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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]]
||  
||  
* Gain worker
* -2 turns to build [[Improvement#Urban Improvement|Urban Improvements]]
* -2 turns to build urban improvements
* [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
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* Missing Dyes : -10/city
* Missing Dyes : -10/city
* Each Amphitheater : +10
* Each Amphitheater : +10
* Guilds : +50
* Guilds : +20
||  
||  
* Babylonia (Chaldean)
* Babylonia (Chaldean)
* Carthage (Magonid)
* Carthage (Magonid)
* Greece (Cypselid)
* Greece (Cypselid)
* Kush (Irtjet)
|-
|-
| Champions
| [[Champions]]
||
||
* +25% {{icon|training|16px}}
* +50% {{icon|training}}
* Gain militia
* [Seat Founded] Gain [[Militia]]
||  
||  
* +2 {{icon|training|16px}}/turn
* +2 {{icon|training}}/Turn
* +50% City Defense
* +50% City Defense
* New units start with Steadfast
* New units start with Steadfast
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* Volunteers : +20
* Volunteers : +20
||
||
* Aksum (Agaw)
* Assyria (Sargonid)
* Assyria (Sargonid)
* Greece (Argead)
* Greece (Argead)
* Rome (Fabius)
* Rome (Fabius)
|-
|-
| Clerics
| [[Clerics]]
||  
||  
* Acquire Monasticism, Found a religion
* -50% Disciple production time
* -50% Disciple production time
* [Seat Founded] Gain [[Monasticism]]
||
||
* -2 {{icon|discontent}}/turn
* +1 {{icon|happiness}}/turn
* Can build urban improvements on sand
* Can build Urban Improvements on [[terrain#sand|sand]]
* Unlocks Project: [[Projects#Found Religion|Found Religion]]
* Monasteries and Temples : +100% output
* Monasteries and Temples : +100% output
||
||
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* Missing Lavender : -10/city
* Missing Lavender : -10/city
* Each Cathedral : +20
* Each Cathedral : +20
* Divine Rule : +30
* Divine Rule : +20
||
||
* Aksum (Tigrayan)
* Assyria (Erishum)
* Assyria (Erishum)
* Egypt (Amarna)
* Egypt (Amarna)
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| Hunters
| Hunters
||
||
* Unlocks Hunt
* Unlocks [[Project#Hunt|Hunt]]
* +50 {{icon|iron}}, +50 {{icon|stone}}, +50 {{icon|wood}}
* [Seat Founded] +50 {{icon|iron}}, +50 {{icon|stone}}, +50 {{icon|wood}}
||
||
* +2 {{icon|training}}/turn
* +2 {{icon|training}}/Turn
* New Ranged units start with Sentinel
* New Ranged units start with Sentinel
* Camps and Nets : +100% output
* [[Improvement#Camp|Camps]]: +100% output
||
||
* Hero
* Hero
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* Missing Honey : -10/city
* Missing Honey : -10/city
* Each Range : +5
* Each Range : +5
* Exploration : +10
* Exploration : +20
||  
||  
* Assyria (Tudiya)
* Assyria (Tudiya)
* Babylonia (Kassite)
* Babylonia (Kassite)
* Kush (Yam)
* Persia (Mihranid)
* Persia (Mihranid)
|-
|-
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||
||
* Can buy tiles
* Can buy tiles
* +2 Citizens
* [Seat Founded] +2 [[City#Population|Citizens]]
||
||
* +2 {{icon|growth}}/turn
* +2 {{icon|growth}}/Turn
* -50% Rural Specialists production time
* -50% [[Specialist#Rural Specialists]] production time
* +2 {{icon|culture}}/turn per Crop Resource
* +5 {{icon|money}}/Turn from [[Improvement#Farm|Farms]]
||
||
* Tactician
* Tactician
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* Egypt (Saite)
* Egypt (Saite)
* Hatti (Nenassan)
* Hatti (Nenassan)
* Kush (Setju)
* Rome (Claudius)
* Rome (Claudius)
|-
|-
| Patrons|| Example || Example || Example || Example || Example
| 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|| Example || Example || Example || Example || Example
| 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|| Example || Example || Example || Example || Example
| 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)
|-
|-
| Tradesmen|| Example || Example || Example || Example || Example
| 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|| Example || Example || Example || Example || Example
| 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.

Family classes
Name Family seat Family cities Common traits Opinion Nations
Artisans
  • +4 /turn
  • New Siege, Ship units starts with Ingenuity
  • Mines and Lumbermills: +20% output
  • Schemer
  • Orator
  • Builder
  • Pillaged improvements inside territory : -20
  • Luxuries : +20
  • Missing Gems : -10/city
  • Missing Dyes : -10/city
  • Each Amphitheater : +10
  • Guilds : +20
  • Babylonia (Chaldean)
  • Carthage (Magonid)
  • Greece (Cypselid)
  • Kush (Irtjet)
Champions
  • +2 /Turn
  • +50% City Defense
  • New units start with Steadfast
  • Hero
  • Commander
  • Largest Military : +40
  • Smallest Military : -40
  • Missing Wine : -10/city
  • Missing Dyes : -10/city
  • Each Citadel : +10
  • Volunteers : +20
  • Aksum (Agaw)
  • Assyria (Sargonid)
  • Greece (Argead)
  • Rome (Fabius)
Clerics
  • -50% Disciple production time
  • [Seat Founded] Gain Monasticism
  • +1 /turn
  • Can build Urban Improvements on sand
  • Unlocks Project: Found Religion
  • Monasteries and Temples : +100% output
  • Commander
  • Zealot
  • Scholar
  • Holy cities : +20
  • City without a religion : -20
  • Missing Incense : -10/city
  • Missing Lavender : -10/city
  • Each Cathedral : +20
  • Divine Rule : +20
  • Aksum (Tigrayan)
  • Assyria (Erishum)
  • Egypt (Amarna)
  • Persia (Arsacid)
Hunters
  • Unlocks Hunt
  • [Seat Founded] +50 , +50 , +50
  • +2 /Turn
  • New Ranged units start with Sentinel
  • 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
  • Can buy tiles
  • [Seat Founded] +2 Citizens
  • 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
  • +2 /turn
  • Adds Luxury (Literature)
  • +4 /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
  • 1 /Turn
  • [Seat Founded] Gain Scout
  • +2 /Turn
  • Cities always Connected
  • New Mounted Units start with Saddleborn
  • Unlocks Projects: 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
  • [Seat Founded] Acquire random Technology
  • +2 /Turn
  • +1 /Turn per Specialist
  • [City Founded] Gain 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
  • +1 /Turn
  • +1 /Turn per Family Opinion Level
  • -25% Specialist 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
  • 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 /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)