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''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 | '''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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| ''Epics'' | | ''Epics'' | ||
* +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city) | * +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city) | ||
* Hero opinion: + | * Hero opinion: +20 | ||
| ''Exploration'' | | ''Exploration'' | ||
* | * Movement bonus along neutral river | ||
* Scouts Move on Water | * Scouts Move on Water | ||
* Hunters opinion: + | * Hunters opinion: +20 | ||
|- | |- | ||
| '''Labor Force''' | | '''Labor Force''' | ||
|''Slavery'' | |''Slavery'' | ||
* + | * [All Cities]: +4 {{icon|stone}}, +4 {{icon|iron}} | ||
* Builder opinion: +20 | |||
* Builder opinion: + | |||
|''Freedom'' | |''Freedom'' | ||
* [All Cities]: + | * [All Cities]: -5% rebel chance, +20% {{icon|growth}} | ||
* | * Redemption opinion: +20 | ||
|- | |- | ||
| '''Aristocracy''' | | '''Aristocracy''' | ||
| ''Centralization'' | | ''Centralization'' | ||
* | * [All Cities] Can build Farms on Marsh | ||
* [Capital City]: + | * [Capital City]: +2 {{icon|science|12px}} per Culture Level | ||
* Legalism opinion: +20 | * Legalism opinion: +20 | ||
| ''Vassalage'' | | ''Vassalage'' | ||
* -50% unit consumption | * -50% unit consumption | ||
* No extra unit consumption when outside borders | |||
* Riders opinion: +20 | * Riders opinion: +20 | ||
|} | |} | ||
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| ''Tyranny'' | | ''Tyranny'' | ||
* +20 {{icon|training|12px}} | * +20 {{icon|training|12px}} | ||
* + | * [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory | ||
* Orator opinion: + | * Orator opinion: +20 | ||
* Upkeep: 1 {{icon|civics|12px}} per city | * Upkeep: 1 {{icon|civics|12px}} per city | ||
| ''Constitution'' | | ''Constitution'' | ||
* Unlocks Decrees in Capital | * Unlocks Decrees in Capital | ||
* [All | * [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist | ||
* | * Statesmen opinion: +20 | ||
* Upkeep: 2 {{icon|training|12px}} per city | * Upkeep: 2 {{icon|training|12px}} per city | ||
|- | |- | ||
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| ''Colonies'' | | ''Colonies'' | ||
* Can Buy Tiles | * Can Buy Tiles | ||
* Diplomat opinion: +20 | * Diplomat opinion: +20 | ||
* Upkeep: 2 {{icon|training|12px}} per city | * Upkeep: 2 {{icon|training|12px}} per city | ||
| ''Serfdom'' | | ''Serfdom'' | ||
* [All Cities]: + | * +5 {{icon|orders|12px}}/Turn | ||
* [All Cities]: +1 {{icon|discontent|12px}}/Turn | |||
* Landowners opinion: +20 | * Landowners opinion: +20 | ||
* Upkeep: 4 {{icon|money|12px}} per city | * Upkeep: 4 {{icon|money|12px}} per city | ||
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* Can adopt Pagan State Religions | * Can adopt Pagan State Religions | ||
* [All Cities]: Shrines -1{{icon|discontent|12px}} | * [All Cities]: Shrines -1{{icon|discontent|12px}} | ||
* Clerics opinion: + | * 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}} per active law | * +10 {{icon|civics|12px}} per active law | ||
* Judge opinion: + | * Judge opinion: +20 | ||
* Upkeep: 0.2 {{icon|orders|12px}} per city | * Upkeep: 0.2 {{icon|orders|12px}} per city | ||
|- | |- | ||
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* Can build non-state religion disciples | * Can build non-state religion disciples | ||
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion | * [All Cities]: -2 {{icon|discontent|12px}} per non-state religion | ||
* Dualism opinion: + | * Dualism opinion: +20 | ||
* Upkeep: 2 {{icon|civics|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 hurry | * [State religion cities]: can hurry production with {{icon|orders|12px}}Orders | ||
* | * Revelation opinion: +20 | ||
* Upkeep: 6 {{icon|money|12px}} per city | * Upkeep: 6 {{icon|money|12px}} per city | ||
|- | |- | ||
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* +50% XP for all units during combat | * +50% XP for all units during combat | ||
* [All Cities]: +2 {{icon|training|12px}} for every Treasury | * [All Cities]: +2 {{icon|training|12px}} for every Treasury | ||
* Tactician opinion: + | * Tactician opinion: +20 | ||
* Upkeep: 6 {{icon|money|12px}} per city | * Upkeep: 6 {{icon|money|12px}} per city | ||
| ''Volunteers'' | | ''Volunteers'' | ||
* +20 {{icon|training|12px}} per war | * +20 {{icon|training|12px}} per war | ||
* [All Cities]: Can hurry production with population | * [All Cities]: Can hurry production with population | ||
* Champions opinion: + | * Champions opinion: +20 | ||
* Upkeep: 2 {{icon|civics|12px}} per city | * Upkeep: 2 {{icon|civics|12px}} per city | ||
|} | |} | ||
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* [All Cities]: -20% production time for urban specialists | * [All Cities]: -20% production time for urban specialists | ||
* [All Cities]: +1{{icon|science|12px}} per Forum | * [All Cities]: +1{{icon|science|12px}} per Forum | ||
* | * Sages opinion: +20 | ||
* Upkeep: 3 {{icon|civics|12px}} per city | * Upkeep: 3 {{icon|civics|12px}} per city | ||
| ''Engineering'' | | ''Engineering'' | ||
* -25% resources and civics | * -25% Wonder costs (resources and civics) | ||
* | * Roads bridge across Rivers | ||
* Scholar opinion: + | * Scholar opinion: +20 | ||
* Upkeep: 8 {{icon|money|12px}} per city | * Upkeep: 8 {{icon|money|12px}} per city | ||
|- | |- | ||
| '''Vaulting''' | | '''Vaulting''' | ||
| ''Iconography'' | | ''Iconography'' | ||
* [All Cities]: + | * [All Cities]: +20 {{icon|money|12px}} per Temple | ||
* [All Cities]: +2 {{icon| | * [All Cities]: +2 {{icon|training|12px}} per Monastery | ||
* [All Cities]: - | * [All Cities]: -2 {{icon|discontent|12px}} per Cathedral | ||
* [All Cities]: No random non-state religion spread | * [All Cities]: No random non-state religion spread | ||
* Veneration opinion: + | * Veneration opinion: +20 | ||
* Upkeep: 8 {{icon|money|12px}} per city | * Upkeep: 8 {{icon|money|12px}} per city | ||
| ''Calligraphy'' | | ''Calligraphy'' | ||
* [All Cities]: Library: +4 {{icon|culture|12px}} | * [All Cities]: Library: +4 {{icon|culture|12px}} | ||
* [All Cities]: Elder Specialists: -1 {{icon|discontent|12px}} | * [All Cities]: Elder Specialists: -1 {{icon|discontent|12px}} | ||
* Patrons opinion: + | * Patrons opinion: +20 | ||
* Upkeep: 3 {{icon|civics|12px}} per city | * Upkeep: 3 {{icon|civics|12px}} per city | ||
|- | |- | ||
| '''Martial Code''' | | '''Martial Code''' | ||
| ''Pilgrimage'' | | ''Pilgrimage'' | ||
* [All Cities]: + | * [All Cities]: +2 {{icon|science|12px}} from Groves | ||
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per religion | * [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion | ||
* | * 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 units with {{icon|money|12px}} | * [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money | ||
* Zealot opinion: + | * Zealot opinion: +20 | ||
* Upkeep: 1 {{icon|science|12px}} per city | * Upkeep: 1 {{icon|science|12px}} per city | ||
|} | |} | ||
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* [All Cities]: -1 {{icon|discontent|12px}} per Town | * [All Cities]: -1 {{icon|discontent|12px}} per Town | ||
* [All Cities]: -10% Rebels chance | * [All Cities]: -10% Rebels chance | ||
* Artisans opinion: + | * Artisans opinion: +20 | ||
* Upkeep: 10 {{icon|money|12px}} per city | * Upkeep: 10 {{icon|money|12px}} per city | ||
| ''Elites'' | | ''Elites'' | ||
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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 opinion: + | * Commander opinion: +20 | ||
* Upkeep: 2 {{icon|science|12px}} per city | * Upkeep: 2 {{icon|science|12px}} per city | ||
| ''Trade League'' | | ''Trade League'' | ||
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* Can Buy/Sell {{icon|orders|12px}}orders | * Can Buy/Sell {{icon|orders|12px}}orders | ||
* Schemer opinion: +20 | * Schemer opinion: +20 | ||
* Upkeep: | * Upkeep: 10 {{icon|money|12px}} per city | ||
| ''Monetary Reform'' | | ''Monetary Reform'' | ||
* [All Cities]: -2 {{icon|discontent|12px|12px}} | * [All Cities]: -2 {{icon|discontent|12px|12px}} | ||
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production | * [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production | ||
* Traders opinion: +20 | * Traders opinion: +20 | ||
* Upkeep: | * Upkeep: 4 {{icon|civics|12px}} per city | ||
|} | |} | ||
[[Category:Game Concepts]] | [[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 |