Legacies

**Legacies** are a type of trait that gives mechanical benefits for specific achievements or superlatives, such as sequence breaking against history. A given Legacy can only be held by one civilization at a time, and vary widely in effects.

Current Legacies as of 10/24/17:

## Organization

* **+3 Upper Centralization Limit** - First tolerance was gained in **To care or not to care**. Second tolerance was gained in **War against the Storm II**, and the third in **Parliamentary Reform**. The QM later indicated that the third, at least, was a result of the peaceful government transition.
* **-1 Lower Centralization Limit** - Tolerance was gained in **Great works**.
* **+2 Hierarchy Tolerance** - First tolerance was gained in **Long live the king**. Second tolerance was gained during an upgrade to Classical Elective Monarchy in **Epic Age II**.

## Social

* **Reformers**: Gain Culture based on total cost whenever completing a Social type megaproject (*Gained in **Epic Age II** by reforming the copper age legal code into iron age Code of Law*)

## Cultural

* **Four Horsemen Survivor**: +1 Prestige/turn whenever facing at least two Horsemen of the Apocalypse at the same time (*Gained in **Iron Age Eye of the Storm** by facing down a nomadic horde and the Horseman's Plague over the course of the Iron Age Collapse and surviving mostly intact.*)

## Engineering

* **Rush Builders**: Extended projects cost more per turn but complete faster (*Gained by completing the Saltern megaproject in one turn in **So much salt***)

## Warfare

* **Rage Against the Steppes** - Always have a casus belli with Subdue Tribe or Humiliate War Goal against steppe nomads (*Gained by continuing war when it was really not necessary in **Fey mood***)
* **City Killers:** Gain access to the Terrify diplomatic action against urban civilizations (*Gained by torching Old Xohyr in **Endings***)
* **The King Still Stands:** Whenever someone uses the Take the Crown CB on you or you are engaged in a struggle for King of the Hill, every full turn they fail to knock you out they lose 1 Stability (*Gained in **Epic Age V** by still standing incumbent King Of The Hill during the challenge.*)
* **Kings Do Not Kneel (Three)**: Gain +1 Martial every phase during a Take the Crown or Great Power war (*Gained by standing undefeated in a Great Power War in **Epic Age VII***)
* **Star Callers**: Gain a Conquest CB for use against any neighbour during and one turn after a major astrological event (*Gained in **Inflection Point** by being in the right place at the right time to take credit for the workings of the heavens*)

## Empire

* **Early Empire**: +1 Vassal slot (*Gained in **Golden bell tolls** through conquest of Thunder Horse and Thunder Speakers. It is gained by having a certain number of subordinates early in history.*)
* **Protected Core**: +1 March slot (*gained by having three March subordinates in **Come the rains***)
* **One of Each (Three):** +1 Periphery State limit (*Gained in **Literally every direction** by diversifying our subordinates*)
* **One of Each (Five):** +1 Periphery State limit, +1 Subordinate State limit (*Gained by diversifying our subordinates*) - replaces One of Each (Three)
* **Vassal Lords (Five):** Subordinates states less likely to break away (*gained by having multiple vassals*)
* **Mercenary Leader:** +1 Mercenary Company Slot (*gained by having three Mercenary Companies*)
* **City on the Hill**: You always have a successor culture that inherits some of what you were, even if they were your killers (*Prestige over 100, acquired at the same time with Four Horsemen Survivor legacy*)
* There are probably legacies for having 3 colonies and 3 trading posts; however, it is currently unknown who holds those. The Khemetri might have the colony legacy.

## Materials

* **Early Iron Bringers:** Materials advancement always a possibility during Golden Ages, regardless of available excesses (*Gained in **Iron Time** as part of the long process started with a natural 100 reward chosen in **Above the mist; gold dulls to iron***)
* **Iron Blooded:** Expand Econ actions produce an extra +1 Econ (*See Early Iron Bringers*)
* **Steel Blooded:** Expand Econ actions produce an extra +2 Econ (*Upgrade from Iron Blooded - gained by sequence breaking history*)

## Golden Age

* **Hollowed Gold**: Gilded Ages accessible early
* **Pure Gold:** Prestige Golden Age bonuses possible whenever roll
* **Golden Wonders:** Megaprojects and Wonder construction tracks always possible during Golden Ages

## References

1. ↑ Abby Normal's notes on the stat and actions changes for *Iron Age Eye of the Storm* accessed on November 27, 2017.
2. ↑ Abby Normal's analysis of changes for the upcoming udpate *Golden bell tolls*.