Difference between revisions of "Laws"
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(opinions update) |
(opinions update) |
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* Can adopt Pagan State Religions | * Can adopt Pagan State Religions | ||
* [All Cities]: Shrines -1{{icon|discontent|12px}} | * [All Cities]: Shrines -1{{icon|discontent|12px}} | ||
* Clerics opinion: + | * Clerics opinion: +20 | ||
* Upkeep: 6 {{icon|money|12px}} per city | * Upkeep: 6 {{icon|money|12px}} per city | ||
| ''Legal Code'' | | ''Legal Code'' | ||
* +10 {{icon|civics|12px}} per active law | * +10 {{icon|civics|12px}} per active law | ||
* Judge opinion: + | * Judge opinion: +20 | ||
* Upkeep: 0.2 {{icon|orders|12px}} per city | * Upkeep: 0.2 {{icon|orders|12px}} per city | ||
|- | |- | ||
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* Can build non-state religion disciples | * Can build non-state religion disciples | ||
* [All Cities]: -2 {{icon|discontent|12px}} per non-state religion | * [All Cities]: -2 {{icon|discontent|12px}} per non-state religion | ||
* Dualism opinion: + | * Dualism opinion: +20 | ||
* Upkeep: 2 {{icon|civics|12px}} per city | * Upkeep: 2 {{icon|civics|12px}} per city | ||
| ''Orthodoxy'' | | ''Orthodoxy'' | ||
* Disciples can purge world religions | * Disciples can purge world religions | ||
* [State religion cities]: can hurry production with {{icon|orders|12px}}Orders | * [State religion cities]: can hurry production with {{icon|orders|12px}}Orders | ||
* Revelation opinion: + | * Revelation opinion: +20 | ||
* Upkeep: 6 {{icon|money|12px}} per city | * Upkeep: 6 {{icon|money|12px}} per city | ||
|- | |- | ||
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* +50% XP for all units during combat | * +50% XP for all units during combat | ||
* [All Cities]: +2 {{icon|training|12px}} for every Treasury | * [All Cities]: +2 {{icon|training|12px}} for every Treasury | ||
* Tactician opinion: + | * Tactician opinion: +20 | ||
* Upkeep: 6 {{icon|money|12px}} per city | * Upkeep: 6 {{icon|money|12px}} per city | ||
| ''Volunteers'' | | ''Volunteers'' |
Revision as of 03:13, 7 June 2023
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 |