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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

Old World Update #2

For more details, read the full update notes.

  • When redrawing techs, the research bar will now update to say “Redrawing” until the next turn
  • Clicking on the research bar in this state will allow the player to choose an available tech to research – which will cancel the redraw
  • Caravan earnings are now boosted based on market inflation
  • The cost increase per unit produced has been reduced for Worker, Scout, Caravan, and Disciple units
  • Units can now be promoted, upgraded, or have generals added to them after moving
  • Cognomen Legitimacy gives diminishing returns for previous leaders, rather than each previous ruler contributing half their earned legitimacy
  • March now costs 100 Training
  • The Drawbridge Tech has been renamed to Portcullis
  • The Warrior Code Tech has been renamed to Martial Code
  • The various tiers of the amphitheater improvement have been renamed
  • Previously these tiers were: Amphitheater, Hippodrome, Colosseum
  • These tiers are now: Odeon, Amphitheater, Colosseum
  • Ashurbanipal’s intro text has been updated
  • Death and Succession events now have priority at the start of a turn
  • Highest Military and Population ambitions will now list the highest rival
  • Military comparisons now account for total strength, rather than number of units
  • Diplomacy demands have been tweaked to occur less often
  • Events that result in a General becoming injured have been tweaked to occur less often
  • Spouses who like/dislike you will now lead to having more or less children
  • Some map scripts have received name updates
  • Names have been added for salt water bodies on the Disjunction map script
  • Names have been added for oceans on the Northern Ocean map script

Old World Update #1

For more details, read the full update notes.

  • The Oligarch archetype has been renamed to Orator
  • Romulus is now the Schemer archetype
  • Urban buildings such as Markets and Theaters are no longer required to be built adjacent to one another
  • The build requirements will be lower if they are built adjacent to one another
  • The penalty for not having a Governor in a city has been removed
  • The hurry specialist and raise improvement effects have been swapped between the Orator and Judge archetype
  • Judges can now hurry specialist production with money
  • Orators can now raise improvements
  • Some archetype stats have changed
  • Zealots: -1 Wisdom (up from -2)
  • Schemers: -1 Courage (up from -2)
  • Orator: -1 Discipline (up from -2)
  • Relationships have been updated
  • Some relationships will now remove others, making opinion changes more consistent
  • Some Unique Units have been renamed
  • The Mahout is now the African Elephant
  • The Howdah is now the Turreted Elephant
  • The Camel Rider is now the Akkadian Archer
  • The Camel Lancer is now the Cimmerian Archer
  • Assyria now starts with the Trapping tech (This replaced Ironworking)
  • Carthage now starts with the Divination tech (This replaced Stonecutting)
  • Egypt now starts with the Stonecutting tech (This replaced Divination)
  • The Engineering law now requires 3 training per year for upkeep costs (Changed from Civics)
  • The Tyranny Law now provides +10 Training per year, and +20 gold per military unit within your territory (Up from 10)
  • The Volunteer Army Law now provides +20 Training per war
  • Excess luxuries now yield -1 discontent per year for your Capital
  • Trade missions have been updated to scale based on your relationship with the other faction
  • A sentry command has been added to the unit actions tab
  • This will put the unit to sleep and wake the unit up when an enemy is within 5 tiles of the unit
  • The Militia cost increase per unit has been reduced
  • The Colossus and Lighthouse Wonders must now be built in water tiles
  • Tutor events have been changed, making them slightly less likely to occur
  • Several improvements have received updates to their adjacent tile bonuses
  • Farms adjacent to pastures get +40% food (up from 20%)
  • Farms adjacent to granaries get +60% food (up from 50%)
  • Farms adjacent to windmills get +60% food (up from 50%)
  • Lumbermills adjacent to windmills get +60% wood (up from 50%)
  • Nets adjacent to harbors get +40% food (down from 50%)
  • Groves adjacent to any religious monastery get +60% food (up from 50%)
  • Trader families now gains +2 gold per population (Previously was +10 per city)
  • Trader families now gain opinion from having their cities further apart
  • The Lighthouse now gains +2 Gold per specialist (Previously was +2 gold per population)
  • The Theology tech has been renamed to Doctrine
  • Theologies no longer cost Civics
  • Upgrading Unique Units now requires a Citadel
  • Dowries have been adjusted
  • Forced divorces now cost legitimacy instead of money/opinion
  • The Game of the Week is now on a random difficulty level
  • The miserable trait stat is now -1 Charisma (up from -2)
  • A new project has been added: Consular Tribunes
  • This project can only be acquired if you make a certain decision in “The Fighting Class” event
  • This project yields +5% Training, +5% Civics, and -10% Discontent
  • Various map scripts have been updated
  • River locations have been improved to originate in poor rain areas less often
  • Organic border areas of maps have been improved to have smoother borders
  • The Inland Sea map script now has improved desert areas
  • In Single Player games, city sites intended for the player should now prefer to be on the same landmass as the player’s starting area
  • The Northern Ocean map script should now has deeper parts of the great desert area out of bounds, and map dimensions have been increased to compensate for low amounts of habitable land
  • Additional AI cities should now prefer to be on the same land mass as their Capital, but can still occur on other land masses
  • Longer rivers and mountain ridgelines now eligible to receive multiple name tags. (Same name on each tag)
  • Map Element Name Tags now do a much better job of avoiding cities, avoiding resources, avoiding tundra (hard to see), and avoiding one another
  • Island names added
  • Desert names added
  • Forest names added
  • Lake names added
  • Toned down River occurrence rate on Continent map script, to match with tiles being lost to Tundra or Desert areas
  • Coastal Rain Basin: Lake appearance rate turned down a bit