Difference between revisions of "Laws"

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(→‎Medium upkeep Laws: Fixed broken icons)
(→‎No upkeep Laws: Changes with Update #101 v.1.0.64196)
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''For laws regarding leader succession, see [[Inheritance Laws]]''<br>
''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 300 {{icon|Civics|12px}} and increases by 100 each time you switch (having a leader of the ''Judge'' [[Character Traits (Archetypes)|Archetype]] reduces that cost by 50%). 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.
'''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.


==No upkeep Laws==
==No upkeep Laws==
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* Hero opinion: +10
* Hero opinion: +10
| ''Exploration''
| ''Exploration''
* No extra unit consumption when outside borders
* Movement bonus along neutral river
* Scouts Move on Water
* Scouts Move on Water
* Hunters opinion: +10
* Hunters opinion: +10
|-
|-
| '''Labor Force'''
| '''Labor Force'''
|''Slavery''  
|''Slavery''
* +5 {{icon|orders|12px}}  
* [All Cities]: +1 {{icon|discontent|12px}}
* [All Cities]: +1 {{icon|unrest|12px}}
* [All Cities]: Mines and Quarries: +20% Output
* Builder opinion: +10
* Builder opinion: +10
|''Freedom''
|''Freedom''
* [All Cities]: +1 {{icon|science|12px}}
* [All Cities]: +4 {{icon|Money|12px}} per specialist
* Sages opinion: +10
* Sages opinion: +10
|-
|-
| '''Aristocracy'''  
| '''Aristocracy'''  
| ''Centralization''
| ''Centralization''
* +20 {{icon|civics|12px}}
* [All Cities] Can build Farms on Marsh
* [Capital City]: +20% {{icon|science|12px}}
* [Capital City]: +2 {{icon|science|12px}}/Turn per Culture Level
* Legalism opinion: +20  
* Legalism opinion: +20  
| ''Vassalage''
| ''Vassalage''
* -50% unit consumption
* -50% unit consumption
* No extra unit consumption when outside borders
* Riders opinion: +20
* Riders opinion: +20
|}
|}
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| ''Tyranny''
| ''Tyranny''
* +20 {{icon|training|12px}}  
* +20 {{icon|training|12px}}  
* +10 {{icon|money|12px}} for every Military Unit in Territory
* [All Cities]: +8 {{icon|money|12px}} per Military Unit in Territory
* Orator opinion: +10
* Orator opinion: +10
* Upkeep: 1 {{icon|civics|12px}} per city
* Upkeep: 1 {{icon|civics|12px}} per city
| ''Constitution''
| ''Constitution''
* Unlocks Decrees in Capital
* Unlocks Decrees in Capital
* [All cities]: +3 {{icon|Money|12px}} per specialist
* [All Cities]: +1 {{icon|science|12px}}/Turn per Urban Specialist
* Statesman opinion: +10
* Statesmen opinion: +10
* Upkeep: 2 {{icon|training|12px}} per city
* Upkeep: 2 {{icon|training|12px}} per city
|-
|-
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| ''Colonies''
| ''Colonies''
* Can Buy Tiles
* Can Buy Tiles
* Movement bonus along neutral river
* Diplomat opinion: +20
* Diplomat opinion: +20
* Upkeep: 2 {{icon|training|12px}} per city
* Upkeep: 2 {{icon|training|12px}} per city
| ''Serfdom''
| ''Serfdom''
* [All Cities]: +20% Output from farms and pastures
* +5 {{icon|orders|12px}}/Turn
* [All Cities]: +1 {{icon|discontent|12px}}/Turn
* Landowners opinion: +20
* Landowners opinion: +20
* Upkeep: 4 {{icon|money|12px}} per city
* Upkeep: 4 {{icon|money|12px}} per city
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| ''Orthodoxy''
| ''Orthodoxy''
* Disciples can purge world religions
* Disciples can purge world religions
* [State religion cities]: can hurry specialists with {{icon|orders|12px}}  
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders
* Revelations opinion: +30
* Revelation opinion: +30
* Upkeep: 6 {{icon|money|12px}} per city
* Upkeep: 6 {{icon|money|12px}} per city
|-
|-
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* +20 {{icon|training|12px}} per war
* +20 {{icon|training|12px}} per war
* [All Cities]: Can hurry production with population
* [All Cities]: Can hurry production with population
* Champions opinion: +30
* Champions opinion: +20
* Upkeep: 2 {{icon|civics|12px}} per city
* Upkeep: 2 {{icon|civics|12px}} per city
|}
|}
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* Upkeep: 3 {{icon|civics|12px}} per city
* Upkeep: 3 {{icon|civics|12px}} per city
| ''Engineering''
| ''Engineering''
* -25% resources and civics cost for Wonders
* -25% Wonder costs (resources and civics)
* -1 turn to build improvements
* Roads bridge across Rivers
* Scholar opinion: +40
* Scholar opinion: +40
* Upkeep: 8 {{icon|money|12px}} per city
* Upkeep: 8 {{icon|money|12px}} per city
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| '''Vaulting'''
| '''Vaulting'''
| ''Iconography''
| ''Iconography''
* [All Cities]: +2 {{icon|growth|12px}} per Temple
* [All Cities]: +20 {{icon|money|12px}} per Temple
* [All Cities]: +2 {{icon|culture|12px}} per Monastery
* [All Cities]: +2 {{icon|training|12px}} per Monastery
* [All Cities]: -1 {{icon|discontent|12px}} per Cathedral
* [All Cities]: -2 {{icon|discontent|12px}} per Cathedral
* [All Cities]: No random non-state religion spread
* [All Cities]: No random non-state religion spread
* Veneration opinion: +40
* Veneration opinion: +40
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| '''Martial Code'''
| '''Martial Code'''
| ''Pilgrimage''
| ''Pilgrimage''
* [All Cities]: +1 {{icon|science|12px}} from Groves
* [All Cities]: +2 {{icon|science|12px}} from Groves
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per religion  
* [Holy Cities] Holy City: +5 {{icon|money|12px}} per cities with religion  
* Redemption opinion: +40
* Redemption opinion: +40
* Upkeep: 4 {{icon|training|12px}} per city
* Upkeep: 4 {{icon|training|12px}} per city
| ''Holy War''
| ''Holy War''
* +1 Random Promotion for new Units
* [All Cities]: +1 Random Promotion for new Units
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}
* [State Religion Cities]: Can hurry units with {{icon|money|12px}}Money
* Zealot opinion: +40
* Zealot opinion: +40
* Upkeep: 1 {{icon|science|12px}} per city
* Upkeep: 1 {{icon|science|12px}} per city
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* Can Buy/Sell {{icon|orders|12px}}orders
* Can Buy/Sell {{icon|orders|12px}}orders
* Schemer opinion: +20
* Schemer opinion: +20
* Upkeep: 4 {{icon|civics|12px}} per city
* Upkeep: 10 {{icon|money|12px}} per city
| ''Monetary Reform''
| ''Monetary Reform''
* [All Cities]: -2 {{icon|discontent|12px|12px}}
* [All Cities]: -2 {{icon|discontent|12px|12px}}
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production
* [All Cities]: No {{icon|discontent|12px}} penalty from hurrying production
* Traders opinion: +20
* Traders opinion: +20
* Upkeep: 1 {{icon|orders|12px}} per city
* Upkeep: 4 {{icon|civics|12px}} per city
|}
|}


[[Category:Game Concepts]]
[[Category:Game Concepts]]

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