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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 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 300 {{icon|Civics|12px}} and increases by 100 each time you switch (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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| ''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: +10
* Hero opinion: +20
| ''Exploration''
| ''Exploration''
* Movement bonus along neutral river
* Movement bonus along neutral river
* Scouts Move on Water
* Scouts Move on Water
* Hunters opinion: +10
* Hunters opinion: +20
|-
|-
| '''Labor Force'''
| '''Labor Force'''
|''Slavery''   
|''Slavery''   
* [All Cities]: +1 {{icon|discontent|12px}}
* [All Cities]: +4 {{icon|stone}}, +4 {{icon|iron}}
* [All Cities]: Mines and Quarries: +20% Output
* Builder opinion: +20
* Builder opinion: +10
|''Freedom''
|''Freedom''
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* [All Cities]: -5% rebel chance, +20% {{icon|growth}}
* [Capital City]: +2 {{icon|culture|12px}}/Turn
* Redemption opinion: +20
* Sages opinion: +10
|-
|-
| '''Aristocracy'''  
| '''Aristocracy'''  
| ''Centralization''
| ''Centralization''
* +10 {{icon|civics|12px}}
* [All Cities] Can build Farms on Marsh
* [Capital City]: +2 {{icon|science|12px}}/Turn per Culture Level
* [Capital City]: +2 {{icon|science|12px}} per Culture Level
* Legalism opinion: +20  
* Legalism opinion: +20  
| ''Vassalage''
| ''Vassalage''
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* +20 {{icon|training|12px}}  
* +20 {{icon|training|12px}}  
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* Orator opinion: +10
* 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 Cities]: +4 {{icon|Money|12px}} per specialist
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* Statesmen opinion: +10
* Statesmen opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
* Upkeep: 2 {{icon|training|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: +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}} per active law
* +10 {{icon|civics|12px}} per active law
* Judge opinion: +30
* 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: +30
* 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 specialists with {{icon|orders|12px}}Orders  
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders  
* Revelation opinion: +30
* 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: +30
* Tactician opinion: +20
* Upkeep: 6 {{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
| ''Volunteers''
| ''Volunteers''
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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  
* Enlightenment opinion: +40
* Sages opinion: +20
* Upkeep: 3 {{icon|civics|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 opinion: +40
* Scholar opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
* Upkeep: 8 {{icon|money|12px}} per city
|-
|-
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* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
* [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: +40
* 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: +40
* Patrons opinion: +20
* Upkeep: 3 {{icon|civics|12px}} per city
* Upkeep: 3 {{icon|civics|12px}} per city
|-
|-
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* [All Cities]: +2 {{icon|science|12px}} from Groves
* [All Cities]: +2 {{icon|science|12px}} from Groves
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion  
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion  
* Redemption opinion: +40
* Enlightenment opinion: +20
* Upkeep: 4 {{icon|training|12px}} per city
* Upkeep: 4 {{icon|training|12px}} per city
| ''Holy War''
| ''Holy War''
* [All Cities]: +1 Random Promotion for new Units
* [All Cities]: +1 Random Promotion for new Units
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* Zealot opinion: +40
* 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: +50
* 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: +50
* 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: 4 {{icon|civics|12px}} per city
* 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: 1 {{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