Difference between revisions of "Laws"

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(Created page with "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 p...")
 
(→‎No upkeep Laws: Changes with Update #101 v.1.0.64196)
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[[File:Laws.png|right|thumb|400px|A display of all laws to choose from]]
[[File:Laws.png|right|thumb|240px|Laws Screen]]
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.
''For laws regarding leader succession, see [[Inheritance Laws]]''<br>


==List of laws==
'''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.


===Slavery versus Freedom===
==No upkeep Laws==
(400 civic - requires Labor Force)
{| class="wikitable sortable"
! width="100px" | Required Technology
! 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
|}


Slavery: +5 orders per year. [All cities] +1 unrest per Year.
==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
|}


Freedom: [All Cities] + 2 science per year.
==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
|}


===Centralization versus Vassalage===
==High upkeep Laws==
(400 Civic - Requires Aristocracy)
{| 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
|}


Centralization: [Capital City]: +20% Civic, +20% Science,
==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
|}


Vassalage: -50% unit consumption
[[Category:Game Concepts]]
 
===Tyranny versus Constitution ===
(400 Civic - Requires Sovereignty)
 
Tyranny: [All Cities] +1 unrest per year. +10 Gold per Military Unit with City Territory
 
Constitution: Unlock Decree in Capital, +10 Civic per year
 
===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 07:27, 5 December 2022

Laws Screen

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 Civics.png (building The Pyramids wonder reduces that cost by 50%). Switching between opposite laws initially costs 250 Civics.png and increases by 50 each time you switch (having a leader of the Judge Archetype reduces that cost to 100 Civics.png). 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
  • +10 Culture.png 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 Discontent.png
  • [All Cities]: Mines and Quarries: +20% Output
  • Builder opinion: +10
Freedom
  • [All Cities]: +4 Money.png per specialist
  • Sages opinion: +10
Aristocracy Centralization
  • [All Cities] Can build Farms on Marsh
  • [Capital City]: +2 Science.png/Turn per Culture Level
  • Legalism opinion: +20
Vassalage
  • -50% unit consumption
  • No extra unit consumption when outside borders
  • Riders opinion: +20

Low upkeep Laws

Required Technology Option 1 Option 2
Sovereignty Tyranny
  • +20 Training.png
  • [All Cities]: +8 Money.png per Military Unit in Territory
  • Orator opinion: +10
  • Upkeep: 1 Civics.png per city
Constitution
  • Unlocks Decrees in Capital
  • [All Cities]: +1 Science.png/Turn per Urban Specialist
  • Statesmen opinion: +10
  • Upkeep: 2 Training.png per city
Navigation Colonies
  • Can Buy Tiles
  • Diplomat opinion: +20
  • Upkeep: 2 Training.png per city
Serfdom
  • +5 Orders.png/Turn
  • [All Cities]: +1 Discontent.png/Turn
  • Landowners opinion: +20
  • Upkeep: 4 Money.png per city
Monasticism Monotheism
  • [State Religion Cities]: +1 Orders.png
  • Gnosticism opinion: +20
  • Upkeep: 1 Civics.png per city
Polytheism
  • [All Cities]: Can build unlimited Shrines
  • Mythology opinion: +20
  • Upkeep: 4 Money.png per city

Medium upkeep Laws

Required Technology Option 1 Option 2
Citizenship Divine Rule
  • Can adopt Pagan State Religions
  • [All Cities]: Shrines -1Discontent.png
  • Clerics opinion: +30
  • Upkeep: 6 Money.png per city
Legal Code
  • +10 Civics.png per active law
  • Judge opinion: +30
  • Upkeep: 0.2 Orders.png per city
Doctrine Tolerance
  • Can build non-state religion disciples
  • [All Cities]: -2 Discontent.png per non-state religion
  • Dualism opinion: +30
  • Upkeep: 2 Civics.png per city
Orthodoxy
  • Disciples can purge world religions
  • [State religion cities]: can hurry production with Orders.pngOrders
  • Revelation opinion: +30
  • Upkeep: 6 Money.png per city
Manor Professional Army
  • +50% XP for all units during combat
  • [All Cities]: +2 Training.png for every Treasury
  • Tactician opinion: +30
  • Upkeep: 6 Money.png per city
Volunteers
  • +20 Training.png per war
  • [All Cities]: Can hurry production with population
  • Champions opinion: +20
  • Upkeep: 2 Civics.png per city

High upkeep Laws

Required Technology Option 1 Option 2
Architecture Philosophy
  • [All Cities]: -20% production time for urban specialists
  • [All Cities]: +1Science.png per Forum
  • Enlightenment opinion: +40
  • Upkeep: 3 Civics.png per city
Engineering
  • -25% Wonder costs (resources and civics)
  • Roads bridge across Rivers
  • Scholar opinion: +40
  • Upkeep: 8 Money.png per city
Vaulting Iconography
  • [All Cities]: +20 Money.png per Temple
  • [All Cities]: +2 Training.png per Monastery
  • [All Cities]: -2 Discontent.png per Cathedral
  • [All Cities]: No random non-state religion spread
  • Veneration opinion: +40
  • Upkeep: 8 Money.png per city
Calligraphy
  • [All Cities]: Library: +4 Culture.png
  • [All Cities]: Elder Specialists: -1 Discontent.png
  • Patrons opinion: +40
  • Upkeep: 3 Civics.png per city
Martial Code Pilgrimage
  • [All Cities]: +2 Science.png from Groves
  • [Holy Cities] Holy City: +5 Money.png per cities with religion
  • Redemption opinion: +40
  • Upkeep: 4 Training.png per city
Holy War
  • [All Cities]: +1 Random Promotion for new Units
  • [State Religion Cities]: Can hurry units with Money.pngMoney
  • Zealot opinion: +40
  • Upkeep: 1 Science.png per city

Very high upkeep Laws

Required Technology Option 1 Option 2
Jurisprudence Guilds
  • [All Cities]: -1 Discontent.png per Town
  • [All Cities]: -10% Rebels chance
  • Artisans opinion: +50
  • Upkeep: 10 Money.png per city
Elites
  • [Legendary Cities]: +2 Orders.png
  • Can store up to 100 Orders.png between turns
  • Schemer opinion: +20
  • Upkeep: 5 Training.png 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 Science.png per city
Trade League
  • [All Cities]: unlocks Convoy
  • Can Sell resources for the same price as Buying
  • Traders opinion: +20
  • Upkeep: 4 Civics.png per city
Fiscal Policy Coin Debasement
  • Can Buy/Sell Orders.pngorders
  • Schemer opinion: +20
  • Upkeep: 10 Money.png per city
Monetary Reform
  • [All Cities]: -2 Discontent.png
  • [All Cities]: No Discontent.png penalty from hurrying production
  • Traders opinion: +20
  • Upkeep: 4 Civics.png per city