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 | ||
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* 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 | * +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 | ||
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* 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 | * +1 {{icon|happiness}}/turn | ||
* Can build | * 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 : + | * 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}}/ | * +2 {{icon|training}}/Turn | ||
* New Ranged units start with Sentinel | * New Ranged units start with Sentinel | ||
* Camps : +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 : + | * 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}}/ | * +2 {{icon|growth}}/Turn | ||
* -50% Rural Specialists production time | * -50% [[Specialist#Rural Specialists]] production time | ||
* +5 {{icon|money}}/ | * +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 | | Patrons | ||
|| | || | ||
* + | * +2 [[Discontent#Happiness Levels|Happiness Levels]] per [[Culture|Culture Event]] | ||
* New Courtier: Court Minister | * [Seat Founded] New Courtier: Court Minister | ||
|| | || | ||
* +2 {{icon|civics}}/turn | * +2 {{icon|civics}}/turn | ||
* Adds Luxury (Literature) | * Adds [[Luxury]] (Literature) | ||
* +4 {{icon|culture}}/turn per | * +4 {{icon|culture}}/turn per Precious [[Resource]] (improved gold, silver, gems, or pearls) | ||
|| | || | ||
* Orator | * Orator | ||
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* Missing Incense : -10/city | * Missing Incense : -10/city | ||
* Each Heated Baths : +20 | * Each Heated Baths : +20 | ||
* Calligraphy : + | * Calligraphy : +20 | ||
|| | || | ||
* Aksum (Barya) | |||
* Assyria (Adasi) | * Assyria (Adasi) | ||
* Greece (Seleucid) | * Greece (Seleucid) | ||
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| Riders | | Riders | ||
|| | || | ||
* | * 1 {{icon|orders}}/Turn | ||
* Gain Scout | * [Seat Founded] Gain Scout | ||
|| | || | ||
* +2 {{icon|training}}/ | * +2 {{icon|training}}/Turn | ||
* Cities always Connected | * Cities always [[Connected]] | ||
* New Mounted Units start with Saddleborn | * New Mounted Units start with Saddleborn | ||
* Unlocks Projects: [[Project#Import Horses|Import Horses]], Import Camels, and Import Elephants | |||
|| | || | ||
* Hero | * Hero | ||
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| Sages | | Sages | ||
|| | || | ||
* | * [Seat Founded] Acquire random Technology | ||
|| | || | ||
* +2 {{icon|civics}}/ | * +2 {{icon|civics}}/Turn | ||
* +1 {{icon|science}}/ | * +1 {{icon|science}}/Turn per Specialist | ||
* | * [City Founded] Gain [[Project#Archive I|Archive I]] | ||
|| | || | ||
* Diplomat | * Diplomat | ||
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* Missing Lavender : -10/city | * Missing Lavender : -10/city | ||
* Each University : +20 | * Each University : +20 | ||
* | * Philosophy : +20 | ||
|| | || | ||
* Babylonia (Amorite) | * Babylonia (Amorite) | ||
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|| | || | ||
* Unlocks Decree | * Unlocks Decree | ||
* +400 {{icon|civics}} | * [Seat Founded] +400 {{icon|civics}} | ||
|| | || | ||
* +1 {{icon|orders}}/ | * +1 {{icon|orders}}/Turn | ||
* +1 {{icon|civics}}/ | * +1 {{icon|civics}}/Turn per Family Opinion Level | ||
* | * -25% Specialist [[Yield#Goods|Goods]] costs | ||
|| | || | ||
* Commander | * Commander | ||
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* Missing Pearls : -10/city | * Missing Pearls : -10/city | ||
* Each Palace : +20 | * Each Palace : +20 | ||
* Constitution : + | * Constitution : +20 | ||
|| | || | ||
* Carthage (Didonian) | * Carthage (Didonian) | ||
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|| | || | ||
* Unlocks Caravan | * Unlocks Caravan | ||
* New Courtier: Court Merchant | * [Seat Founded] New Courtier: Court Merchant | ||
* Add Fair | * [Seat Founded] Add Fair | ||
|| | || | ||
* | * Workers start with Surveyor (can add multiple Roads per year) | ||
* Nets : +100% output | * Nets : +100% output | ||
* + | * +6 {{icon|money}}/turn per Specialist | ||
|| | || | ||
* Schemer | * Schemer | ||
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* Monetary Reform : +20 | * Monetary Reform : +20 | ||
|| | || | ||
* Aksum (Agazi) | |||
* Babylonia (Isin) | * Babylonia (Isin) | ||
* Carthage (Hannonid) | * Carthage (Hannonid) | ||
* Hatti (Hattusan) | * 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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