Arctic Union

Details

Era Created Classical
Legacy Status ✗
Acts as Trade Source ✗
Node Unknown Resource ()
Archived ✗

Mechanical Modifiers

None

Ongoing Modifiers (1)

ModifierScopeValueDurationSource
Positive Title Slots Owner Nation's Characters 1.0 -1 Effect Description

Effect Description

All nations associated with wonder lose all Defensive & Military pacts; current nations the controller had pacts with may join the wonder. Union size = 2 per Era A non-vassal nation is considered an independent for the purpose of this wonder. Independents may join or be kicked with majority vote from current members; Independents may withdraw whenever; Independents in wonder are considered to have military pacts with other Independents for the sake of outside mechanics; controller’s and independent's vassals join automatically as dependents. Independents can propose offensive war and must have majority vote for it to be declared; nations that vote no must join. A nation may propose to ban a law for all nations in the union and if the owner of veto's it, they suffer +15 infamy. Nations within the wonder union suffer 25% stability loss chance for every banned law they have; AI members will prefer to change laws rather than suffer the stability loss chance. At the end of an era, an automatic revote on all banned laws will occur. A nation may propose to enforce a law change for all nations in the union and if the owner of veto's it, they suffer +15 infamy. If the law is enforced, all nations must change to the law (or one tier towards it on scaled laws) without stab loss. During a civil war, a vote is held immediately to determine which side of the civil war gets a vote during the time. A tie results in neither having votes until the civil war resolves itself. All votes take place publicly, unless a secret-rp is spent to make them private. Controller gains +1 Title slot. Currently Banned Laws: Exploit - Trade Safety Stance Bureaucratic - Magic Stance