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Old World Update #40

For more details, read the full update notes.

  • Egypt has a new faction perk
    • -25% cost for paired adjacent improvements
    • Egypt no longer receives +40% yields from Quarries built on rivers
  • The Commander’s ability to hurry City Production with Orders has been changed to only apply to the Capital City
  • Commander Leaders can now use the Launch Offensive ability
    • This ability has been removed from Tactician leaders and replaced with the flanking bonus
  • Tactician Leaders now receive a +20% combat strength bonus when flanking
    • Flanking occurs when attacking an enemy unit with a friendly unit on the opposite side
  • Governors opinions now affect Discontent and Growth
  • Generals opinions now affect unit strength
  • The Tyranny Law now grants +10 Money per year per Military unit in Territory and +20 training per turn
  • The Divine Rule law now grants +1 Order per Friendly City

Old World Update #39

For more details, read the full update notes.

  • Walls, Moats and Towers now each give -1 Discontent if a Family military unit is defending the city
  • Underworld Shrines [Ereshkigal/Osiris/Hades] now grant +20% output for adjacent quarries (Down from 50%)
  • Fire Shrines [Nuska/Atar/Vulcan] now grant +20% output for adjacent mines (Down from 25%)
  • Dualism is now a Tier II theology
  • Serfdom now boosts Farm and Pasture output by 20% (This previously only boosted Farms)
  • Pilgrimage now grants +1 Science per Grove (Previously +1 Civics)
  • Constitution now grants -1 Discontent per turn

Old World Update #38

For more details, read the full update notes.

  • Players can now convert characters in their Nation to their State Religion
    • This requires the Metaphysics Technology
  • Some Archetypes now provide additional buffs if the character is serving as a Governor
    • Builder Governors: -1 Turn to build Improvements
    • Judge Governors: Can hurry Specialists with Money
    • Orator Governors: +20 Family Opinion
    • Scholar Governors: -1 Discontent per Archive
  • Judge Leaders can no longer hurry specialists with money
  • Failing to complete a Legacy Ambition now costs -5 Legitimacy
  • Champion Family Seats (The first city founded with a Champions family) now start with a Garrison
  • A new mission has been added: Intercession
    • This mission costs 250 Money and 2 Orders to start, and is carried out by the Head of your Religion
    • Players can start the mission by selecting a Family Oligarch and choosing “Intercession via [Religion Patriarch/Matriarch]” 
    • This mission can result in the targeted character gaining a positive opinion modifier with your leader, or it can result in an Intercession event
    • Your Religious Matriarch/Patriarch must be Pleased with you to start this mission

Old World Update #37

For more details, read the full update notes.

  • The Tactician Archetype now grants +2 Disciple (Previously +2 Courage)
  • The Zealot Archetype now grants +4 Courage (Previously +4 Charisma)
  • The Judge Archetype now grants +2 Charisma (Previously +2 Wisdom)
  • Stone costs for Holy Sites have increased (Each now costs 200 Stone to construct)
    • The Adur Burzen-Mihr
    • The Temple of Solomon
    • The Church of the Holy Sepulchre
    • The Cao’an
  • Scouts now create permanent “Agent Networks” and are automatically returned after 5 turns
    • Character agents can be optionally added to Agent Networks at any point
  • The Orthodoxy law now allows State Religion cities to hurry city production with Orders

Old World Update #36

For more details, read the full update notes.

  • Technology costs have been rebalanced
  • Base city science has been reduced by 50%
  • Sage Families will now acquire a random technology upon their Family seat being founded
  • All Babylonian cities now produce +1 science/turn (Down from +2) 
  • The Musaeum now provides +2 culture/turn per culture level (Down from +4)
  • The Philosophy law now grants +1 science per forum (Down from +2)
  • Rural and Apprentice/Master/Elder Specialist bonuses have been reduced by 50% 
  • Families now desire 2 luxuries each

Old World Update #35

For more details, read the full update notes.

  • The ‘Maneuvers’ unit trait now grants +25% combat strength when attacking into flat/clear tiles
  • Units will now receive a 10% attack bonus if attacking while hidden
  • Forts no longer make tiles urban
  • The Pyramids can now be built on sand
  • Cleric families can now build improvements on sand
  • Forts now grant +1 vision
  • Add Urban costs now rise for each urban tile added

Old World Update #34

For more details, read the full update notes.

  • All Specialist Civics construction costs have been reduced
    • All Specialist Civics construction costs now increase by 5% per Specialist in the city
  • Conscripts now have a 25% bonus vs Mounted units (Down from +50%)
  • Villages now yield +5 Money and -3 Food per turn (Down from +10 Money)
    • Villages now yield +10 Money if on Trade Network (Up from +5 Money)
  • Towns now yield +1 Growth, +5 Money and -4 Food per turn (Down from +15 Money)
    • Towns now yield +15 Money if on Trade Network (Up from +5 Money)
  • Connected foreign cities income is now affected by the size of the foreign city as well as distance away
  • You can no longer release a prisoner less than 4 years after Imprisonment
  • Multiple heirs can no longer study the same discipline

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