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

Old World Release Day!

Today is the day – Old World is available at 11AM ET on the Epic Games Store! Please join for a celebratory release stream of the game on the Mohawk Game’s official Twitch channel:

We will be following discussions of the game on our Discord server and also on the new Old World subreddit.

Finally, please listen in on the latest Game Design Round Table podcast for details on the game’s development and playtesting process.

Old World Early Access coming on May 5th

We are happy to announce the Early Access release date for Old World: May 5, 2020! The visual embargo also lifts today, so check YouTube and Twitch for videos and streams. We have a Press Kit available, so if you are publicizing the game, feel free to use any of the assets.

Here is a list of previews that have posted since our announcement two weeks ago:

Introducing Old World

Old World is an epic, historical turn-based strategy game from Soren Johnson, Lead Designer of Civilization 4 and Offworld Trading Company. Set in the classical era, Old World gives players the chance to not just build an empire but to found the greatest dynasty of its age. The game has many innovative features that are worth describing in detail:


Orders are a resource used to issue commands across your nation. Instead of moving every unit every turn, as is traditional in 4X games, each unit can be moved as many times as desired, until the player runs out of Orders. There are many other ways to spend this resource: Combat, Construction, Events, Diplomacy, and so on.


Each ruler must prove that they are worthy of the throne. As you accomplish Ambitions, finish Wonders, and gain renown (as “the Wise” or “the Avenger” or “the Peacemaker”), your Legitimacy increases, granting additional Orders each year and improving your standing with the people.


Every turn in Old World represents a year, and the rulers are mortals who won’t last forever. They will need to get married and produce an heir to continue their line. When a ruler dies, the heir who takes the throne chooses a new Ambition to make a new name for him/herself.


Old World has a powerful and deep dynamic event system that generates a procedural story for your nation based on your decisions, your accomplishments, and your characters. The game has over 1,000 unique events, many of which are inspired by historical events from the period. These events give characters Memories, Traits, and Relationships, which can then trigger later events, so be careful what you choose.


Your dynasty achieves victory by fulfilling 10 Ambitions, each one more difficult than the last. These Ambitions are dynamically generated from the Events of your game and the desires of your characters. No two games will ever play out the same way, and the wise ruler will know when to change direction.


Each nation has four noble families who can be granted stewardship of your cities, with each one providing unique and powerful bonuses. You’ll want to balance how to distribute cities among your families carefully as those with too many will begin to think they deserve the throne while those with too few will grow envious of their rivals. Pleased families will keep their citizenry under control while angry ones will incite revolts.


Cities form cohesive blocks of territory, with an urban center and rural hinterlands. Each improvement occupies a single tile, including Wonders and urban buildings, such as Shrines, Amphitheaters, and Garrisons. This territory grows based on where the player constructs Improvements and trains Specialists on the map.


Resources in Old World, such as Food, Wood, Stone, and Iron, are stockpiled as they are produced, to be spent on units, improvements, Wonders, and so on. Borrowing some algorithms from Offworld Trading Company, a dynamic marketplace allows players to buy and sell the resources at any time, with the prices fluctuating based on supply-and-demand.


The technology tree borrows mechanics from card-building games to add variety and create interesting decisions. Each technology available to research is added to the player’s deck, and when it is time to choose the next technology to research, the player draws four cards, chooses one, and then discards the others, which will not reappear until the deck is reshuffled. Thus, choosing between two desirable technologies is a difficult decision as the player knows they will not see the card they just passed over for many more turns.

Old World is available for pre-purchase on the Epic Games Store and will launch as an Early Access title before Summer 2020.

Offworld Multiplayer is now FREE!

Offworld Trading Company multiplayer is now free-to-play! To get a key for a multiplayer-only version of the game, simply sign up to our company mailing list.

Soren posted his thoughts on moving the game to free-to-play on his blog. Here’s an excerpt:

I’ve had a long-running lovehatefear relationship with free-to-play games; indeed, I even made one! However, after they did end up either eating or expanding the industry (depending on one’s perspective), it is clear now that there are different types of free-to-play games and different reasons to use the model. Our model is the simplest, dumbest available. Multiplayer is free, and we are developing new DLC and retrofitting old DLC to be mutually exclusive so that players can buy whatever parts of the game they like. The most obvious purchase is the base game itself, which unlocks all sorts of things, but there are other attractive options which can be bought and played without the base game:

Blue Chip Ventures, a series of scripted scenarios and challenges that help teach the game

Market Corrections, three scripted campaigns that give access to that side of the game

Limited Supply, an alternate version of Offworld which takes away the market in favor of resource puzzles

There’s even a cosmetic-only set of skins for special buildings called Conspicuous Consumption. (See, we were thinking ahead!)

I’m very curious to see what will happen. In the two hours since the free version came out, our player base has already quadrupled. Hopefully, multiplayer games will now always be available for budding tycoons.

Offworld Trading Company Update 16


  • Elite Pleasure Domes now take the same entertainment share as a standard Pleasure Dome
  • Elite Headquarters reverted to use the same amount of steel as other factions

Bug Fixes

  • Scientist Nuclear Plants now have the same cost and power production as other factions
  • Fixed an issue with the resume button on the Infinite Map Challenge
  • Ticker Text now resets correctly

Offworld Trading Company Update 15


  • Improvements to Multiplayer stability
  • More localization work
  • Added Active Match count to Ranked Queue
  • Menu music continues without volume when “mute menu music” settings are turned on, instead of stopping and starting


  • Reduced Nuclear Power Plant to 1.2 power output
  • reduced Sulfur Frost effect to -60%
  • Elites now only need 60 Steel to upgrade

Bug Fixes

  • Minor Campaign Fixes
  • Fixed Ranked bug that prevented users from getting into game with certain edge-case conditions
  • Audio Fixes