Laws: Difference between revisions
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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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| '''Labor Force''' | | '''Labor Force''' | ||
|''Slavery'' | |''Slavery'' | ||
* [All Cities]: + | * [All Cities]: +4 {{icon|stone}}, +4 {{icon|iron}} | ||
* Builder opinion: +20 | * Builder opinion: +20 | ||
|''Freedom'' | |''Freedom'' | ||
* [All Cities]: + | * [All Cities]: -5% rebel chance, +20% {{icon|growth}} | ||
* Redemption opinion: +20 | * Redemption opinion: +20 | ||
|- | |- | ||
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| ''Centralization'' | | ''Centralization'' | ||
* [All Cities] Can build Farms on Marsh | * [All Cities] Can build Farms on Marsh | ||
* [Capital City]: +2 {{icon|science|12px}} | * [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: + | * 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]: +1 {{icon|science|12px}}/Turn per Urban Specialist | * [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist | ||
* Statesmen opinion: + | * 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: + | * 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 production with {{icon|orders|12px}}Orders | * [State religion cities]: can hurry production with {{icon|orders|12px}}Orders | ||
* Revelation opinion: + | * 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'' | ||
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* -25% Wonder costs (resources and civics) | * -25% Wonder costs (resources and civics) | ||
* Roads bridge across Rivers | * Roads bridge across Rivers | ||
* Scholar opinion: + | * 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: + | * 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 | ||
|- | |- | ||
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* [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: + | * 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'' |
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 |