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Created page with "right|thumb|400px|A display of all laws to choose from A '''law''' is always a choice between two opposing options. Enacting a law requires 400 Civic and a p..." |
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[[File:Laws.png|right|thumb| | [[File:Laws.png|right|thumb|240px|Laws Screen]] | ||
''For laws regarding leader succession, see [[Inheritance Laws]]''<br> | |||
'''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. | |||
=== | ==No upkeep Laws== | ||
( | {| class="wikitable sortable" | ||
! width="100px" | Required Technology | |||
! width="360px" | Option 1 | |||
! width="360px" | Option 2 | |||
|- | |||
| '''Rhetoric''' | |||
| ''Epics'' | |||
* +10 {{icon|culture|12px}} 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 {{icon|stone}}, +4 {{icon|iron}} | |||
* Builder opinion: +20 | |||
|''Freedom'' | |||
* [All Cities]: -5% rebel chance, +20% {{icon|growth}} | |||
* Redemption opinion: +20 | |||
|- | |||
| '''Aristocracy''' | |||
| ''Centralization'' | |||
* [All Cities] Can build Farms on Marsh | |||
* [Capital City]: +2 {{icon|science|12px}} per Culture Level | |||
* Legalism opinion: +20 | |||
| ''Vassalage'' | |||
* -50% unit consumption | |||
* 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 | |||
|} | |||
==Medium upkeep Laws== | |||
{| 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 | |||
|} | |||
=== | ==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 | |||
|} | |||
==Very high upkeep Laws== | |||
{| class="wikitable sortable" | |||
! width="100px" | Required Technology | |||
! width="360px" | Option 1 | |||
! width="360px" | Option 2 | |||
|- | |||
| '''Jurisprudence''' | |||
| ''Guilds'' | |||
* [All Cities]: -1 {{icon|discontent|12px}} per Town | |||
* [All Cities]: -10% Rebels chance | |||
* Artisans opinion: +20 | |||
* Upkeep: 10 {{icon|money|12px}} per city | |||
| ''Elites'' | |||
* [Legendary Cities]: +2 {{icon|orders|12px}} | |||
* Can store up to 100 {{icon|orders|12px}} between turns | |||
* Schemer opinion: +20 | |||
* Upkeep: 5 {{icon|training|12px}} 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 {{icon|science|12px}} per city | |||
| ''Trade League'' | |||
* [All Cities]: unlocks Convoy | |||
* Can Sell resources for the same price as Buying | |||
* Traders opinion: +20 | |||
* Upkeep: 4 {{icon|civics|12px}} per city | |||
|- | |||
| '''Fiscal Policy''' | |||
| ''Coin Debasement'' | |||
* Can Buy/Sell {{icon|orders|12px}}orders | |||
* Schemer opinion: +20 | |||
* Upkeep: 10 {{icon|money|12px}} per city | |||
| ''Monetary Reform'' | |||
* [All Cities]: -2 {{icon|discontent|12px|12px}} | |||
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production | |||
* Traders opinion: +20 | |||
* Upkeep: 4 {{icon|civics|12px}} per city | |||
|} | |||
[[Category:Game Concepts]] | |||
Latest revision as of 03:33, 25 June 2025

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 | Exploration
|
Labor Force | Slavery | Freedom |
Aristocracy | Centralization | Vassalage
|
Low upkeep Laws[edit]
Required Technology | Option 1 | Option 2 |
---|---|---|
Sovereignty | Tyranny | Constitution |
Navigation | Colonies | Serfdom |
Monasticism | Monotheism | Polytheism |
Medium upkeep Laws[edit]
Required Technology | Option 1 | Option 2 |
---|---|---|
Citizenship | Divine Rule | Legal Code |
Doctrine | Tolerance | Orthodoxy |
Manor | Professional Army | Volunteers |
High upkeep Laws[edit]
Required Technology | Option 1 | Option 2 |
---|---|---|
Architecture | Philosophy | Engineering |
Vaulting | Iconography | Calligraphy |
Martial Code | Pilgrimage | Holy War |
Very high upkeep Laws[edit]
Required Technology | Option 1 | Option 2 |
---|---|---|
Jurisprudence | Guilds | Elites |
Lateen Sail | Autarky | Trade League |
Fiscal Policy | Coin Debasement | Monetary Reform |