Difference between revisions of "Laws"

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(→‎List of laws: First set of changes)
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|<ul> <li> Unlocks Decree in Capital <br> <li> +10 {{icon|civic|12px}} </ul>  
|<ul> <li> Unlocks Decree in Capital <br> <li> +10 {{icon|civic|12px}} </ul>  
|
|
|-
| Rhetoric
|
| Epics
|<ul> <li> +10{{icon|culture|12px}} per Unit Killed </ul>
| 1 {{icon|civic|12px}}
|style="background: #aaaaaa"|
|Exploration
|<ul> <li>Movement Bonus along River <br> <li> Scouts Move on Water </ul>
| 1 {{icon|training|12px}}
|-
| Navigation
|
| Colonization
|<ul> <li> Can Buy Tiles </ul>
| 1 {{icon|training|12px}}
|style="background: #aaaaaa"|
|Serfdom
|<ul> <li>[All Cities] Farms +20% Output </ul>
| 1 {{icon|civics|12px}}
|-
|
|
| Monotheism
|<ul> </ul>
|
|style="background: #aaaaaa"|
| Polytheism
|<ul> </ul>
|
|-
|
|
| Professional Army
|<ul> </ul>
|
|style="background: #aaaaaa"|
| Volunteers
|<ul> </ul>
|
|-
| Theology
|
| Tolerance
|<ul> <li>[All Cities]: -1 {{icon|unrest|12px}} <br> <li> Town: +4 {{icon|culture|12px}} </ul>
| 2 {{icon|civic|12px}}
|style="background: #aaaaaa"|
| Orthodoxy
|<ul> [State Religions Cities]: +2 {{icon|civic|12px}} </ul>
| 2 {{icon|civic|12px}}
|-
| Coinage
|
| Guilds
|<ul> -1 Year to Build Improvements </ul>
| 2 {{icon|civic|12px}}
|style="background: #aaaaaa"|
| Elites
|<ul> <li>[All Cities]: Elder Specialists: +4 {{icon|culture|12px}} <br> <li> -25% Urban Specialists Train Time </ul>
| 2 {{icon|civic|12px}}
|-
|
|
| Philosophy
|<ul>  </ul>
|
|style="background: #aaaaaa"|
| Engineering
|<ul>  </ul>
|
|-
|
|
| Iconography
|<ul>  </ul>
|
|style="background: #aaaaaa"|
| Calligraphy
|<ul>  </ul>
|
|-
|
|
| Isolationism
|<ul>  </ul>
|
|style="background: #aaaaaa"|
| Trade League
|<ul>  </ul>
|
|-
| Warrior Code
|
| Asceticism
|<ul> <li> [All Cities]: Pastures, Groves, Nets: +1 {{icon|growth|12px}} <br> <li> Holy City: +2 {{icon|growth|12px}} </ul>
| 3 {{icon|training|12px}}
|style="background: #aaaaaa"|
| Holy War
|<ul> <li> [State Religion Cities]: +2 {{icon|training|12px}} <br> <li> +1 Random Promotion for new Units </ul>
| 3 {{icon|civic|12px}}
|-
| Jurisprudence
|
| Divine Law
|<ul> <li> Store up to 10 {{icon|orders|12px}} between Turns <br> <li> [All Cities] Can build State Religion Improvements </ul>
| 3 {{icon|civic|12px}}
|style="background: #aaaaaa"|
| Secularism
|<ul> <li> Can build Disciplines of Non-State Religions <br> <li> [All Cities]: -100% chance of Rebel Units </ul>
| 3 {{icon|training|12px}}
|-
| Fiscal Policy
|
| Coin Debasement
|<ul> <li> Can Buy/Sell {{icon|orders|12px}} <br> <li> [All Cities]: +1 {{icon|unrest|12px}} </ul>
| 3 {{icon|civic|12px}}
|style="background: #aaaaaa"|
| Monetary Reform
|<ul> <li> Can Sell for the same price as Buying </ul>
| 3 {{icon|civic|12px}}
|}
|}
===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

Revision as of 19:11, 1 June 2020

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

Required Tech Option 1 Effects 1 Upkeep 1 vs Option 2 Effects 2 Upkeep 2
Labor Force Slavery
  • +5 Orders.png
  • [All Cities]: +1 No Icon Found
Freedom
  • [All Cities]: +2 Science.png
Aristocracy Centralization
  • [Capital City]: +20%No Icon Found, +20%Science.png
Freedom
  • -50% unit consumption
Sovereignty Tyranny
  • [All Cities]: +1No Icon Found
  • +10 No Icon Found per Military Unit within City Territory
Constitution
  • Unlocks Decree in Capital
  • +10 No Icon Found
Rhetoric Epics
  • +10Culture.png per Unit Killed
1 No Icon Found Exploration
  • Movement Bonus along River
  • Scouts Move on Water
1 Training.png
Navigation Colonization
  • Can Buy Tiles
1 Training.png Serfdom
  • [All Cities] Farms +20% Output
1 Civics.png
Monotheism
Polytheism
Professional Army
Volunteers
Theology Tolerance
  • [All Cities]: -1 No Icon Found
  • Town: +4 Culture.png
2 No Icon Found Orthodoxy
    [State Religions Cities]: +2 No Icon Found
2 No Icon Found
Coinage Guilds
    -1 Year to Build Improvements
2 No Icon Found Elites
  • [All Cities]: Elder Specialists: +4 Culture.png
  • -25% Urban Specialists Train Time
2 No Icon Found
Philosophy
Engineering
Iconography
Calligraphy
Isolationism
Trade League
Warrior Code Asceticism
  • [All Cities]: Pastures, Groves, Nets: +1 Growth.png
  • Holy City: +2 Growth.png
3 Training.png Holy War
  • [State Religion Cities]: +2 Training.png
  • +1 Random Promotion for new Units
3 No Icon Found
Jurisprudence Divine Law
  • Store up to 10 Orders.png between Turns
  • [All Cities] Can build State Religion Improvements
3 No Icon Found Secularism
  • Can build Disciplines of Non-State Religions
  • [All Cities]: -100% chance of Rebel Units
3 Training.png
Fiscal Policy Coin Debasement
  • Can Buy/Sell Orders.png
  • [All Cities]: +1 No Icon Found
3 No Icon Found Monetary Reform
  • Can Sell for the same price as Buying
3 No Icon Found