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 | ||
|- | |- | ||
Line 31: | Line 30: | ||
| ''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'' | ||
Line 176: | Line 175: | ||
* [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'' | ||
Line 188: | Line 187: | ||
* [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 |