from Groves
* [All Cities]: +2 {{icon|science|12px}} from Groves
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion  
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion  
* Redemption opinion: +40
* Enlightenment opinion: +20
* Upkeep: 4 {{icon|training|12px}} per city
* Upkeep: 4 {{icon|training|12px}} per city
| ''Holy War''
| ''Holy War''
* [All Cities]: +1 Random Promotion for new Units
* [All Cities]: +1 Random Promotion for new Units
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* Zealot opinion: +40
* Zealot opinion: +20
* Upkeep: 1 {{icon|science|12px}} per city
* Upkeep: 1 {{icon|science|12px}} per city
|}
|}
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* [All Cities]: -1 {{icon|discontent|12px}} per Town  
* [All Cities]: -1 {{icon|discontent|12px}} per Town  
* [All Cities]: -10% Rebels chance  
* [All Cities]: -10% Rebels chance  
* Artisans opinion: +50
* Artisans opinion: +20
* Upkeep: 10 {{icon|money|12px}} per city
* Upkeep: 10 {{icon|money|12px}} per city
| ''Elites''
| ''Elites''
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* [All Cities]: +20% output from mines, quarries and lumbermills
* [All Cities]: +20% output from mines, quarries and lumbermills
* [All Cities]: Can build units that require Horses, Elephants and Camels
* [All Cities]: Can build units that require Horses, Elephants and Camels
* Commander opinion: +50
* Commander opinion: +20
* Upkeep: 2 {{icon|science|12px}} per city
* Upkeep: 2 {{icon|science|12px}} per city
| ''Trade League''
| ''Trade League''

Revision as of 15:23, 28 February 2025

Laws Screen

For laws regarding leader succession, see Inheritance Laws

Laws are powerful, nation-wide bonuses enabled by certain technologies. When completing one of these technologies, a nation may choose between two opposite laws. Enacting a law costs 400 (building The Pyramids wonder reduces that cost by 50%). Switching between opposite laws initially costs 250 and increases by 50 each time you switch (having a leader of the Judge Archetype reduces that cost to 100 ). Most laws have upkeep cost, collected per city per turn. Enacting each law also grant an opinion boost for a certain pre-defined character type, family type or theology though some events can change these initial preferences.

No upkeep Laws

Required Technology Option 1 Option 2
Rhetoric Epics
  • +10 per Military Unit Killed (in nearest city)
  • Hero opinion: +20
Exploration
  • Movement bonus along neutral river
  • Scouts Move on Water
  • Hunters opinion: +20
Labor Force Slavery
  • [All Cities]: +4 , +4
  • Builder opinion: +20
Freedom
  • [All Cities]: +1 , +20%
  • Redemption opinion: +20
Aristocracy Centralization
  • [All Cities] Can build Farms on Marsh
  • [Capital City]: +2 per Culture Level
  • Legalism opinion: +20
Vassalage
  • -50% unit consumption
  • No extra unit consumption when outside borders
  • Riders opinion: +20

Low upkeep Laws

Required Technology Option 1 Option 2
Sovereignty Tyranny
  • +20
  • [All Cities]: +8 per Military Unit in Territory
  • Orator opinion: +20
  • Upkeep: 1 per city
Constitution
  • Unlocks Decrees in Capital
  • [All Cities]: +1 /Turn per Urban Specialist
  • Statesmen opinion: +20
  • Upkeep: 2 per city
Navigation Colonies
  • Can Buy Tiles
  • Diplomat opinion: +20
  • Upkeep: 2 per city
Serfdom
  • +5 /Turn
  • [All Cities]: +1 /Turn
  • Landowners opinion: +20
  • Upkeep: 4 per city
Monasticism Monotheism
  • [State Religion Cities]: +1
  • Gnosticism opinion: +20
  • Upkeep: 1 per city
Polytheism
  • [All Cities]: Can build unlimited Shrines
  • Mythology opinion: +20
  • Upkeep: 4 per city

Medium upkeep Laws

Required Technology Option 1 Option 2
Citizenship Divine Rule
  • Can adopt Pagan State Religions
  • [All Cities]: Shrines -1
  • Clerics opinion: +20
  • Upkeep: 6 per city
Legal Code
  • +10 per active law
  • Judge opinion: +20
  • Upkeep: 0.2 per city
Doctrine Tolerance
  • Can build non-state religion disciples
  • [All Cities]: -2 per non-state religion
  • Dualism opinion: +20
  • Upkeep: 2 per city
Orthodoxy
  • Disciples can purge world religions
  • [State religion cities]: can hurry production with Orders
  • Revelation opinion: +20
  • Upkeep: 6 per city
Manor Professional Army
  • +50% XP for all units during combat
  • [All Cities]: +2 for every Treasury
  • Tactician opinion: +20
  • Upkeep: 6 per city
Volunteers
  • +20 per war
  • [All Cities]: Can hurry production with population
  • Champions opinion: +20
  • Upkeep: 2 per city

High upkeep Laws

Required Technology Option 1 Option 2
Architecture Philosophy
  • [All Cities]: -20% production time for urban specialists
  • [All Cities]: +1 per Forum
  • Sages opinion: +20
  • Upkeep: 3 per city
Engineering
  • -25% Wonder costs (resources and civics)
  • Roads bridge across Rivers
  • Scholar opinion: +20
  • Upkeep: 8 per city
Vaulting Iconography
  • [All Cities]: +20 per Temple
  • [All Cities]: +2 per Monastery
  • [All Cities]: -2 per Cathedral
  • [All Cities]: No random non-state religion spread
  • Veneration opinion: +20
  • Upkeep: 8 per city
Calligraphy
  • [All Cities]: Library: +4
  • [All Cities]: Elder Specialists: -1
  • Patrons opinion: +20
  • Upkeep: 3 per city
Martial Code Pilgrimage
  • [All Cities]: +2 from Groves
  • [Holy Cities] Holy City: +5 per cities with religion
  • Enlightenment opinion: +20
  • Upkeep: 4 per city
Holy War
  • [All Cities]: +1 Random Promotion for new Units
  • [State Religion Cities]: Can hurry units with Money
  • Zealot opinion: +20
  • Upkeep: 1 per city

Very high upkeep Laws

Required Technology Option 1 Option 2
Jurisprudence Guilds
  • [All Cities]: -1 per Town
  • [All Cities]: -10% Rebels chance
  • Artisans opinion: +20
  • Upkeep: 10 per city
Elites
  • [Legendary Cities]: +2
  • Can store up to 100 between turns
  • Schemer opinion: +20
  • Upkeep: 5 per city
Lateen Sail Autarky
  • [All Cities]: +20% output from mines, quarries and lumbermills
  • [All Cities]: Can build units that require Horses, Elephants and Camels
  • Commander opinion: +20
  • Upkeep: 2 per city
Trade League
  • [All Cities]: unlocks Convoy
  • Can Sell resources for the same price as Buying
  • Traders opinion: +20
  • Upkeep: 4 per city
Fiscal Policy Coin Debasement
  • Can Buy/Sell orders
  • Schemer opinion: +20
  • Upkeep: 10 per city
Monetary Reform
  • [All Cities]: -2
  • [All Cities]: No penalty from hurrying production
  • Traders opinion: +20
  • Upkeep: 4 per city