Difference between revisions of "Laws"
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[[File:Laws.png|right|thumb| | [[File:Laws.png|right|thumb|240px|Laws Screen]] | ||
''For laws regarding leader succession, see [[Inheritance Laws]]''<br> | |||
'''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. | |||
{|class="wikitable sortable" | ==No upkeep Laws== | ||
! Required | {| class="wikitable sortable" | ||
! width="100px" | Required Technology | |||
! Option 1 | ! width="360px" | Option 1 | ||
! | ! width="360px" | Option 2 | ||
|- | |- | ||
| | | '''Rhetoric''' | ||
| | | ''Epics'' | ||
* +10 {{icon|culture|12px}} per Military Unit Killed (in nearest city) | |||
* Hero opinion: +10 | |||
| | | ''Exploration'' | ||
* Movement bonus along neutral river | |||
* Scouts Move on Water | |||
* Hunters opinion: +10 | |||
|- | |- | ||
| | | '''Labor Force''' | ||
| | |''Slavery'' | ||
* [All Cities]: +1 {{icon|discontent|12px}} | |||
* [All Cities]: Mines and Quarries: +20% Output | |||
* Builder opinion: +10 | |||
|''Freedom'' | |||
* [All Cities]: +4 {{icon|Money|12px}} per specialist | |||
* Sages opinion: +10 | |||
|- | |- | ||
| | | '''Aristocracy''' | ||
| | | ''Centralization'' | ||
* [All Cities] Can build Farms on Marsh | |||
* [Capital City]: +2 {{icon|science|12px}}/Turn per Culture Level | |||
| | * Legalism opinion: +20 | ||
| ''Vassalage'' | |||
* -50% unit consumption | |||
* No extra unit consumption when outside borders | |||
* 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: +10 | |||
* Upkeep: 1 {{icon|civics|12px}} per city | |||
| ''Constitution'' | |||
* Unlocks Decrees in Capital | |||
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist | |||
* Statesmen opinion: +10 | |||
* 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== | ||
{| class="wikitable sortable" | |||
! width="100px" | Required Technology | |||
! width="360px" | Option 1 | |||
! width="360px" | Option 2 | |||
|- | |||
| '''Citizenship''' | |||
| ''Divine Rule'' | |||
* Can adopt Pagan State Religions | |||
* [All Cities]: Shrines -1{{icon|discontent|12px}} | |||
* Clerics opinion: +30 | |||
* Upkeep: 6 {{icon|money|12px}} per city | |||
| ''Legal Code'' | |||
* +10 {{icon|civics|12px}} per active law | |||
* Judge opinion: +30 | |||
* Upkeep: 0.2 {{icon|orders|12px}} per city | |||
|- | |||
| '''Doctrine''' | |||
| ''Tolerance'' | |||
* Can build non-state religion disciples | |||
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion | |||
* Dualism opinion: +30 | |||
* Upkeep: 2 {{icon|civics|12px}} per city | |||
| ''Orthodoxy'' | |||
* Disciples can purge world religions | |||
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders | |||
* Revelation opinion: +30 | |||
* Upkeep: 6 {{icon|money|12px}} per city | |||
|- | |||
| '''Manor''' | |||
| ''Professional Army'' | |||
* +50% XP for all units during combat | |||
* [All Cities]: +2 {{icon|training|12px}} for every Treasury | |||
* Tactician opinion: +30 | |||
* Upkeep: 6 {{icon|money|12px}} per city | |||
| ''Volunteers'' | |||
* +20 {{icon|training|12px}} per war | |||
* [All Cities]: Can hurry production with population | |||
* Champions opinion: +20 | |||
* Upkeep: 2 {{icon|civics|12px}} per city | |||
|} | |||
==High upkeep Laws== | |||
{| class="wikitable sortable" | |||
! 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 | |||
* Enlightenment opinion: +40 | |||
* Upkeep: 3 {{icon|civics|12px}} per city | |||
| ''Engineering'' | |||
* -25% Wonder costs (resources and civics) | |||
* Roads bridge across Rivers | |||
* Scholar opinion: +40 | |||
* 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: +40 | |||
* 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: +40 | |||
* 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 | |||
* Redemption opinion: +40 | |||
* 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: +40 | |||
* Upkeep: 1 {{icon|science|12px}} per city | |||
|} | |||
==Very high upkeep Laws== | |||
{| 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: +50 | |||
* 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: +50 | |||
* 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]] |
Revision as of 07:27, 5 December 2022
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 250 and increases by 50 each time you switch (having a leader of the Judge Archetype reduces that cost to 100 ). 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 | Exploration
|
Labor Force | Slavery | Freedom |
Aristocracy | Centralization | Vassalage
|
Low upkeep Laws
Required Technology | Option 1 | Option 2 |
---|---|---|
Sovereignty | Tyranny | Constitution |
Navigation | Colonies | Serfdom |
Monasticism | Monotheism | Polytheism |
Medium upkeep Laws
Required Technology | Option 1 | Option 2 |
---|---|---|
Citizenship | Divine Rule | Legal Code |
Doctrine | Tolerance | Orthodoxy |
Manor | Professional Army | Volunteers |
High upkeep Laws
Required Technology | Option 1 | Option 2 |
---|---|---|
Architecture | Philosophy | Engineering |
Vaulting | Iconography | Calligraphy |
Martial Code | Pilgrimage | Holy War |
Very high upkeep Laws
Required Technology | Option 1 | Option 2 |
---|---|---|
Jurisprudence | Guilds | Elites |
Lateen Sail | Autarky | Trade League |
Fiscal Policy | Coin Debasement | Monetary Reform |