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| | [[File:Laws.png|right|thumb|400px|A display of all laws to choose from]] | ||
'' | 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. | ||
==List of laws== | |||
{|class="wikitable sortable" | |||
{| class="wikitable sortable" | ! Required Tech | ||
! | ! | ||
! | ! Option 1 | ||
! | ! Effects 1 | ||
! Upkeep 1 | |||
! vs | |||
! Option 2 | |||
! Effects 2 | |||
! Upkeep 2 | |||
|- | |- | ||
| | | Labor Force | ||
| | | | ||
|Slavery | |||
|<ul> <li> +5 {{icon|orders|12px}} <br> <li> [All Cities]: +1 {{icon|unrest|12px}} </ul> | |||
| | | | ||
|style="background: #aaaaaa"| | |||
|Freedom | |||
|<ul> <li> [All Cities]: +2 {{icon|science|12px}} </ul> | |||
| | |||
|- | |- | ||
| | | Aristocracy | ||
| | | | ||
| Centralization | |||
|<ul> <li> [Capital City]: +20%{{icon|civic|12px}}, +20%{{icon|science|12px}} </ul> | |||
| | |||
|style="background: #aaaaaa"| | |||
|Freedom | |||
|<ul> <li> -50% unit consumption </ul> | |||
| | |||
|- | |- | ||
| | | Sovereignty | ||
| | | | ||
| Tyranny | |||
|<ul> <li> [All Cities]: +1{{icon|unrest|12px}} <br> <li> +10 {{icon|gold|12px}} per Military Unit within City Territory </ul> | |||
| | |||
| | |style="background: #aaaaaa"| | ||
|Constitution | |||
|<ul> <li> Unlocks Decree in Capital <br> <li> +10 {{icon|civic|12px}} </ul> | |||
| | |||
|} | |} | ||
== | ===Epics versus Exploration === | ||
(400 Civic - Requires Rhetoric) | |||
Epics: +10 Culture per Unit killed // Upkeep: Low Civics | |||
Exploration: Movement Bonus along River, Scouts Move on Water // Upkeep: Low Training | |||
===Colonization versus Serfdom === | |||
(400 Civic - Requires Navigation) | |||
Colonization: Can Buy Tiles // Upkeep: Low Training | |||
Serfdom: [All Cities]: Farms + 20% Output // Upkeep: Low Civics | |||
===Monotheism versus Polytheism === | |||
(400 Civic - Requires ???) | |||
Monotheism: | |||
Polytheism: | |||
===Professional Army versus Volunteers === | |||
(400 Civic - Requires ???) | |||
Professional Army: | |||
Volunteers: | |||
===Tolerance versus Orthodoxy === | |||
(400 Civic - Requires Theology) | |||
Tolerance: [All Cities]: -1 Unrest/Year, Town: +4 Culture // Upkeep: Medium Civics | |||
Orthodoxy: [State Religion Cities]: +2 Civics/Year // Upkeep: Medium Civics | |||
===Guilds versus Elites === | |||
(400 Civic - Requires Coinage) | |||
Guilds: -1 Years to Build Improvements // Upkeep: Medium Civics \\ Argead Opinion: -20 | |||
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 | |||
== | ===Coin Debasement versus Monetary Reform === | ||
(400 Civic - Fiscal Policy) | |||
Coin Debasement: Can Buy/Sell Orders, [All Cities]: +1 Unrest per year // Upkeep: Very High Civics | |||
Monetary Reform: Can Sell for the same price as Buying // Upkeep: Very High Civics |