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⚖️ Laws

35 laws15 pair classes6 tiers

Tier 0 Succession (Order

Available from start — pick one

Primogeniture

Primogeniture
  • Heir is the eldest son
400 adopt

Ultimogeniture

Ultimogeniture
  • Heir is the youngest son
400 adopt

Lateral

Lateral
  • Heir is the eldest sibling, then the eldest son
400 adopt

Dynastic

Dynastic
  • Heir is the highest Rated dynastic child
400 adopt

Seniority

Seniority
  • Heir is the eldest dynastic family member
400 adopt

Tier 1 early civic techs

requires Rhetoric

Epics

  • 10 Culture/Kill
+20 Hero
400 adopt 200 switch

Exploration

  • Movement bonus along Rivers
  • Scouts can move on Water
+20 Hunters
400 adopt 200 switch
requires Labor Force

Slavery

  • 4 Iron/City
  • 4 Stone/City
+20 Builder
400 adopt 200 switch

Freedom

  • +20% Growth
  • -5% Rebel Chance
400 adopt 200 switch
requires Aristocracy

Centralization

  • Can build Farm on Marsh
  • [Capital] 2 Science/Culture Level
400 adopt 200 switch

Vassalage

  • -50% Unit Consumption
  • Units consume no Resources
+20 Riders
400 adopt 200 switch

Tier 2 Tier 2

requires Sovereignty

Tyranny

  • +20% Training
  • 10 Money/Military Unit
+20 Orator
400 adopt 200 switch -1 Civics/City upkeep

Constitution

  • 1 Science/Urban Specialist
+20 Statesmen
400 adopt 200 switch -2 Training/City upkeep
requires Navigation

Colonies

  • Can buy Tiles with Money
+20 Diplomat
400 adopt 200 switch -4 Money/City upkeep

Serfdom

  • 5 Orders/Turn
  • 1 Discontent/City
+20 Landowners
400 adopt 200 switch -2 Training/City upkeep
requires Monasticism

Monotheism

  • [State Religion] 1 Orders/City
400 adopt 200 switch -1 Civics/City upkeep

Polytheism

  • No max count for Shrine
400 adopt 200 switch -4 Money/City upkeep

Tier 3 Tier 3

requires Citizenship

Divine Rule

  • Can adopt Pagan State Religions
  • 1 Orders/Pagan Religion
+20 Clerics
400 adopt 200 switch -0.5 Science/City upkeep
requires Doctrine

Tolerance

  • Can build Non-State Religion Disciples
  • 2 Happiness/Non-State Religion
400 adopt 200 switch -2 Civics/City upkeep

Orthodoxy

  • Disciples can purge World Religions
  • [State Religion] Can hurry production with Orders
400 adopt 200 switch -6 Money/City upkeep
requires Architecture

Philosophy

  • -20% Urban Specialist Production Time
  • 1 Science/Forum
+20 Sages
400 adopt 200 switch -2 Civics/City upkeep

Engineering

  • -25% Wonder Cost
  • Can cross Rivers without penalty
+20 Scholar
400 adopt 200 switch -6 Money/City upkeep

Tier 4 Tier 4

requires Manor

Professional Army

  • +50% XP for All Units
  • 2 Training/Treasury
+20 Tactician
400 adopt 200 switch -8 Money/City upkeep

Volunteers

  • 20 Training per War
  • Can hurry production with Population
+20 Champions
400 adopt 200 switch -3 Civics/City upkeep
requires Vaulting

Iconography

  • 2 Training/Monastery
  • 20 Money/Temple
  • 2 Happiness/Cathedral
  • No random Non-State Religion spread
400 adopt 200 switch -3 Civics/City upkeep

Calligraphy

  • 10 Culture/City
  • 1 Happiness/Specialist Elder
+20 Patrons
400 adopt 200 switch -8 Money/City upkeep
requires Martial Code

Pilgrimage

  • +25% State Religion Spread Chance
  • 10 Money/Holy City
400 adopt 200 switch -4 Training/City upkeep

Holy War

  • +1 Random Promotions for new Units
  • [State Religion] Can hurry Units with Money
+20 Zealot
400 adopt 200 switch -1 Science/City upkeep

Tier 5 late civic techs

requires Jurisprudence

Guilds

  • Can build Elder Specialist without prereq
  • 10 Money/Specialist Class
+20 Artisans
400 adopt 200 switch -0.5 Orders/City upkeep

Elites

  • +100 Max Actions
  • 2 Orders/Culture Legendary
+20 Schemer
400 adopt 200 switch -5 Training/City upkeep
requires Lateen Sail

Autarky

  • +20% Mine
  • +20% Quarry
  • +20% Lumbermill
  • Provides: Horse, Camel, Elephant
+20 Commander
400 adopt 200 switch -2 Science/City upkeep

Trade League

  • Sell at the same price as buying
  • Unlocks Convoy
+20 Traders
400 adopt 200 switch -4 Civics/City upkeep
requires Fiscal Policy

Coin Debasement

  • Can buy/sell Orders for Money
+20 Schemer
400 adopt 200 switch -10 Money/City upkeep

Monetary Reform

  • 2 Happiness/City
  • -100% Hurry Discontent
+20 Traders
400 adopt 200 switch -4 Civics/City upkeep