Family: Difference between revisions
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A '''Family''' is a noble family belonging to a [[Nation]] which can provide powerful bonuses in the [[City|Cities]] assigned to that Family, but which may cause trouble for the player if its Opinion is not properly managed. Each Nation has four Families, three of which may be used in a given game. Whenever a city is founded, it must be given to a Family. The first City given to a Family becomes that Family's Seat, which gains additional bonuses on top of the Family's usual abilities. Once three Families have been given Cities by a Nation, the Nation's fourth Family disappears from the game. Each Family has a Family Head, a [[Character]] which represents the family. | |||
== Family Opinions == | |||
Each Family has an opinion of the [[Leader]], which depends on the player's treatment of that family in [[Events]], the Family Head's opinion of the Leader, the Family [[Religion|Religion's]] opinion of the Leader, and the Family's particular tastes. | |||
== Family Classes == | |||
There are ten Family classes. Each Nation has access to four of those classes. Each class is available to multiple Nations, but the different combinations of Family classes which are possible with different Nations distinguish the Nations. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Family classes | |+ Family classes | ||
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! Name !! Family seat !! Family cities !! Common traits !! Opinion !! Nations | ! Name !! Family seat !! Family cities !! Common traits !! Opinion !! Nations | ||
|- | |- | ||
| Artisans | | [[Artisans]] | ||
|| | || | ||
* -2 turns to build [[Improvement#Urban Improvement|Urban Improvements]] | |||
* -2 turns to build | * [Seat Founded] Gain [[Worker]] | ||
|| | || | ||
* +4 {{icon|Culture}}/turn | * +4 {{icon|Culture}}/turn | ||
* New Siege, Ship units starts with Ingenuity | * New Siege, Ship units starts with Ingenuity | ||
* Mines and Lumbermills : +20% output | * [[Improvement#Mine|Mines]] and [[Improvement#Lumbermill|Lumbermills]]: +20% output | ||
|| | || | ||
* Schemer | * Schemer | ||
Line 22: | Line 29: | ||
* Missing Dyes : -10/city | * Missing Dyes : -10/city | ||
* Each Amphitheater : +10 | * Each Amphitheater : +10 | ||
* Guilds : + | * Guilds : +20 | ||
|| | || | ||
* Babylonia (Chaldean) | * Babylonia (Chaldean) | ||
* Carthage (Magonid) | * Carthage (Magonid) | ||
* Greece (Cypselid) | * Greece (Cypselid) | ||
* Kush (Irtjet) | |||
|- | |- | ||
| Champions | | [[Champions]] | ||
|| | || | ||
* + | * +50% {{icon|training}} | ||
* Gain | * [Seat Founded] Gain [[Militia]] | ||
|| | || | ||
* +2 {{icon|training | * +2 {{icon|training}}/Turn | ||
* +50% City Defense | * +50% City Defense | ||
* New units start with Steadfast | * New units start with Steadfast | ||
Line 47: | Line 55: | ||
* Volunteers : +20 | * Volunteers : +20 | ||
|| | || | ||
* Aksum (Agaw) | |||
* Assyria (Sargonid) | * Assyria (Sargonid) | ||
* Greece (Argead) | * Greece (Argead) | ||
* Rome (Fabius) | * Rome (Fabius) | ||
|- | |- | ||
| Clerics | | [[Clerics]] | ||
|| | || | ||
* -50% Disciple production time | * -50% Disciple production time | ||
* [Seat Founded] Gain [[Monasticism]] | |||
|| | || | ||
* | * +1 {{icon|happiness}}/turn | ||
* Can build | * Can build Urban Improvements on [[terrain#sand|sand]] | ||
* Monasteries and Temples : + | * Unlocks Project: [[Projects#Found Religion|Found Religion]] | ||
* Monasteries and Temples : +100% output | |||
|| | || | ||
* Commander | * Commander | ||
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* Missing Lavender : -10/city | * Missing Lavender : -10/city | ||
* Each Cathedral : +20 | * Each Cathedral : +20 | ||
* Divine Rule : + | * Divine Rule : +20 | ||
|| | || | ||
* Aksum (Tigrayan) | |||
* Assyria (Erishum) | * Assyria (Erishum) | ||
* Egypt (Amarna) | * Egypt (Amarna) | ||
* Persia (Arsacid) | * Persia (Arsacid) | ||
|- | |- | ||
| Hunters|| | | Hunters | ||
|| | |||
* Unlocks [[Project#Hunt|Hunt]] | |||
* [Seat Founded] +50 {{icon|iron}}, +50 {{icon|stone}}, +50 {{icon|wood}} | |||
|| | |||
* +2 {{icon|training}}/Turn | |||
* New Ranged units start with Sentinel | |||
* [[Improvement#Camp|Camps]]: +100% output | |||
|| | |||
* Hero | |||
* Tactician | |||
* Schemer | |||
|| | |||
* Defended Cities : +20 | |||
* Hostile Tribal Units inside territory : -20 | |||
* Missing Fur : -10/city | |||
* Missing Honey : -10/city | |||
* Each Range : +5 | |||
* Exploration : +20 | |||
|| | |||
* Assyria (Tudiya) | |||
* Babylonia (Kassite) | |||
* Kush (Yam) | |||
* Persia (Mihranid) | |||
|- | |- | ||
| Landowners|| | | Landowners | ||
|| | |||
* Can buy tiles | |||
* [Seat Founded] +2 [[City#Population|Citizens]] | |||
|| | |||
* +2 {{icon|growth}}/Turn | |||
* -50% [[Specialist#Rural Specialists]] production time | |||
* +5 {{icon|money}}/Turn from [[Improvement#Farm|Farms]] | |||
|| | |||
* Tactician | |||
* Judge | |||
* Builder | |||
|| | |||
* Leader not an adult : -20 | |||
* Most Cities : +40 | |||
* Fewer Cities : -40 | |||
* Missing Olives : -10/city | |||
* Missing Honey : -10/city | |||
* Each Town : +5 | |||
* Serfdom : +20 | |||
|| | |||
* Egypt (Saite) | |||
* Hatti (Nenassan) | |||
* Kush (Setju) | |||
* Rome (Claudius) | |||
|- | |- | ||
| Patrons|| | | Patrons | ||
|| | |||
* +2 [[Discontent#Happiness Levels|Happiness Levels]] per [[Culture|Culture Event]] | |||
* [Seat Founded] New Courtier: Court Minister | |||
|| | |||
* +2 {{icon|civics}}/turn | |||
* Adds [[Luxury]] (Literature) | |||
* +4 {{icon|culture}}/turn per Precious [[Resource]] (improved gold, silver, gems, or pearls) | |||
|| | |||
* Orator | |||
* Builder | |||
* Scholar | |||
|| | |||
* Leader or Heir from our Family : +20 | |||
* Each Governor : +10 | |||
* Wonders : +20 | |||
* Missing Gems : -10/city | |||
* Missing Incense : -10/city | |||
* Each Heated Baths : +20 | |||
* Calligraphy : +20 | |||
|| | |||
* Aksum (Barya) | |||
* Assyria (Adasi) | |||
* Greece (Seleucid) | |||
* Hatti (Zalupwan) | |||
* Rome (Valerius) | |||
|- | |- | ||
| Riders|| | | Riders | ||
|| | |||
* 1 {{icon|orders}}/Turn | |||
* [Seat Founded] Gain Scout | |||
|| | |||
* +2 {{icon|training}}/Turn | |||
* Cities always [[Connected]] | |||
* New Mounted Units start with Saddleborn | |||
* Unlocks Projects: [[Project#Import Horses|Import Horses]], Import Camels, and Import Elephants | |||
|| | |||
* Hero | |||
* Tactician | |||
* Zealot | |||
|| | |||
* Leader Spouse from Foreign Nation : -40 | |||
* Each General : +10 | |||
* Missing Salt : -10/city | |||
* Missing Fur : -10/city | |||
* Each Barracks : +5 | |||
* Vassalage : +20 | |||
|| | |||
* Carthage (Barcid) | |||
* Egypt (Ramesside) | |||
* Hatti (Kussaran) | |||
* Persia (Sasanid) | |||
|- | |- | ||
| Sages|| | | Sages | ||
|| | |||
* [Seat Founded] Acquire random Technology | |||
|| | |||
* +2 {{icon|civics}}/Turn | |||
* +1 {{icon|science}}/Turn per Specialist | |||
* [City Founded] Gain [[Project#Archive I|Archive I]] | |||
|| | |||
* Diplomat | |||
* Judge | |||
* Scholar | |||
|| | |||
* Leader Spouse from Tribe : -40 | |||
* Most Specialists : +40 | |||
* Missing Salt : -10/city | |||
* Missing Lavender : -10/city | |||
* Each University : +20 | |||
* Philosophy : +20 | |||
|| | |||
* Babylonia (Amorite) | |||
* Egypt (Thutmosid) | |||
* Greece (Alcmaeonid) | |||
|- | |- | ||
| | | Statesmen | ||
|| | |||
* Unlocks Decree | |||
* [Seat Founded] +400 {{icon|civics}} | |||
|| | |||
* +1 {{icon|orders}}/Turn | |||
* +1 {{icon|civics}}/Turn per Family Opinion Level | |||
* -25% Specialist [[Yield#Goods|Goods]] costs | |||
|| | |||
* Commander | |||
* Diplomat | |||
* Judge | |||
|| | |||
* Leader unmarried : -20 | |||
* No Councilors : -20 | |||
* Missing Wine : -10/city | |||
* Missing Pearls : -10/city | |||
* Each Palace : +20 | |||
* Constitution : +20 | |||
|| | |||
* Carthage (Didonian) | |||
* Persia (Achaemenid) | |||
* Rome (Julius) | |||
|- | |- | ||
| Traders|| | | Traders | ||
|| | |||
* Unlocks Caravan | |||
* [Seat Founded] New Courtier: Court Merchant | |||
* [Seat Founded] Add Fair | |||
|| | |||
* Workers start with Surveyor (can add multiple Roads per year) | |||
* Nets : +100% output | |||
* +6 {{icon|money}}/turn per Specialist | |||
|| | |||
* Schemer | |||
* Orator | |||
* Diplomat | |||
|| | |||
* Opinion bonus from distant Cities | |||
* Connected Cities : +10 | |||
* Damaged Cities : -20 | |||
* Missing Olives : -10/city | |||
* Missing Pearls : -10/city | |||
* Each Fair : +20 | |||
* Trade League : +20 | |||
* Monetary Reform : +20 | |||
|| | |||
* Aksum (Agazi) | |||
* Babylonia (Isin) | |||
* Carthage (Hannonid) | |||
* Hatti (Hattusan) | |||
* Kush (Wawat) | |||
|} | |} |
Latest revision as of 02:32, 11 March 2025
A Family is a noble family belonging to a Nation which can provide powerful bonuses in the Cities assigned to that Family, but which may cause trouble for the player if its Opinion is not properly managed. Each Nation has four Families, three of which may be used in a given game. Whenever a city is founded, it must be given to a Family. The first City given to a Family becomes that Family's Seat, which gains additional bonuses on top of the Family's usual abilities. Once three Families have been given Cities by a Nation, the Nation's fourth Family disappears from the game. Each Family has a Family Head, a Character which represents the family.
Family Opinions[edit]
Each Family has an opinion of the Leader, which depends on the player's treatment of that family in Events, the Family Head's opinion of the Leader, the Family Religion's opinion of the Leader, and the Family's particular tastes.
Family Classes[edit]
There are ten Family classes. Each Nation has access to four of those classes. Each class is available to multiple Nations, but the different combinations of Family classes which are possible with different Nations distinguish the Nations.
Name | Family seat | Family cities | Common traits | Opinion | Nations |
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Artisans |
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Champions |
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Clerics |
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Hunters |
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Landowners |
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Patrons |
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Riders |
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Sages |
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Statesmen |
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Traders |
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