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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
|-
|-
| Rhetoric
| '''Sovereignty'''
|
| ''Tyranny''
| Epics
* +20 {{icon|training|12px}}
|<ul> <li> +10{{icon|culture|12px}} per Unit Killed </ul>
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
| 1 {{icon|civic|12px}}
* Orator opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 1 {{icon|civics|12px}} per city
|Exploration
| ''Constitution''
|<ul> <li>Movement Bonus along River <br> <li> Scouts Move on Water </ul>
* Unlocks Decrees in Capital
| 1 {{icon|training|12px}}
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* Statesmen opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
|-
|-
| Navigation
| '''Navigation'''
|
| ''Colonies''
| Colonization
* Can Buy Tiles
|<ul> <li> Can Buy Tiles </ul>
* Diplomat opinion: +20
| 1 {{icon|training|12px}}
* Upkeep: 2 {{icon|training|12px}} per city
|style="background: #aaaaaa"|
| ''Serfdom''
|Serfdom
* +5 {{icon|orders|12px}}/Turn
|<ul> <li>[All Cities] Farms +20% Output </ul>
* [All Cities]: +1 {{icon|discontent|12px}}/Turn
| 1 {{icon|civics|12px}}
* Landowners opinion: +20
* Upkeep: 4 {{icon|money|12px}} per city
|-
|-
|  
| '''Monasticism'''
|
| ''Monotheism''
| Monotheism
* [State Religion Cities]: +1 {{icon|orders|12px}}
|<ul> </ul>
* Gnosticism opinion: +20
|  
* Upkeep: 1 {{icon|civics|12px}} per city
|style="background: #aaaaaa"|
| ''Polytheism''
| Polytheism
* [All Cities]: Can build unlimited Shrines
|<ul> </ul>
* Mythology opinion: +20
|
* Upkeep: 4 {{icon|money|12px}} per city
|}
 
==Medium upkeep Laws==
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
|-
|  
| '''Citizenship'''
|
| ''Divine Rule''
| Professional Army
* Can adopt Pagan State Religions
|<ul> </ul>
* [All Cities]: Shrines -1{{icon|discontent|12px}}
|  
* Clerics opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 6 {{icon|money|12px}} per city
| Volunteers
| ''Legal Code''
|<ul> </ul>
* +10 {{icon|civics|12px}} per active law
|
* Judge opinion: +20
* Upkeep: 0.2 {{icon|orders|12px}} per city
|-
|-
| Theology
| '''Doctrine'''
|
| ''Tolerance''
| Tolerance
* Can build non-state religion disciples
|<ul> <li>[All Cities]: -1 {{icon|unrest|12px}} <br> <li> Town: +4 {{icon|culture|12px}} </ul>
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion
| 2 {{icon|civic|12px}}
* Dualism opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 2 {{icon|civics|12px}} per city
| Orthodoxy
| ''Orthodoxy''
|<ul> [State Religions Cities]: +2 {{icon|civic|12px}} </ul>
* Disciples can purge world religions
| 2 {{icon|civic|12px}}
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders
* Revelation opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
|-
|-
| Coinage
| '''Manor'''
|
| ''Professional Army''
| Guilds
* +50% XP for all units during combat
|<ul> -1 Year to Build Improvements </ul>
* [All Cities]: +2 {{icon|training|12px}} for every Treasury
| 2 {{icon|civic|12px}}
* Tactician opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 6 {{icon|money|12px}} per city
| Elites
| ''Volunteers''
|<ul> <li>[All Cities]: Elder Specialists: +4 {{icon|culture|12px}} <br> <li> -25% Urban Specialists Train Time </ul>
* +20 {{icon|training|12px}} per war
| 2 {{icon|civic|12px}}
* [All Cities]: Can hurry production with population
* Champions opinion: +20
* Upkeep: 2 {{icon|civics|12px}} per city
|}
 
==High upkeep Laws==
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
|-
|  
| '''Architecture'''
|
| ''Philosophy''
| Philosophy
* [All Cities]: -20% production time for urban specialists
|<ul>  </ul>
* [All Cities]: +1{{icon|science|12px}} per Forum
|
* Sages opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 3 {{icon|civics|12px}} per city
| Engineering
| ''Engineering''
|<ul>  </ul>
* -25% Wonder costs (resources and civics)
|  
* Roads bridge across Rivers
* Scholar opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
|-
|-
|  
| '''Vaulting'''
|
| ''Iconography''
| Iconography
* [All Cities]: +20 {{icon|money|12px}} per Temple
|<ul>  </ul>
* [All Cities]: +2 {{icon|training|12px}} per Monastery
|
* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
|style="background: #aaaaaa"|
* [All Cities]: No random non-state religion spread
| Calligraphy
* Veneration opinion: +20
|<ul>  </ul>
* 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''
| Isolationism
* [All Cities]: +2 {{icon|science|12px}} from Groves
|<ul>  </ul>
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion
|
* Enlightenment opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 4 {{icon|training|12px}} per city
| Trade League
| ''Holy War''
|<ul>  </ul>
* [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
|}
 
==Very high upkeep Laws==
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
|-
| Warrior Code
| '''Jurisprudence'''
|
| ''Guilds''
| Asceticism
* [All Cities]: -1 {{icon|discontent|12px}} per Town
|<ul> <li> [All Cities]: Pastures, Groves, Nets: +1 {{icon|growth|12px}} <br> <li> Holy City: +2 {{icon|growth|12px}} </ul>
* [All Cities]: -10% Rebels chance
| 3 {{icon|training|12px}}
* Artisans opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 10 {{icon|money|12px}} per city
| Holy War
| ''Elites''
|<ul> <li> [State Religion Cities]: +2 {{icon|training|12px}} <br> <li> +1 Random Promotion for new Units </ul>
* [Legendary Cities]: +2 {{icon|orders|12px}}  
| 3 {{icon|civic|12px}}
* Can store up to 100 {{icon|orders|12px}} between turns
* Schemer opinion: +20
* Upkeep: 5 {{icon|training|12px}} per city
|-
|-
| Jurisprudence
| '''Lateen Sail'''
|
| ''Autarky''
| Divine Law
* [All Cities]: +20% output from mines, quarries and lumbermills
|<ul> <li> Store up to 10 {{icon|orders|12px}} between Turns <br> <li> [All Cities] Can build State Religion Improvements </ul>
* [All Cities]: Can build units that require Horses, Elephants and Camels
| 3 {{icon|civic|12px}}
* Commander opinion: +20
|style="background: #aaaaaa"|
* Upkeep: 2 {{icon|science|12px}} per city
| Secularism
| ''Trade League''
|<ul> <li> Can build Disciplines of Non-State Religions <br> <li> [All Cities]: -100% chance of Rebel Units </ul>
* [All Cities]: unlocks Convoy
| 3 {{icon|training|12px}}
* Can Sell resources for the same price as Buying
* Traders opinion: +20
* Upkeep: 4 {{icon|civics|12px}} per city
|-
|-
| Fiscal Policy
| '''Fiscal Policy'''
|
| ''Coin Debasement''
| Coin Debasement
* Can Buy/Sell {{icon|orders|12px}}orders
|<ul> <li> Can Buy/Sell {{icon|orders|12px}} <br> <li> [All Cities]: +1 {{icon|unrest|12px}} </ul>
* Schemer opinion: +20
| 3 {{icon|civic|12px}}
* Upkeep: 10 {{icon|money|12px}} per city
|style="background: #aaaaaa"|
| ''Monetary Reform''
| Monetary Reform
* [All Cities]: -2 {{icon|discontent|12px|12px}}
|<ul> <li> Can Sell for the same price as Buying </ul>
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production
| 3 {{icon|civic|12px}}
* Traders opinion: +20
* Upkeep: 4 {{icon|civics|12px}} per city
|}
|}
[[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