Editing Laws

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
[[File:Laws.png|right|thumb|240px|Laws Screen]]
[[File:Laws.png|right|thumb|400px|A display of all laws to choose from]]
''For laws regarding leader succession, see [[Inheritance Laws]]''<br>
A '''law''' is always a choice between two opposing options. Enacting a law requires 400 Civic and a prerequisite technology. More advanced laws have a higher upkeep such as Civic or Training upkeep.


'''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 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.
==List of laws==


==No upkeep Laws==
{|class="wikitable sortable"
{| class="wikitable sortable"
! Required Tech
! width="100px" | Required Technology
!
! width="360px" | Option 1
! Option 1  
! width="360px" | Option 2
! Effects 1
! Upkeep 1
! vs
! Option 2
! Effects 2
! Upkeep 2
|-
|-
| '''Rhetoric'''
| Labor Force
| ''Epics''
|
* +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city)
|Slavery
* Hero opinion: +20
|<ul> <li> +5 {{icon|orders|12px}} <br> <li> [All Cities]: +1 {{icon|unrest|12px}} </ul>
| ''Exploration''
|
* Movement bonus along neutral river
|style="background: #aaaaaa"|
* Scouts Move on Water
|Freedom
* Hunters opinion: +20
|<ul> <li> [All Cities]: +2 {{icon|science|12px}} </ul>
|
|-
|-
| '''Labor Force'''
| Aristocracy
|''Slavery'' 
|
* [All Cities]: +1 {{icon|discontent|12px}}
| Centralization
* [All Cities]: Mines and Quarries: +20% Output
|<ul> <li> [Capital City]: +20%{{icon|civic|12px}}, +20%{{icon|science|12px}} </ul>
* Builder opinion: +20
|
|''Freedom''
|style="background: #aaaaaa"|
* [All Cities]: +4 {{icon|Money|12px}} per specialist
|Freedom
* Redemption opinion: +20
|<ul> <li> -50% unit consumption </ul>
|
|-
|-
| '''Aristocracy'''
| Sovereignty
| ''Centralization''
|
* [All Cities] Can build Farms on Marsh
| Tyranny
* [Capital City]: +2 {{icon|science|12px}}/Turn per Culture Level
|<ul> <li> [All Cities]: +1{{icon|unrest|12px}} <br> <li> +10 {{icon|gold|12px}} per Military Unit within City Territory </ul>
* Legalism opinion: +20
|
| ''Vassalage''
|style="background: #aaaaaa"|
* -50% unit consumption
|Constitution
* No extra unit consumption when outside borders
|<ul> <li> Unlocks Decree in Capital <br> <li> +10 {{icon|civic|12px}} </ul>
* Riders opinion: +20
|
|}
|}


==Low upkeep Laws==
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
| '''Sovereignty'''
| ''Tyranny''
* +20 {{icon|training|12px}}
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* Orator opinion: +20
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Constitution''
* Unlocks Decrees in Capital
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* Statesmen opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
|-
| '''Navigation'''
| ''Colonies''
* Can Buy Tiles
* Diplomat opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
| ''Serfdom''
* +5 {{icon|orders|12px}}/Turn
* [All Cities]: +1 {{icon|discontent|12px}}/Turn
* Landowners opinion: +20
* Upkeep: 4 {{icon|money|12px}} per city
|-
| '''Monasticism'''
| ''Monotheism''
* [State Religion Cities]: +1 {{icon|orders|12px}}
* Gnosticism opinion: +20
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Polytheism''
* [All Cities]: Can build unlimited Shrines
* Mythology opinion: +20
* Upkeep: 4 {{icon|money|12px}} per city
|}


==Medium upkeep Laws==
===Epics versus Exploration ===
{| class="wikitable sortable"
(400 Civic - Requires Rhetoric)
! width="100px" | Required Technology
 
! width="360px" | Option 1
Epics: +10 Culture per Unit killed // Upkeep: Low Civics
! width="360px" | Option 2
 
|-
Exploration: Movement Bonus along River, Scouts Move on Water // Upkeep: Low Training
| '''Citizenship'''
 
| ''Divine Rule''
===Colonization versus Serfdom ===
* Can adopt Pagan State Religions
(400 Civic - Requires Navigation)
* [All Cities]: Shrines -1{{icon|discontent|12px}}
 
* Clerics opinion: +20
Colonization: Can Buy Tiles // Upkeep: Low Training
* Upkeep: 6 {{icon|money|12px}} per city
 
| ''Legal Code''
Serfdom: [All Cities]: Farms + 20% Output // Upkeep: Low Civics
* +10 {{icon|civics|12px}} per active law
 
* Judge opinion: +20
===Monotheism versus Polytheism ===
* Upkeep: 0.2 {{icon|orders|12px}} per city
(400 Civic - Requires ???)
|-
 
| '''Doctrine'''
Monotheism:
| ''Tolerance''
 
* Can build non-state religion disciples
Polytheism:
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion
 
* Dualism opinion: +20
===Professional Army versus Volunteers ===
* Upkeep: 2 {{icon|civics|12px}} per city
(400 Civic - Requires ???)
| ''Orthodoxy''
 
* Disciples can purge world religions
Professional Army:
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders
 
* Revelation opinion: +20
Volunteers: 
* Upkeep: 6 {{icon|money|12px}} per city
 
|-
===Tolerance versus Orthodoxy ===
| '''Manor'''
(400 Civic - Requires Theology)
| ''Professional Army''
 
* +50% XP for all units during combat
Tolerance: [All Cities]: -1 Unrest/Year, Town: +4 Culture // Upkeep: Medium Civics
* [All Cities]: +2 {{icon|training|12px}} for every Treasury
 
* Tactician opinion: +20
Orthodoxy: [State Religion Cities]: +2 Civics/Year // Upkeep: Medium Civics
* Upkeep: 6 {{icon|money|12px}} per city
 
| ''Volunteers''
===Guilds versus Elites ===
* +20 {{icon|training|12px}} per war
(400 Civic - Requires Coinage)
* [All Cities]: Can hurry production with population
 
* Champions opinion: +20
Guilds: -1 Years to Build Improvements // Upkeep: Medium Civics \\ Argead Opinion: -20
* Upkeep: 2 {{icon|civics|12px}} per city
 
|}
Elites: [All Cities]: Elder Specialist: +4 Culture, -25% Urban Specialists Train Time // Upkeep: Medium Civics
 
===Philosophy versus Engineering ===
(400 Civic - Requires ???)
 
Philosophy:
 
Engineering:
 
===Iconography versus Calligraphy ===
(400 Civic - Requires ???)
 
Iconography:
 
Calligraphy:
 
===Isolationism versus Trade League ===
(400 Civic - Requires ???)
 
Isolationism:
 
Trade League:
 
===Asceticism versus Holy War ===
(400 Civic - Requires Warrior Code)
 
Asceticism: [All Cities]: Pastures, Groves and Nets: +1 [something, growth?], Holy City: +2 [same something] // Upkeep: Very High Training
 
Holy War: [State Religion Cities]: +2 [something, training?] per Year, +1 Random Promotion for new Units // Upkeep: Very High Civics
 
===Divine Law versus Secularism ===
(400 Civic - Requires Jurisprudence)
 
Divine Law: Store up to 100 Orders between Turns, [All Cities]: Can build State Religion Improvements // Upkeep: Very High Civics
 
Secularism: Can Build Disciplines of Non-State Religions, [All Cities]: -100% Chance/Year of Rebel Units // Upkeep: Very High Training


==High upkeep Laws==
===Coin Debasement versus Monetary Reform ===
{| class="wikitable sortable"
(400 Civic - Fiscal Policy)
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
| '''Architecture'''
| ''Philosophy''
* [All Cities]: -20% production time for urban specialists
* [All Cities]: +1{{icon|science|12px}} per Forum
* Sages opinion: +20
* Upkeep: 3 {{icon|civics|12px}} per city
| ''Engineering''
* -25% Wonder costs (resources and civics)
* Roads bridge across Rivers
* Scholar opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
|-
| '''Vaulting'''
| ''Iconography''
* [All Cities]: +20 {{icon|money|12px}} per Temple
* [All Cities]: +2 {{icon|training|12px}} per Monastery
* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
* [All Cities]: No random non-state religion spread
* Veneration opinion: +20
* Upkeep: 8 {{icon|money|12px}} per city
| ''Calligraphy''
* [All Cities]: Library: +4 {{icon|culture|12px}}
* [All Cities]: Elder Specialists: -1 {{icon|discontent|12px}}
* Patrons opinion: +20
* Upkeep: 3 {{icon|civics|12px}} per city
|-
| '''Martial Code'''
| ''Pilgrimage''
* [All Cities]: +2 {{icon|science|12px}} from Groves
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion
* Enlightenment opinion: +20
* Upkeep: 4 {{icon|training|12px}} per city
| ''Holy War''
* [All Cities]: +1 Random Promotion for new Units
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* Zealot opinion: +20
* Upkeep: 1 {{icon|science|12px}} per city
|}


==Very high upkeep Laws==
Coin Debasement: Can Buy/Sell Orders, [All Cities]: +1 Unrest per year // Upkeep: Very High Civics
{| class="wikitable sortable"
! width="100px" | Required Technology
! width="360px" | Option 1
! width="360px" | Option 2
|-
| '''Jurisprudence'''
| ''Guilds''
* [All Cities]: -1 {{icon|discontent|12px}} per Town
* [All Cities]: -10% Rebels chance
* Artisans opinion: +20
* Upkeep: 10 {{icon|money|12px}} per city
| ''Elites''
* [Legendary Cities]: +2 {{icon|orders|12px}}
* Can store up to 100 {{icon|orders|12px}} between turns
* Schemer opinion: +20
* Upkeep: 5 {{icon|training|12px}} 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 {{icon|science|12px}} per city
| ''Trade League''
* [All Cities]: unlocks Convoy
* Can Sell resources for the same price as Buying
* Traders opinion: +20
* Upkeep: 4 {{icon|civics|12px}} per city
|-
| '''Fiscal Policy'''
| ''Coin Debasement''
* Can Buy/Sell {{icon|orders|12px}}orders
* Schemer opinion: +20
* Upkeep: 10 {{icon|money|12px}} per city
| ''Monetary Reform''
* [All Cities]: -2 {{icon|discontent|12px|12px}}
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production
* Traders opinion: +20
* Upkeep: 4 {{icon|civics|12px}} per city
|}


[[Category:Game Concepts]]
Monetary Reform: Can Sell for the same price as Buying // Upkeep: Very High Civics

Please note that all contributions to Old World Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Old World Wiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Template used on this page: