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Old World Update #33

For more details, read the full update notes.

  • New Naval Promotions have been added
    • Maneuverable: Can rout (attack again) after combat
    • Grappler: Stuns target
    • Seaborn: +20% combat strength in Ocean
    • Overwhelm: +25% arc attack
    • Fireship: +100% combat strength vs. Ships. -50% defense, target retreats after combat)
  • Hero Leaders now make Melee units +10% stronger
  • Commander leaders now make Infantry units +10% stronger
  • Connected foreign cities income now increases by distance from the Capital
    • This information can be found in the overall nation money help tooltip

Old World Update #32

For more details, read the full update notes.

  • A new promotion is available for Onager and Mangonel units
    • Shrapnel: +25% Splash Damage
  • Two new ambitions have been added
    • Three Caravan missions
    • Six Caravan missions
  • Caravan trade money now increases for each new caravan
  • Water control now blocks enemy trade networks
    • Anchoring ships in rival territory will block that nation’s access to their trade network during times of war
  • It is now possible to assassinate imprisoned characters

Old World Update #31

For more details, read the full update notes.

  • Ancient Ruins now leave behind urban tiles after being explored
  • The Via Recta Souk now unlocks caravans in the city it is built in
  • Tactician and Hero Leader General abilities have been swapped
    • Tactician General (If Leader:)  Can launch offensive
    • Hero General (If Leader:) Stuns target
  • Leaders with the Judge archetype can now store 10 Orders between turns
  • Leaders with the Orator archetype now get a +40 opinion bonus with all families 
  • Units with the ‘Herbalist’ promotion now heal +5 HP when healed
  • Players now have 20 turns to complete Legacy Ambitions
  • The Infiltrate mission now costs 400 Money and 2 Orders to start
  • All mounted units now get a 50% bonus against Siege units in melee combat
  • Crossbows, Polybolos and Ballistas are now considered 1-tile ranged units

Old World Update #30

For more details, read the full update notes.

  • Players can now start marriage missions with rival nations or tribes
  • Added more opinion changes based on foreign character Archetypes
    • For example, Hero characters dislike you if your nation is too close to theirs
    • Judge and Diplomat characters dislike you if you have more active laws and a bigger trading partner, respectively
  • The Raise Improvement ability has been switched to the Judge character archetype (This ability was previously connected to the Orator character archetype)
  • Naval boats now move faster through their own territory
  • Increased yields from character Agents to 10% (Was previously 2%)
  • Mercenaries now get more expensive the more you hire/recruit them

Old World Update #29

For more details, read the full update notes.

  • Carthage can now hire Tribal Mercenaries with Money
  • Orators can now recruit Tribal Mercenaries with Legitimacy
  • Discontent has been readjusted for all difficulty levels
    • The Able: All cities gain +5 Discontent per turn (Up from 1)
    • The Just: All cities gain +6 Discontent per turn (Up from 2)
    • The Good: All cities gain +7 Discontent per turn (Up from 3)
    • The Strong: All cities gain +8 Discontent per turn (Up from 4)
    • The Noble: All cities gain +9 Discontent per turn (Up from 5)
    • The Glorious: All cities gain +10 Discontent per turn (Up from 6)
    • The Magnificent: All cities gain +11 Discontent per turn (Up from 7)
    • The Great: All cities gain +12 Discontent per turn (Up from 8)

Old World Update #28

For more details, read the full update notes.

  • Carthage’s unique bonuses have been updated
    • All cities can now hurry city production with money
    • All coastal cities gain +10 Money/Turn and pay -25% Specialist Costs
  • Some traits have been updated
    • Insane: -2 Wisdom, +2 Courage, -2 Discipline 
    • Ill: -2 Courage, 20% chance of leading to Severely Ill
    • Severely Ill: -2 Courage
    • Incubated: -2 Courage, Cannot be tutor/governor/general or serve on the Council
  • The Acropolis now costs 1200 stone to build
  • The Watermill and Windmill improvements now yield +2 Science per turn

Old World Update #27

For more details, read the full update notes.

Design

  • Some changes have been made to Shrines
    • Persia now has a Hunting Shrine – Shrine of Mithra
    • Persia’s Sun shrine has been renamed to Shrine of Hvar Khshaita (This was previously the Shrine of Mithra)
    • Rome now has a Hearth Shrine – Shrine of Vesta
    • Rome’s Hunting Shrine (Shrine of Diana) has been removed

Art

  • The Militia unit has been updated with new animations
  • The Spearman icon has been updated
  • Various portraits have received a polish update
  • More bonus technology icons have been updated

Old World Update #26

For more details, read the full update notes.

  • The Secularism law has been renamed to Legal Code
    • Legal Code now gives -1 Discontent per Courthouse
  • Some law changes have been made
    • Divine Rule and Legal Code are now unlocked when the player researches Citizenship
    • Elites and Guilds are now unlocked when the player researches Jurisprudence
    • Professional Army and Volunteers are now unlocked when the player researches Manor
  • Tactician Leaders can now stun targets when serving as a General
  • Religious Disciples can now spread religion to territories they are adjacent to
  • The following missions now cost 100 Civics and 2 Orders to start
    • Abdicate
    • Divorce
    • Adopt
    • Make Chosen Heir
  • The following missions now cost 100 Training and 2 Orders to start
    • Imprison
    • Capture
  • Sending a preferred luxury to a city will result in higher rewards
    • Preferred luxuries give an additional +1 Culture/Year and -1 Discontent/Year

Old World Update #25

For more details, read the full update notes.

  • Shrine bonuses based on location have been added
    • War Shrines [Mars/Ninurta:] +10 XP for idle infantry units (stationed on the shrine) 
    • Fire Shrines [Atar/Nuska/Vulcan:] +1 Training/Year per adjacent Lumbermill
    • Wisdom Shrines [Athena/Nabu:]  +1 Civics/Year per adjacent Odeon
    • Sun Shrines [Mithra/Ra/Shamahs:] +20% for adjacent Farms
    • Water Shrines [Anahita/Melqart/Poseidon:] +20% for adjacent Nets
    • Love Shrines [Astarte/Ishtar/Venus:] +20% for adjacent Pastures
    • Underworld Shrines [Ereshkigal/Hades/Osiris:] +100% for adjacent Mountains/Volcanoes
    • Healing Shrines [Eshmun/Isis:] +1 Growth/Year per adjacent Grove
    • Kingship Shrines [Ashur/Marduk/Zeus:] +1 Order/Year per adjacent Wonder
    • Hearth Shrines [Tanit/Tishtrya:] +5 Money/Year per adjacent resource
    • Hunting Shrines [Diana/Neith:] +1 Level for new Ranged units. +20% for adjacent Camps
  • The Colossus now provides +1 Level for new units
  • The Circus Maximus now provides +10 XP/Year for idle mounted units (stationed on the Wonder)

Old World Update #24

For more details, read the full update notes.

  • Each Legendary Culture step is now worth an additional Victory Point
    • For example, raising a city’s culture from Legendary I to Legendary II will result in that city being worth an additional Victory Point
  • Characters now have their own Religions
    • Once characters become adults, there is a small chance each year that they will pick a religion to follow
    • This choice is influenced by the presence of Religion in their family cities (Or Tribal settlements, for Tribal characters)
    • Families and Tribes will now choose a Religion based on a majority of their characters’ religion choices
  • Influence Missions now cost 200 Money to start (in addition to the order cost)
  • Markets now give +10 Money if built on a Trade Network
  • Hamlets now give +5 Money if built on a Trade Network
  • Holy Cities now give +1 Civics
  • Religious Holy Sites are now worth 2 Victory Points