Laws: Difference between revisions

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Short introduction, seperate table for each tier, updated details, category:game concepts
updated intro paragraph slightly
 
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[[File:Laws.png|right|thumb|240px|Laws Screen from early access]]
[[File:Laws.png|right|thumb|240px|Laws Screen]]
''For laws regarding leader succession, see [[Inheritance Laws]]''<br>
''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|civic|12px}} (building ''[[Wonders|The Pyramids]]'' wonder reduces that cost by 50%), switching between opposite laws costs 600{{icon|civic|12px}} (having a leader of the ''Judge'' [[Character Traits (Archetypes)|Archetype]] reduces that cost by 50%). Most laws have upkeep cost, collected per city per turn. Enacting each law also grant an [[opinion]] boost for a certain pre-defined character type, [[Families|family type]] or [[Religions|theology]] though some [[events]] can change these initial preferences.
'''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==
==No upkeep Laws==
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| '''Rhetoric'''
| '''Rhetoric'''
| ''Epics''
| ''Epics''
* +10{{icon|culture|12px}} per Unit Killed
* +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city)
* Hero Characterts opinion: +10
* Hero opinion: +20
| ''Exploration''
| ''Exploration''
* No extra unit consumption when outside borders
* Movement bonus along neutral river
* Scouts Move on Water
* Scouts Move on Water
* Hunters Family opinion: +10
* Hunters opinion: +20
|-
|-
| '''Labor Force'''
| '''Labor Force'''
|''Slavery''  
|''Slavery''
* +5 {{icon|orders|12px}} per turn
* [All Cities]: +4 {{icon|stone}}, +4 {{icon|iron}}
* [All Cities]: +1 {{icon|unrest|12px}}
* Builder opinion: +20
* Builder Characters opinion: +10
|''Freedom''
|''Freedom''
* [All Cities]: +1 {{icon|science|12px}}
* [All Cities]: -5% rebel chance, +20% {{icon|growth}}
* Sages Family opinion: +10
* Redemption opinion: +20
|-
|-
| '''Aristocracy'''  
| '''Aristocracy'''  
| ''Centralization''
| ''Centralization''
* +10{{icon|civics|12px}} per turn
* [All Cities] Can build Farms on Marsh
* [Capital City]: +25%{{icon|science|12px}}
* [Capital City]: +2 {{icon|science|12px}} per Culture Level
* Legalism Theology opinion: +20  
* Legalism opinion: +20  
| ''Vassallage''
| ''Vassalage''
* -50% unit consumption
* -50% unit consumption
* Riders Family opinion: +20
* No extra unit consumption when outside borders
* Riders opinion: +20
|}
|}


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| '''Sovereignty'''
| '''Sovereignty'''
| ''Tyranny''
| ''Tyranny''
* +20{{icon|training|12px}} per turn
* +20 {{icon|training|12px}}  
* +10 {{icon|gold|12px}} for every Military Unit within City Territory
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* Orator Characters opinion: +10
* Orator opinion: +20
* Upkeep: 1{{icon|civics|12px}} per city
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Constitution''
| ''Constitution''
* Unlocks Decree project in Capital
* Unlocks Decrees in Capital
* [All cities]: -1{{icon|unrest|12px}}
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* Statesman Family opinion: +10
* Statesmen opinion: +20
* Upkeep: 2{{icon|training|12px}} per city
* Upkeep: 2 {{icon|training|12px}} per city
|-
|-
| '''Navigation'''
| '''Navigation'''
| ''Colonies''
| ''Colonies''
* Can Buy Tiles
* Can Buy Tiles
* Movement bonus along rivers
* Diplomat opinion: +20
* Diplomat Characters opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
* Upkeep: 2{{icon|training|12px}} per city
| ''Serfdom''
| ''Serfdom''
* [All Cities]: +20% Output from farms and pastures
* +5 {{icon|orders|12px}}/Turn
* Landowners Family opinion: +20
* [All Cities]: +1 {{icon|discontent|12px}}/Turn
* Upkeep: 4{{icon|money|12px}} per city
* Landowners opinion: +20
* Upkeep: 4 {{icon|money|12px}} per city
|-
|-
| '''Monasticism'''
| '''Monasticism'''
| ''Monotheism''
| ''Monotheism''
* [State Religion Cities]: +1 {{icon|orders|12px}} per turn
* [State Religion Cities]: +1 {{icon|orders|12px}}  
* Gnosticism Theology opinion: +20  
* Gnosticism opinion: +20  
* Upkeep: 1{{icon|civic|12px}} per city
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Polytheism''
| ''Polytheism''
* [All Cities]: Can build unlimited Shrines  
* [All Cities]: Can build unlimited Shrines  
* Mythology Theology opinion: +20  
* Mythology opinion: +20  
* Upkeep: 4{{icon|money|12px}} per city
* Upkeep: 4 {{icon|money|12px}} per city
|}
|}


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| '''Citizenship'''
| '''Citizenship'''
| ''Divine Rule''
| ''Divine Rule''
* Can adopt Pagan religions as State Religion
* Can adopt Pagan State Religions
* [All Cities]: No random spread for other religions
* [All Cities]: Shrines -1{{icon|discontent|12px}}
* Clerics Family opinion: +30
* Clerics opinion: +20
* Upkeep: 6{{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
| ''Legal Code''
| ''Legal Code''
* +10{{icon|civics|12px}} for every active law
* +10 {{icon|civics|12px}} per active law
* Judge Characters opinion: +30
* Judge opinion: +20
* Upkeep: 0.5{{icon|orders|12px}} per city
* Upkeep: 0.2 {{icon|orders|12px}} per city
|-
|-
| '''Doctrine'''
| '''Doctrine'''
| ''Tolerance''
| ''Tolerance''
* Can build disciples of other religions
* Can build non-state religion disciples  
* [All Cities]: -2{{icon|unrest|12px}} from other religions
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion
* Dualism Theology opinion: +30
* Dualism opinion: +20
* Upkeep: 2{{icon|civic|12px}} per city
* Upkeep: 2 {{icon|civics|12px}} per city
| ''Orthodoxy''
| ''Orthodoxy''
* Disciples can purge world religions
* Disciples can purge world religions
* [State religion cities]: can use{{icon|orders|12px}} to hurry specialists
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders
* Revelations Theology opinion: +30
* Revelation opinion: +20
* Upkeep: 6{{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
|-
|-
| '''Manor'''
| '''Manor'''
| ''Professional Army''
| ''Professional Army''
* [All Cities]: -25% construction time for Infantry units
* +50% XP for all units during combat
* [All Cities]: +2{{icon|training|12px}} for every Treasury project
* [All Cities]: +2 {{icon|training|12px}} for every Treasury  
* Tactician Characters opinion: +30
* Tactician opinion: +20
* Upkeep: 6{{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
| ''Volunteers''
| ''Volunteers''
* +20{{icon|training|12px}} per active war
* +20 {{icon|training|12px}} per war
* [All Cities]: Can hurry Unit production with population
* [All Cities]: Can hurry production with population
* Champions Family opinion: +30
* Champions opinion: +20
* Upkeep: 2{{icon|civic|12px}} per city
* Upkeep: 2 {{icon|civics|12px}} per city
|}
|}


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| '''Architecture'''
| '''Architecture'''
| ''Philosophy''
| ''Philosophy''
* [All Cities]: -20% Construction time for Urban Specialists
* [All Cities]: -20% production time for urban specialists
* [All Cities]: +1{{icon|science|12px}} for every Forum project
* [All Cities]: +1{{icon|science|12px}} per Forum  
* Enlightenment Theology opinion: +40
* Sages opinion: +20
* Upkeep: 3{{icon|civic|12px}} per city
* Upkeep: 3 {{icon|civics|12px}} per city
| ''Engineering''
| ''Engineering''
* -25% resources and civics cost for Wonders
* -25% Wonder costs (resources and civics)
* -1 turn to build improvements
* Roads bridge across Rivers
* Scholar Characters opinion: +30
* Scholar opinion: +20
* Upkeep: 8{{icon|money|12px}} per city
* Upkeep: 8 {{icon|money|12px}} per city
|-
|-
| '''Vaulting'''
| '''Vaulting'''
| ''Iconography''
| ''Iconography''
* [All Cities]: Temples: +2{{icon|growth|12px}}
* [All Cities]: +20 {{icon|money|12px}} per Temple
* [All Cities]: Monasteries: +2{{icon|culture|12px}}
* [All Cities]: +2 {{icon|training|12px}} per Monastery
* [All Cities]: Cathedrals: -1{{icon|unrest|12px}}
* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
* Veneration Theology opinion: +40
* [All Cities]: No random non-state religion spread
* Upkeep: 8{{icon|money|12px}} per city
* Veneration opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
| ''Calligraphy''
| ''Calligraphy''
* [All Cities]: Library: +4{{icon|science|12px}}
* [All Cities]: Library: +4 {{icon|culture|12px}}
* [All Cities]: Elder Specialists: -1{{icon|unrest|12px}}
* [All Cities]: Elder Specialists: -1 {{icon|discontent|12px}}
* Champions Family opinion: +40
* Patrons opinion: +20
* Upkeep: 3{{icon|civic|12px}} per city
* Upkeep: 3 {{icon|civics|12px}} per city
|-
|-
| '''Martial Code'''
| '''Martial Code'''
| ''Pilgrimage''
| ''Pilgrimage''
* [All Cities]: +1{{icon|science|12px}} from Groves
* [All Cities]: +2 {{icon|science|12px}} from Groves
* [Holy Cities]: +5 {{icon|money|12px}} per religion  
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion  
* Redemption Theology opinion: +40
* Enlightenment opinion: +20
* Upkeep: 4{{icon|training|12px}} per city
* Upkeep: 4 {{icon|training|12px}} per city
| ''Holy War''
| ''Holy War''
* +1 Random Promotion for new Units
* [All Cities]: +1 Random Promotion for new Units
* [State Religion Cities]: Can hurry unit production with {{icon|money|12px}}
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* Scholar Characters opinion: +40
* Zealot opinion: +20
* Upkeep: 1{{icon|science|12px}} per city
* Upkeep: 1 {{icon|science|12px}} per city
|}
|}


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| '''Jurisprudence'''
| '''Jurisprudence'''
| ''Guilds''
| ''Guilds''
* [All Cities]: -1{{icon|unrest|12px}} from Town improvement
* [All Cities]: -1 {{icon|discontent|12px}} per Town  
* [All Cities]: -10% Chance for Rebels
* [All Cities]: -10% Rebels chance
* Artisans Family opinion: +50
* Artisans opinion: +20
* Upkeep: 10{{icon|money|12px}} per city
* Upkeep: 10 {{icon|money|12px}} per city
| ''Elites''
| ''Elites''
* [Legendary Cities]: +2{{icon|orders|12px}} per turn
* [Legendary Cities]: +2 {{icon|orders|12px}}  
* Can store up to 100{{icon|orders|12px}} between turns
* Can store up to 100 {{icon|orders|12px}} between turns
* Schemer Characters opinion: +20
* Schemer opinion: +20
* Upkeep: 5{{icon|training|12px}} per city
* Upkeep: 5 {{icon|training|12px}} per city
|-
|-
| '''Lateen Sail'''
| '''Lateen Sail'''
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* [All Cities]: +20% output from mines, quarries and lumbermills
* [All Cities]: +20% output from mines, quarries and lumbermills
* [All Cities]: Can build units that require Horses, Elephants and Camels
* [All Cities]: Can build units that require Horses, Elephants and Camels
* Commander Characters opinion: +50
* Commander opinion: +20
* Upkeep: 2{{icon|science|12px}} per city
* Upkeep: 2 {{icon|science|12px}} per city
| ''Trade League''
| ''Trade League''
* [All Cities]: unlocks Covoy project
* [All Cities]: unlocks Convoy
* Can Sell resources for the same price as Buying
* Can Sell resources for the same price as Buying
* Traders Family opinion: +20
* Traders opinion: +20
* Upkeep: 4{{icon|civic|12px}} per city
* Upkeep: 4 {{icon|civics|12px}} per city
|-
|-
| '''Fiscal Policy'''
| '''Fiscal Policy'''
| ''Coin Debasement''
| ''Coin Debasement''
* Can Buy/Sell {{icon|orders|12px}}orders
* Can Buy/Sell {{icon|orders|12px}}orders
* Schemer Characters opinion: +20
* Schemer opinion: +20
* Upkeep: 4{{icon|civic|12px}} per city
* Upkeep: 10 {{icon|money|12px}} per city
| ''Monetary Reform''
| ''Monetary Reform''
* [All Cities]: -2{{icon|unrest|12px}} per turn
* [All Cities]: -2 {{icon|discontent|12px|12px}}
* [All Cities]: No {{icon|unrest|12px}} penalty from hurrying production
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production
* Traders Family opinion: +20
* Traders opinion: +20
* Upkeep: 1.5{{icon|orders|12px}} per city
* Upkeep: 4 {{icon|civics|12px}} per city
|}
|}


[[Category:Game Concepts]]
[[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