Laws

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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[edit]

Required Technology Option 1 Option 2
Rhetoric Epics
  • +10 Culture.png per Military Unit Killed (in nearest city)
  • Hero opinion: +20
Exploration
  • Movement bonus along neutral river
  • Scouts Move on Water
  • Hunters opinion: +20
Labor Force Slavery
  • [All Cities]: +1 Discontent.png
  • [All Cities]: Mines and Quarries: +20% Output
  • Builder opinion: +20
Freedom
  • [All Cities]: +4 Money.png per specialist
  • Redemption opinion: +20
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[edit]

Required Technology Option 1 Option 2
Sovereignty Tyranny
  • +20 Training.png
  • [All Cities]: +8 Money.png per Military Unit in Territory
  • Orator opinion: +20
  • Upkeep: 1 Civics.png per city
Constitution
  • Unlocks Decrees in Capital
  • [All Cities]: +1 Science.png/Turn per Urban Specialist
  • Statesmen opinion: +20
  • 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[edit]

Required Technology Option 1 Option 2
Citizenship Divine Rule
  • Can adopt Pagan State Religions
  • [All Cities]: Shrines -1Discontent.png
  • Clerics opinion: +20
  • Upkeep: 6 Money.png per city
Legal Code
  • +10 Civics.png per active law
  • Judge opinion: +20
  • 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: +20
  • Upkeep: 2 Civics.png per city
Orthodoxy
  • Disciples can purge world religions
  • [State religion cities]: can hurry production with Orders.pngOrders
  • Revelation opinion: +20
  • 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: +20
  • 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[edit]

Required Technology Option 1 Option 2
Architecture Philosophy
  • [All Cities]: -20% production time for urban specialists
  • [All Cities]: +1Science.png per Forum
  • Sages opinion: +20
  • Upkeep: 3 Civics.png per city
Engineering
  • -25% Wonder costs (resources and civics)
  • Roads bridge across Rivers
  • Scholar opinion: +20
  • 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: +20
  • Upkeep: 8 Money.png per city
Calligraphy
  • [All Cities]: Library: +4 Culture.png
  • [All Cities]: Elder Specialists: -1 Discontent.png
  • Patrons opinion: +20
  • 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
  • Enlightenment opinion: +20
  • 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: +20
  • Upkeep: 1 Science.png per city

Very high upkeep Laws[edit]

Required Technology Option 1 Option 2
Jurisprudence Guilds
  • [All Cities]: -1 Discontent.png per Town
  • [All Cities]: -10% Rebels chance
  • Artisans opinion: +20
  • 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: +20
  • 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