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Old World Update #12

For more details, read the full update notes.

  • There have been some changes to the amount of Victory Points a city awards based on its culture
    • Cities with Weak culture are now worth 1 Victory Point
    • Cities with Developing culture are now worth 2 Victory Points
    • Cities with Strong culture are now worth 3 Victory Points
    • Cities with Legendary culture are now worth 4 Victory points
  • Combat bonuses/penalties from family opinions have been reduced
    • Combat units now receive a -20% strength penalty if their family is furious (down from 30%)
    • Combat units now receive a -10% strength penalty if their family is angry (down from 20%)
    • Combat units now receive a -5% strength penalty if their family is upset (down from 10%)
    • Combat units now receive a +5% strength bonus if their family is please (down from 10%)
    • Combat units now receive a +10% strength bonus if their family is friendly (down from 20%)
  • Some Nations families classes have been changed
    • Carthage
      • The Barcid family is now a Riders family (previously Champions)
      • The Didonian family is now a Statesmen family (previously Sages)
    • Greece
      • The Argead family is now a Champions family (previously Riders)
      • The Alcmaeonid family is now a Sages family (previously Statesmen)

Old World Update #11

For more details, read the full update notes.

  • Cities are no longer worth Victory Points, this has been changed to scale with the culture rating of the City
    • Cities with Developing culture are now worth 1 Victory Point
    • Cities with Strong culture are now worth 2 Victory Points
    • Cities with Legendary culture are now worth 3 Victory Points
  • Naval units now have the ability to harvest resources
  • Naval units can now be assigned a General
  • Harbors now provide XP for naval units
  • Aqueducts have been removed
  • Marriage missions (Family Marriage and Marry Courtier) now cost 100 Civics in addition to the 1 Order cost
  • Choosing an Agent candidate to place in a Rival City now costs 5 Orders
  • Agents will now make an extra tile visible outside of city borders

Old World Update #10

Mod Support Now Available! Old World now supports sharing mods via an in-game Mod Manager powered by mod.io.

Design

  • You can no longer assassinate children younger than 6 years old

Art

  • The following Wonder models have been updated
    • The Colossus
    • The Apadana
    • The Grand Bazaar
    • The Lighthouse
  • The following Wonder events have been updated with new art
    • The Lighthouse
    • The Mausoleum

For more details, read the full update notes.

Old World Update #9

For more details, read the full update notes.

  • Council Members will now gain boosts from their stat ratings
    • Ambassador
      • Wisdom: +10 Rival Nation Opinion per Wisdom point
      • Charisma: +2 Civics Global per Charisma point
      • Courage: +10 Tribe Opinion per Courage point
      • Discipline: +0.5 Growth per city per Discipline point
    • Chancellor
      • Wisdom: +1 Culture per City per Wisdom point
      • Charisma: +10 Family Opinion per Charisma point
      • Courage: +3 Training Global per Courage point
      • Discipline: +4 Money Global per Discipline point
    • Spymaster
      • Wisdom: +1 Science Global per Wisdom point
      • Charisma: +10 Religion Opinion per Charisma point
      • Courage: -0.2 Discontent per City per Courage point
      • Discipline: +0.5 Orders Global per Discipline point
  • A new Chancellor mission has been added: Pacify City
    • This mission costs 100 Civics to start, and your Chancellor will gain +20 XP upon completion (Starting the mission will also consume 1 order)
    • This mission has three possible outcomes: Pacification successful, Pacification exposes our weakness, or the player will receive a Pacify City event
  • A new Spymaster mission has been added: Steal Research
    • This mission costs 100 Civics to start, and your Spymaster will gain +20 XP upon completion (Starting the mission will also consume 1 order)
    • This mission has three possible outcomes: Research Stolen, Research Stolen – effort exposed, or the player will receive a Steal Research event

Old World Update #8

For more details, read the full update notes.

  • A new Spymaster mission has been added: Slander
    • This mission costs 100 Civics to start, and your Spymaster will gain +20 XP upon completion (Starting the mission will also consume 1 order)
    • This mission has three possible outcomes: Slander spread, Slander spread – effort exposed, or the player will receive a Slander event
  • A new unit promotion has been added: Tough
    • This promotion grants the unit +10% strength if they are damaged
  • A new project has been added: Monumental Gate
    • This project is only obtainable via the Monumental Gate event
    • This project yields +1 Training and +1 Culture
  • The amount of culture gained from harvesting resources (salt, gems, etc.) has been doubled
  • More Specialist Ambitions have been added
  • Rivers will now always provide a movement bonus in friendly territory


Old World Update #7

For more details, read the full update notes.

  • Forums/Academies/Treasuries now provide Civics upon completion
  • Connected cities now give -1 Discontent
  • Peace and Truce diplomacy effects are now spread over multiple turns
  • Stepping on an unfinished Wonder will now destroy it
  • A Religion’s opinion of you will now also apply Rival Nations, Tribes, and Families following that Religion
  • Barbarians now heal slower than they did previously
  • Mounted Units can no longer use additional actions (march, promote, etc) after using the rout ability
  • Units can now pass through tiles with other friendly units, as long as they don’t stop on a tile that is already occupied
  • Land Units can now pass through eligible water tiles as long as they don’t stop on a water tile

Old World Update #6

For more details, read the full update notes.

  • Some changes have been made to Agents
    • Scouts can now become agents from outside a rival territory (The scout must be positioned on a tile that touches that nation’s border)
    • Making a scout an Agent will add an Agent button below the city widget, this button allows the players to select which character they would like to become an agent
    • Agents can now perform a ‘Treachery’ mission – this mission costs 500 money, consumes 1 order, and takes 2 turns to complete
      • A successful treachery mission results in that city losing 10 HP and rewards the Agent 20 XP
  • A new project has been added: Autonomous Rule
    • This project yields -0.2 Orders, -2 Money, and boosts the city’s growth by 10% and food by 20%
    • This project can only be obtained via the ‘Autonomy in [City]’ event
  • Treasuries have been boosted
    • Treasury I now yields +10 Money per year (Up from 5)
    • Treasury II now yields +20 Money per year (Up from 10)
    • Treasury III now yields +40 Money per year (Up from 20)
    • Treasury IV now yields +80 Money per year (Up from 40)
  • The Freedom Law now provides all cities +1 Science per year (Down from +2)

Old World Update #5

For more details, read the full updates notes.

  • The Cogwheel technology has been renamed to Chain Drive
  • The Windlass technology now gives a bonus tech card
    • The Bonus Card associated with Windlass is a Free Crossbowman
  • Elephant units no longer have a bonus against mounted units
    • Elephant units now have the Panic ability
    • The Panic ability causes targets to retreat after combat
  • Units with a Schemer general will now lose stealth after attacking
  • Units now receive a -50% combat modifier if they are fighting against rebel units from the same family
  • Urban tiles can no longer be purchased via the Colonization Law
  • The number of harbors a city can build is now limited to a max of 1 per culture level
  • You can now build a max of 2 Cathedrals per family
  • Culture steps before Legendary have been removed
    • Culture progression was the following: Weak, Developing I, Developing II, Strong I, Strong II, Strong III, Legendary
    • Culture progression is now: Weak, Developing, Strong, Legendary
  • Culture levels now give science boosts

Old World Update #4

For more details, read the full update notes.

  • Aesthetics has been replaced with Vaulting
  • Vaulting has been replaced with Ballistics
  • The Lateen Sail and Jurisprudence techs have been swapped
  • Some goal and law adjustments have been made to coincide with these changes
  • Monasteries no longer require Urban adjacency
  • Units of dead nations now become rebels
  • Some Archetypes have received some buffs when placed as a general of a unit
  • Hero Generals: +10% Strength
  • Commander Generals: +10% Adjacent Defense if same unit
  • Tactician Generals: Immune to Critical Hits
  • Zealot Generals: Can Heal in Neutral Territory
  • Schemer Generals: Hidden in Forests
  • The Maintenance cost from empty improvements has been increased
  • Surrounding a city site with your territory turns it into a Minor City
  • This feature works with the One City challenge
  • A One City Challenge option has been added to the Single Player set up screen
  • Diplomacy missions can now be disabled based on opinion
  • A competitive opponent level has been added
  • This setting can be found in the AI aggression dropdown in the game set up screen
  • This setting makes the AI more likely to declare war on you if you get close to winning by points
  • Naval ZOC now blocks water transport

Old World Update #3

For more details, read the full update notes.

  • A Double Victory condition has been added
  • This triggers when you have double the VP of your nearest competitor and at least half the target number of VP
  • All reform techs now give +1 Victory Point
  • Reform techs now go up in cost 25% each time they are researched
  • The Steel tech and Battleline tech have swapped places on the Tech Tree
  • Axeman and Maceman abilities have swapped (Axeman now have the arc attack, and Maceman now have the anti-infantry ability)
  • The strength values for these units have been adjusted
  • Axeman now also have a bonus against Polearm units
  • Trade League adjusted from: Unlocks Convoy, +3 Growth in Coastal Cities to: Unlocks Convoy, can Sell for the same price as Buying
  • Monetary Reform changed from: can Sell for the same price as Buying to: No Discontent penalty from Hurrying, -1 Discontent per year
  • Calligraphy: Now gives Libraries 4 Culture and 2 Science, from 4 Science
  • Some techs have been renamed
  • The Strategy tech has been renamed to Windlass
  • The Windlass tech has been renamed to Cogwheel
  • The Holy War law no longer provides training to State Religion cities
  • Holy War: Now adds “Can Hurry Unit Production with Money” to State Religion cities
  • Orthodoxy now allows Disciples to purge Non-State Religions
  • State Religion cities now yield +4 Civics (Down from +5)
  • The Secularism law has been changed so that all cities now have a -50% chance per year to produce rebel units (Down from -100%)
  • The Volunteers Law can now Hurry all City Production with Population, rather than just Units
  • The Veneration Theology now yields +20 Gold per Monastery (Up from +10)
  • City borders have had their vision range increased by one
  • All units have had their vision range increased by one
  • Mounted units now get a -25% penalty when attacking settlements (cities, tribe camps)
  • Polearm units exert ZOC against Mounted units
  • Greek’s Unique Units (Hoplite and Phalangite) now have the Polearm unit trait
  • Camel Archer loses Nomad Trait, gains 25% bonus vs Horse Units
  • Certain traits can now affect family opinions
  • The Famous trait now gives -25% Specialist Costs
  • A new unit promotion has been added
  • Heckler: +20% vs a unit with a General
  • The Dealmaker trait has been updated
  • This trait now gives Governors a -50% Improvement Cost buff
  • Bypassed heir is now a relationship with the Leader or Heir, rather than a trait
  • Maintenance modifiers for most effects have been reduced
  • Connected, Stronghold, Citadel and Palace 20% -> 10%
  • Citadel Growth reduced 20% -> 10%
  • Shrines now give the Healer promotion (+1HP/Year) instead of Herbalist
  • A capture capital ambition has been added
  • Alliances now always cost a lump sum payment
  • Resource cost per population based on culture has been rebalanced
  • The price for buying additional orders now has more volatility
  • Excess orders are now always sold for 10 gold (This will not affect market cost)
  • Commander Archetype no longer has “Can Hurry City Production with Population”
  • Commander Archetype now has “Can Hurry City Production with Orders”
  • AI archetypes now affect likeliness to declare war
  • Earlier specialists (Acolyte, Monk, Priest, Officer, Poet) cost less Civics to build
  • Improvements without specialists now cost Maintenance
  • Building an Urban improvement on a non-Urban tile costs more Stone
  • Trader family workers can build multiple roads per Year
  • Founding a Patrons Seat no longer grants the Seat +1 Culture level, now adds a Great Minister to court
  • Patrons Seat no longer has “Can Hurry Project Production with Money”
  • All Patron Cities now have “Can Hurry Project Production with Money”
  • Barbarian Strength (a setting that can be adjusted during game setup) will now influence how likely it is that tribes will declare war on you
  • Tribes now spawn faster at higher difficulty levels
  • Tribes raiding range now scales with difficulty
  • Most money event rewards have been rebalanced
  • Changing a city governor now costs 5 orders
  • Roads no longer require a connection to a trade network
  • Suggested tile improvement options no longer include multiples of the same improvement class
  • The Family Gifts mission that Chancellors can do will now show the player an event informing them of the outcome of that mission