Family

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Revision as of 22:24, 7 March 2025 by Lord Emsworth (talk | contribs) (Added brief explanation, updated table with new nations and abilities)
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A Family is a noble family belonging to a Nation which can provide powerful bonuses in the Cities assigned to that Family, but which may cause trouble for the player if its Opinion is not properly managed. Each Nation has four Families, three of which may be used in a given game. Whenever a city is founded, it must be given to a Family. The first City given to a Family becomes that Family's Seat, which gains additional bonuses on top of the Family's usual abilities. Once three Families have been given Cities by a Nation, the Nation's fourth Family disappears from the game. Each Family has a Family Head, a Character which represents the family.

Family Opinions

Each Family has an opinion of the Leader, which depends on the player's treatment of that family in Events, the Family Head's opinion of the Leader, the Family Religion's opinion of the Leader, and the Family's particular tastes.

Family Classes

There are ten Family classes. Each Nation has access to four of those classes. Each class is available to multiple Nations, but the different combinations of Family classes which are possible with different Nations distinguish the Nations.

Family classes
Name Family seat Family cities Common traits Opinion Nations
Artisans
  • +4 /turn
  • New Siege, Ship units starts with Ingenuity
  • Mines and Lumbermills: +20% output
  • Schemer
  • Orator
  • Builder
  • Pillaged improvements inside territory : -20
  • Luxuries : +20
  • Missing Gems : -10/city
  • Missing Dyes : -10/city
  • Each Amphitheater : +10
  • Guilds : +20
  • Babylonia (Chaldean)
  • Carthage (Magonid)
  • Greece (Cypselid)
  • Kush (Irtjet)
Champions
  • +2 /Turn
  • +50% City Defense
  • New units start with Steadfast
  • Hero
  • Commander
  • Largest Military : +40
  • Smallest Military : -40
  • Missing Wine : -10/city
  • Missing Dyes : -10/city
  • Each Citadel : +10
  • Volunteers : +20
  • Aksum (Agaw)
  • Assyria (Sargonid)
  • Greece (Argead)
  • Rome (Fabius)
Clerics
  • -50% Disciple production time
  • [Seat Founded] Gain Monasticism
  • +1 /turn
  • Can build Urban Improvements on sand
  • Unlocks Project: Found Religion
  • Monasteries and Temples : +100% output
  • Commander
  • Zealot
  • Scholar
  • Holy cities : +20
  • City without a religion : -20
  • Missing Incense : -10/city
  • Missing Lavender : -10/city
  • Each Cathedral : +20
  • Divine Rule : +20
  • Aksum (Tigrayan)
  • Assyria (Erishum)
  • Egypt (Amarna)
  • Persia (Arsacid)
Hunters
  • Unlocks Hunt
  • [Seat Founded] +50 , +50 , +50
  • +2 /Turn
  • New Ranged units start with Sentinel
  • Camps: +100% output
  • Hero
  • Tactician
  • Schemer
  • Defended Cities : +20
  • Hostile Tribal Units inside territory : -20
  • Missing Fur : -10/city
  • Missing Honey : -10/city
  • Each Range : +5
  • Exploration : +20
  • Assyria (Tudiya)
  • Babylonia (Kassite)
  • Kush (Yam)
  • Persia (Mihranid)
Landowners
  • Can buy tiles
  • [Seat Founded] +2 Citizens
  • +2 /Turn
  • -50% [[Specialist#Rural Specialists production time
  • +5 /Turn from Farms
  • Tactician
  • Judge
  • Builder
  • Leader not an adult : -20
  • Most Cities : +40
  • Fewer Cities : -40
  • Missing Olives : -10/city
  • Missing Honey : -10/city
  • Each Town : +5
  • Serfdom : +20
  • Egypt (Saite)
  • Hatti (Nenassan)
  • Kush (Setju)
  • Rome (Claudius)
Patrons
  • +2 /turn
  • Adds Luxury (Literature)
  • +4 /turn per Precious Resource (improved gold, silver, gems, or pearls)
  • Orator
  • Builder
  • Scholar
  • Leader or Heir from our Family : +20
  • Each Governor : +10
  • Wonders : +20
  • Missing Gems : -10/city
  • Missing Incense : -10/city
  • Each Heated Baths : +20
  • Calligraphy : +20
  • Aksum (Barya)
  • Assyria (Adasi)
  • Greece (Seleucid)
  • Hatti (Zalupwan)
  • Rome (Valerius)
Riders
  • 1 /Turn
  • [Seat Founded] Gain Scout
  • +2 /Turn
  • Cities always Connected
  • New Mounted Units start with Saddleborn
  • Unlocks Projects: Import Horses, Import Camels, and Import Elephants
  • Hero
  • Tactician
  • Zealot
  • Leader Spouse from Foreign Nation : -40
  • Each General : +10
  • Missing Salt : -10/city
  • Missing Fur : -10/city
  • Each Barracks : +5
  • Vassalage : +20
  • Carthage (Barcid)
  • Egypt (Ramesside)
  • Hatti (Kussaran)
  • Persia (Sasanid)
Sages
  • [Seat Founded] Acquire random Technology
  • +2 /Turn
  • +1 /Turn per Specialist
  • [City Founded] Gain Archive I
  • Diplomat
  • Judge
  • Scholar
  • Leader Spouse from Tribe : -40
  • Most Specialists : +40
  • Missing Salt : -10/city
  • Missing Lavender : -10/city
  • Each University : +20
  • Philosophy : +20
  • Babylonia (Amorite)
  • Egypt (Thutmosid)
  • Greece (Alcmaeonid)
Statesmen
  • +1 /Turn
  • +1 /Turn per Family Opinion Level
  • -25% Specialist Goods costs
  • Commander
  • Diplomat
  • Judge
  • Leader unmarried : -20
  • No Councilors : -20
  • Missing Wine : -10/city
  • Missing Pearls : -10/city
  • Each Palace : +20
  • Constitution : +20
  • Carthage (Didonian)
  • Persia (Achaemenid)
  • Rome (Julius)
Traders
  • Unlocks Caravan
  • [Seat Founded] New Courtier: Court Merchant
  • [Seat Founded] Add Fair
  • Workers start with Surveyor (can add multiple Roads per year)
  • Nets : +100% output
  • +6 /turn per Specialist
  • Schemer
  • Orator
  • Diplomat
  • Opinion bonus from distant Cities
  • Connected Cities : +10
  • Damaged Cities : -20
  • Missing Olives : -10/city
  • Missing Pearls : -10/city
  • Each Fair : +20
  • Trade League : +20
  • Monetary Reform : +20
  • Aksum (Agazi)
  • Babylonia (Isin)
  • Carthage (Hannonid)
  • Hatti (Hattusan)
  • Kush (Wawat)