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[[File:Laws.png|right|thumb|400px|A display of all laws to choose from]]
[[File:Laws.png|right|thumb|240px|Laws Screen]]
A '''law''' is always a choice between two opposing options. Enacting a law requires 400 Civic and a prerequisite technology. More advanced laws have a higher upkeep such as Civic or Training upkeep.
''For laws regarding leader succession, see [[Inheritance Laws]]''<br>


==List of laws==
'''Laws''' are powerful, nation-wide bonuses enabled by certain [[Tech Tree|technologies]]. When completing one of these Technologies, a [[Nations|nation]] may choose between two opposite Laws. Enacting a Law costs 400 {{icon|Civics|12px}} (building ''[[Wonders|The Pyramids]]'' Wonder reduces that cost by 50%). Switching between opposite Laws initially costs 250 {{icon|Civics|12px}} and increases by 50 each time you switch (having a leader of the ''Judge'' [[Character Traits (Archetypes)|Archetype]] reduces that cost to 100 {{icon|Civics|12px}}). Most Laws have upkeep cost, collected per [[City]] per turn. Enacting each Law may also grant an [[opinion]] boost for a certain Archetype, [[Families|Family Class]] or [[Religions|Theology]], though some [[Events]] can change these initial preferences.


{|class="wikitable sortable"
==No upkeep Laws==
! Required Tech
{| class="wikitable sortable"
!
! width="100px" | Required Technology
! Option 1  
! width="360px" | Option 1
! Effects 1
! width="360px" | Option 2
! Upkeep 1
! vs
! Option 2
! Effects 2
! Upkeep 2
|-
|-
| Labor Force
| '''Rhetoric'''
|
| ''Epics''
|Slavery
* +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city)
|<ul> <li> +5 {{icon|orders|12px}} <br> <li> [All Cities]: +1 {{icon|unrest|12px}} </ul>
* Hero opinion: +20
|
| ''Exploration''
|style="background: #aaaaaa"|
* Movement bonus along neutral river
|Freedom
* Scouts Move on Water
|<ul> <li> [All Cities]: +2 {{icon|science|12px}} </ul>
* Hunters opinion: +20
|
|-
|-
| Aristocracy
| '''Labor Force'''
|
|''Slavery'' 
| Centralization
* [All Cities]: +4 {{icon|stone}}, +4 {{icon|iron}}
|<ul> <li> [Capital City]: +20%{{icon|civic|12px}}, +20%{{icon|science|12px}} </ul>
* Builder opinion: +20
|
|''Freedom''
|style="background: #aaaaaa"|
* [All Cities]: -5% rebel chance, +20% {{icon|growth}}
|Freedom
* Redemption opinion: +20
|<ul> <li> -50% unit consumption </ul>
|
|-
|-
| Sovereignty
| '''Aristocracy'''
|
| ''Centralization''
| Tyranny
* [All Cities] Can build Farms on Marsh
|<ul> <li> [All Cities]: +1{{icon|unrest|12px}} <br> <li> +10 {{icon|gold|12px}} per Military Unit within City Territory </ul>
* [Capital City]: +2 {{icon|science|12px}} per Culture Level
|
* Legalism opinion: +20
|style="background: #aaaaaa"|
| ''Vassalage''
|Constitution
* -50% unit consumption
|<ul> <li> Unlocks Decree in Capital <br> <li> +10 {{icon|civic|12px}} </ul>
* No extra unit consumption when outside borders
|
* Riders opinion: +20
|}
|}


==Low upkeep Laws==
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
| '''Sovereignty'''
| ''Tyranny''
* +20 {{icon|training|12px}}
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* Orator opinion: +20
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Constitution''
* Unlocks Decrees in Capital
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* Statesmen opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
|-
| '''Navigation'''
| ''Colonies''
* Can Buy Tiles
* Diplomat opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
| ''Serfdom''
* +5 {{icon|orders|12px}}/Turn
* [All Cities]: +1 {{icon|discontent|12px}}/Turn
* Landowners opinion: +20
* Upkeep: 4 {{icon|money|12px}} per city
|-
| '''Monasticism'''
| ''Monotheism''
* [State Religion Cities]: +1 {{icon|orders|12px}}
* Gnosticism opinion: +20
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Polytheism''
* [All Cities]: Can build unlimited Shrines
* Mythology opinion: +20
* Upkeep: 4 {{icon|money|12px}} per city
|}


===Epics versus Exploration ===
==Medium upkeep Laws==
(400 Civic - Requires Rhetoric)
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
| '''Citizenship'''
| ''Divine Rule''
* Can adopt Pagan State Religions
* [All Cities]: Shrines -1{{icon|discontent|12px}}
* Clerics opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
| ''Legal Code''
* +10 {{icon|civics|12px}} per active law
* Judge opinion: +20
* Upkeep: 0.2 {{icon|orders|12px}} per city
|-
| '''Doctrine'''
| ''Tolerance''
* Can build non-state religion disciples
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion
* Dualism opinion: +20
* Upkeep: 2 {{icon|civics|12px}} per city
| ''Orthodoxy''
* Disciples can purge world religions
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders
* Revelation opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
|-
| '''Manor'''
| ''Professional Army''
* +50% XP for all units during combat
* [All Cities]: +2 {{icon|training|12px}} for every Treasury
* Tactician opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
| ''Volunteers''
* +20 {{icon|training|12px}} per war
* [All Cities]: Can hurry production with population
* Champions opinion: +20
* Upkeep: 2 {{icon|civics|12px}} per city
|}


Epics: +10 Culture per Unit killed // Upkeep: Low Civics
==High upkeep Laws==
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
| '''Architecture'''
| ''Philosophy''
* [All Cities]: -20% production time for urban specialists
* [All Cities]: +1{{icon|science|12px}} per Forum
* Sages opinion: +20
* Upkeep: 3 {{icon|civics|12px}} per city
| ''Engineering''
* -25% Wonder costs (resources and civics)
* Roads bridge across Rivers
* Scholar opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
|-
| '''Vaulting'''
| ''Iconography''
* [All Cities]: +20 {{icon|money|12px}} per Temple
* [All Cities]: +2 {{icon|training|12px}} per Monastery
* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
* [All Cities]: No random non-state religion spread
* Veneration opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
| ''Calligraphy''
* [All Cities]: Library: +4 {{icon|culture|12px}}
* [All Cities]: Elder Specialists: -1 {{icon|discontent|12px}}
* Patrons opinion: +20
* Upkeep: 3 {{icon|civics|12px}} per city
|-
| '''Martial Code'''
| ''Pilgrimage''
* [All Cities]: +2 {{icon|science|12px}} from Groves
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion
* Enlightenment opinion: +20
* Upkeep: 4 {{icon|training|12px}} per city
| ''Holy War''
* [All Cities]: +1 Random Promotion for new Units
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* Zealot opinion: +20
* Upkeep: 1 {{icon|science|12px}} per city
|}


Exploration: Movement Bonus along River, Scouts Move on Water // Upkeep: Low Training
==Very high upkeep Laws==
 
{| class="wikitable sortable"
===Colonization versus Serfdom ===
! width="100px" | Required Technology
(400 Civic - Requires Navigation)
! width="360px" | Option 1
 
! width="360px" | Option 2
Colonization: Can Buy Tiles // Upkeep: Low Training
|-
 
| '''Jurisprudence'''
Serfdom: [All Cities]: Farms + 20% Output // Upkeep: Low Civics
| ''Guilds''
 
* [All Cities]: -1 {{icon|discontent|12px}} per Town  
===Monotheism versus Polytheism ===
* [All Cities]: -10% Rebels chance
(400 Civic - Requires ???)
* Artisans opinion: +20
 
* Upkeep: 10 {{icon|money|12px}} per city
Monotheism:
| ''Elites''
 
* [Legendary Cities]: +2 {{icon|orders|12px}}
Polytheism:
* Can store up to 100 {{icon|orders|12px}} between turns
 
* Schemer opinion: +20
===Professional Army versus Volunteers ===
* Upkeep: 5 {{icon|training|12px}} per city
(400 Civic - Requires ???)
|-
 
| '''Lateen Sail'''
Professional Army:
| ''Autarky''
 
* [All Cities]: +20% output from mines, quarries and lumbermills
Volunteers: 
* [All Cities]: Can build units that require Horses, Elephants and Camels
 
* Commander opinion: +20
===Tolerance versus Orthodoxy ===
* Upkeep: 2 {{icon|science|12px}} per city
(400 Civic - Requires Theology)
| ''Trade League''
 
* [All Cities]: unlocks Convoy
Tolerance: [All Cities]: -1 Unrest/Year, Town: +4 Culture // Upkeep: Medium Civics
* Can Sell resources for the same price as Buying
 
* Traders opinion: +20
Orthodoxy: [State Religion Cities]: +2 Civics/Year // Upkeep: Medium Civics
* Upkeep: 4 {{icon|civics|12px}} per city
 
|-
===Guilds versus Elites ===
| '''Fiscal Policy'''
(400 Civic - Requires Coinage)
| ''Coin Debasement''
 
* Can Buy/Sell {{icon|orders|12px}}orders
Guilds: -1 Years to Build Improvements // Upkeep: Medium Civics \\ Argead Opinion: -20
* Schemer opinion: +20
 
* Upkeep: 10 {{icon|money|12px}} per city
Elites: [All Cities]: Elder Specialist: +4 Culture, -25% Urban Specialists Train Time // Upkeep: Medium Civics
| ''Monetary Reform''
 
* [All Cities]: -2 {{icon|discontent|12px|12px}}
===Philosophy versus Engineering ===
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production
(400 Civic - Requires ???)
* Traders opinion: +20
 
* Upkeep: 4 {{icon|civics|12px}} per city
Philosophy:
|}
 
Engineering:
 
===Iconography versus Calligraphy ===
(400 Civic - Requires ???)
 
Iconography:
 
Calligraphy:
 
===Isolationism versus Trade League ===
(400 Civic - Requires ???)
 
Isolationism:
 
Trade League:
 
===Asceticism versus Holy War ===
(400 Civic - Requires Warrior Code)
 
Asceticism: [All Cities]: Pastures, Groves and Nets: +1 [something, growth?], Holy City: +2 [same something] // Upkeep: Very High Training
 
Holy War: [State Religion Cities]: +2 [something, training?] per Year, +1 Random Promotion for new Units // Upkeep: Very High Civics
 
===Divine Law versus Secularism ===
(400 Civic - Requires Jurisprudence)
 
Divine Law: Store up to 100 Orders between Turns, [All Cities]: Can build State Religion Improvements // Upkeep: Very High Civics
 
Secularism: Can Build Disciplines of Non-State Religions, [All Cities]: -100% Chance/Year of Rebel Units // Upkeep: Very High Training
 
===Coin Debasement versus Monetary Reform ===
(400 Civic - Fiscal Policy)
 
Coin Debasement: Can Buy/Sell Orders, [All Cities]: +1 Unrest per year // Upkeep: Very High Civics


Monetary Reform: Can Sell for the same price as Buying // Upkeep: Very High Civics
[[Category:Game Concepts]]

Latest revision as of 03:33, 25 June 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 may also grant an opinion boost for a certain Archetype, Family Class or Theology, though some Events can change these initial preferences.

No upkeep Laws[edit]

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]: -5% rebel chance, +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[edit]

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[edit]

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[edit]

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[edit]

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