Laws

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: +4 orders per year. [All cities] +1 unrest per Year, Builder Opinion +10

Freedom: [All Cities] +1 Science a year Per Urban Specialist, [Capital city]: +2 Culture a year, Sages Opinion +10

### Centralization versus Vassalage

(400 Civic - Requires Aristocracy)

Centralization: +10 Civics A Year, [Capital City] +20% Science, Legalism Opinion +20

Vassalage: -50% Unit Consumption, Riders Opinion +20

### Tyranny versus Constitution

(400 Civic - Requires Sovereignty)

Tyranny: +20 Training A Year, [All Cities]: +8 Money a year per military unit in Territory, Orator Opinion +10 // Upkeep: Low Civics

Constitution: Unlocks Decrees In Capital, [All Cities]: +4 Money a year per Specialist, Statesmen Opinion +10 // Upkeep: Low Training

### Epics versus Exploration

(400 Civic - Requires Rhetoric)

Epics: +10 Culture per Military Unit killed (Goes to nearest City), Hero Opinion +10

Exploration: No extra Movement consumption when outside borders, Scouts Move on Water, Hunters Opinion +10

### Colonization versus Serfdom

(400 Civic - Requires Navigation)

Colonization: Can Buy Tiles, Diplomat Opinion +20 // Upkeep: Low Training

Serfdom: [All Cities]: Farms and Pastures +20% Output, Landowners Opinion +20 // Upkeep: Low Money

### Monotheism versus Polytheism

(400 Civic - Requires Monasticism)

Monotheism: [State Religion Cities]: =1 Order per year, Gnosticism Opinion +20 // Upkeep: Low Civics

Polytheism: [All Cities]: Can Build each Shrine in Every City, Mythology Opinion +20 // Upkeep: Low Money

### Professional Army versus Volunteers

(400 Civic - Requires Manor)

Professional Army: +50% XP for All Units during Combat, [All Cities]: +2 Training a year per Treasury, Tactician Opinion +30 // Upkeep: Medium Money

Volunteers: +20 Training a year per War, [All Cities]: Can Hurry Production with Population, Champions Opinion +20 // Upkeep: Medium Civics

### Divine Rule versus Legal Code

(400 Civic - Requires Citizenship)

Divine Rule: Can Adopt Pagan State Religions, [All Cities]: Shrine -1 Discontent, Clerics Opinion +30 // Upkeep: Medium Money

Legal Code: +10 Civics a year per active Law, Judge Opinion +30 // Upkeep: Medium Orders

### Tolerance versus Orthodoxy

(400 Civic - Requires Theology)

Tolerance: Can Build Non-State Religion Disciples, [All Cities]: -2 Discontent a year per Non-State Religion, Dualism Opinion +30 // Upkeep: Medium Civics

Orthodoxy: Disciples can Purge World Religions from cities, [State Religion cities]: Can Hurry Specialists with Orders, Revelation Opinion +30 // Upkeep: Medium Money

### Guilds versus Elites

(400 Civic - Requires Jurisprudence)

Guilds: [All Cities]: -1 Discontent per Town, [All Cities]: -10% Rebel Chance, Artisans Opinion +50 // Upkeep: Very High Money

Elites: Store 100 Orders between Years, [All Cities]: +2 Orders a year per Legendary, Schemer Opinion +20 // Upkeep: Very high Training

### Philosophy versus Engineering

(400 Civic - Requires Architecture)

Philosophy: [All Cities]: -20% Urban Specialist Production Time, [All Cities]: +1 Science a year per Forum, Enlightenment Opinion +40 // Upkeep: High Civics

Engineering: -25% Wonder Cost, -1 Year to build improvements, Scholar Opinion +40 // Upkeep: High Money

### Iconography versus Calligraphy

(400 Civic - Requires Vaulting)

Iconography: [All Cities]: Monastery +2 Training, Cathedral -2 Discontent, Temple +10 Money, [All Cities]: No Random Non-State Religion spread, Veneration +40 // Upkeep: High Money

Calligraphy: [All Cities]: Libraries +4 Culture, [All Cities]: -1 Discontent a year per Elder Specialist, Patrons Opinion +40 // Upkeep: High Civics

### Autarky versus Trade League

(400 Civic - Requires Lateen Sail)

Isolationism: [All Cities]: Mines, Quarries, and Lumbermills: 20% Output, [All Cities]: Can build units that require Horses, Camels, or Elephants, Commander Opinion +50 // Upkeep: Very High Science

Trade League: Unlocks Convoy, Can sell for the same price as buying, Traders opinion +20 // Upkeep: Very High Civics

### Pilgrimage versus Holy War

(400 Civic - Requires Martial Code)

Pilgrimage: [All Cities]: Groves +2 Science, Holy City: +5 Gold a year per cities with religion, Redemption Opinion +40 // Upkeep: High Training

Holy War: [State Religion Cities]: Can Hurry units with Money, [All Cities]: +1 Random Promotion for new Units, Zealot Opinion +40 // Upkeep: High Science

### Coin Debasement versus Monetary Reform

(400 Civic - Fiscal Policy)

Coin Debasement: Can Buy/Sell Orders, Schemer Opinion +20 // Upkeep: Very High Civics

Monetary Reform: [All Cities]: -2 Discontent a year, [All Cities]: No Discontent from hurrying, Trader opinions +20 // Upkeep: Very High Orders