Laws

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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

Slavery versus Freedom

(400 civic - requires Labor Force)

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

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

Centralization versus Vassalage

(400 Civic - Requires Aristocracy)

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

Vassalage: -50% unit consumption

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