Laws: Difference between revisions

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* Upkeep: 4 {{icon|civics|12px}} per city
* Upkeep: 4 {{icon|civics|12px}} per city
| ''Monetary Reform''
| ''Monetary Reform''
* [All Cities]: -2 {{icon|discontent|12px|12px}} per turn
* [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

Revision as of 15:12, 8 November 2021

Laws Screen from early access

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 300 and increases by 100 each time you switch (having a leader of the Judge 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, family type or theology though some events can change these initial preferences.

No upkeep Laws

Required Technology Option 1 Option 2
Rhetoric Epics
  • +10 per Military Unit Killed (in nearest city)
  • Hero opinion: +10
Exploration
  • No extra unit consumption when outside borders
  • Scouts Move on Water
  • Hunters opinion: +10
Labor Force Slavery
  • +5
  • [All Cities]: +1 No Icon Found
  • Builder opinion: +10
Freedom
  • [All Cities]: +1
  • Sages opinion: +10
Aristocracy Centralization
  • +20
  • [Capital City]: +20%
  • Legalism opinion: +20
Vassalage
  • -50% unit consumption
  • Riders opinion: +20

Low upkeep Laws

Required Technology Option 1 Option 2
Sovereignty Tyranny
  • +20
  • +10 for every Military Unit in Territory
  • Orator opinion: +10
  • Upkeep: 1 per city
Constitution
  • Unlocks Decrees in Capital
  • [All cities]: +3 per specialist
  • Statesman opinion: +10
  • Upkeep: 2 per city
Navigation Colonies
  • Can Buy Tiles
  • Movement bonus along neutral river
  • Diplomat opinion: +20
  • Upkeep: 2 per city
Serfdom
  • [All Cities]: +20% Output from farms and pastures
  • 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

Required Technology Option 1 Option 2
Citizenship Divine Rule
  • Can adopt Pagan State Religions
  • [All Cities]: Shrines -1
  • Clerics opinion: +30
  • Upkeep: 6 per city
Legal Code
  • +10 per active law
  • Judge opinion: +30
  • Upkeep: 0.2 per city
Doctrine Tolerance
  • Can build non-state religion disciples
  • [All Cities]: -2 per non-state religion
  • Dualism opinion: +30
  • Upkeep: 2 No Icon Found per city
Orthodoxy
  • Disciples can purge world religions
  • [State religion cities]: can hurry specialists with
  • Revelations opinion: +30
  • Upkeep: 6 per city
Manor Professional Army
  • +50% XP for all units during combat
  • [All Cities]: +2 for every Treasury
  • Tactician opinion: +30
  • Upkeep: 6 per city
Volunteers
  • +20 per war
  • [All Cities]: Can hurry production with population
  • Champions opinion: +30
  • Upkeep: 2 No Icon Found per city

High upkeep Laws

Required Technology Option 1 Option 2
Architecture Philosophy
  • [All Cities]: -20% production time for urban specialists
  • [All Cities]: +1 per Forum
  • Enlightenment opinion: +40
  • Upkeep: 3 per city
Engineering
  • -25% resources and civics cost for Wonders
  • -1 turn to build improvements
  • Scholar opinion: +40
  • Upkeep: 8 per city
Vaulting Iconography
  • [All Cities]: +2 per Temple
  • [All Cities]: +2 per Monastery
  • [All Cities]: -1 per Cathedral
  • [All Cities]: No random non-state religion spread
  • Veneration opinion: +40
  • Upkeep: 8 per city
Calligraphy
  • [All Cities]: Library: +4
  • [All Cities]: Elder Specialists: -1
  • Patrons opinion: +40
  • Upkeep: 3 per city
Martial Code Pilgrimage
  • [All Cities]: +1 from Groves
  • [Holy Cities] Holy City: +5 per religion
  • Redemption opinion: +40
  • Upkeep: 4 per city
Holy War
  • +1 Random Promotion for new Units
  • [State Religion Cities]: Can hurry units with
  • Zealot opinion: +40
  • Upkeep: 1 per city

Very high upkeep Laws

Required Technology Option 1 Option 2
Jurisprudence Guilds
  • [All Cities]: -1 per Town
  • [All Cities]: -10% Rebels chance
  • Artisans opinion: +50
  • 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: +50
  • 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: 4 per city
Monetary Reform
  • [All Cities]: -2
  • [All Cities]: No penalty from hurrying production
  • Traders opinion: +20
  • Upkeep: 1 per city