Zealot leader generals have a new action ‘Apply Enlist’
Added option to disable tile improvement recommendations
Zealot leader generals have a new action ‘Apply Enlist’, which gives their next kill a 100% chance to Enlist for 3 turns, for the cost of 400 civics. This replaces their previous 10% chance to enlist on kill. When a unit is Enlisted, instead of dying it switches sides and can be controlled by the player.
Regents no longer lead to legitimacy decay as normal leader changes do.
The Rightful Heir will automatically become the Chosen Heir and this cannot be changed by the Regent.
Regents no longer cause others in the line of succession to become bypassed on becoming Regent or on giving up the throne.
Regents who do not give up the throne become Usurpers and do cause others in the line of succession to become bypassed.
The free Garrison in your Capital and Fair from a Traders seat can now appear on any valid tile instead of only on existing urban tiles. As before, the locations of these can be set by using improvement pings.
Exiting a cloud game mid turn will now save your progress and no longer reset to the start of the turn on reload
Urban tiles no longer placed under tribal settlements unless they are city sites (applies when City Sites number is modified)
Pharaohs of the Nile campaign – No leader turns family opinion penalty no longer applies
Pharaohs of the Nile scenario 3 – Reduced raids and increased Amun units on higher difficulties
Pharaohs of the Nile scenario 6 – Climate change induced Nile flooding now has a 10 turn grace period
Tweaked capture foreign cities ambition tiers
Sacred and Profane – Make Clergy mission requires target to be single
Enabled Extreme Terrain and Tribal Lands map options for multiplayer Continent and Donut map scripts and Tribe Number map option for multiplayer Seaside and Bay map scripts
Fervent trait (from the Kush Piye dynasty) now grants the bonus militia in the city the religion spreads to instead of in the capital
Enlightenment Theology now gives +3 happiness per Monk class instead of +2 per Elder Monk
Guilds now gives happiness per Hamlet class improvement instead of just per Town
Random maps are more likely to have at least one luxury resource of each type (does not apply to mirror maps)
Added new EffectUnit options for modders – SelfApplyEffectUnitYieldCost, SelfApplyEffectUnitTurns, AttackApplyEffectUnitTurns, aiOccurrenceFromModifier, bMercenary
Added new EffectPlayer option for modders – miMaxCities
AI now waits until it has a greater power ratio before launching an attack outside of its borders
Clarified the distinction between a tribe city site, a tribe settlement tile, and a tribe site, which are all technically different things but in many cases the same
AI performance optimization
Added AI for Zealot leader enlisting
Improved performance in Heroes of the Aegean scenario 2
Added player option to disable tile improvement recommendations
Schemer’s Adopt Child mission now visible on the leader
Character event log now puts all events of the same year on the same line, to save some vertical space
Removed 16 nation display cap from Choose Leader screen
Better improvement ping support for bonus improvements. If there is no improvement ping, an improvement ping for the same class is considered.
Added helptext to events requiring an active Occurrence
Mod Manager – Uploading mods is now a background task like downloading is. Status added to bottom of mod manager
Mod Manager – faster Modio downloads. Download size and percentage added to mod download status.
Added warning to the tooltip if assigning a general or governor is going to replace another character
Character illness is now included in the turn
Rival visibility toggle () now shows visibility from allied units as well
New cognomen popup will now display the legitimacy it gives
Other team VPs will now display in yellow/red as they get close to victory
Improved display of Zealot Enlist Next effect
Tooltip for event bonuses that affect all cities of a religion now shows how many cities it will affect
Added loading hint for Slow AI option
Fixed cloud game bug where sometimes it remained locked to a player who had exited the game without ending their turn
Fixed potential issues with transition from sequential to simultaneous turnStyle
Units that were under attacked cooldown and now are supposed to be allowed to move because of a turnStyle change, have their cooldown removed
Attacked cooldown is no longer given if an attacked unit could not move at that point in the turn anyway
Fixed null reference
Fixed tile visibility exception
Fixed OccurrenceEndPlayer bonus
Fixed victory popup display with more than 10 ambitions or players
Fixed camera panning to attacked cities with Follow AI set to None
Fixed turn style and turn timer in the options popup being applied before you click save
Fixed reset button on options panel not updating the turnStyle and turnTimer settings
AI now does diplomacy with other AI first before getting to humans so diplomacy events are more current
Fixed improvement help text bug on city sites
Fixed victory event not appearing if the leader dies on the last turn
Pharaohs of the Nile campaign – Blocked Visitor from the East event
Pharaohs of the Nile scenario 2 – Blocked Monotheism law
Pharaohs of the Nile scenario 3 – Change state religion hidden until appropriate time in the campaign
Pharaohs of the Nile scenario 3 – Fixed some Zone of Control bugs
Pharaohs of the Nile scenario 3 – Fixed defeat event not popping on total defeat, or loss of Akhetaten. Improved speed of victory event popup.
Pharaohs of the Nile scenario 3 – fix possible AI hang when it’s thinking about healing an Amun unit by pillaging
Pharaohs of the Nile scenario 4 – Ramesses and Muwatalli event and achievement fixes
Pharaohs of the Nile scenario 5 – fix defeat event not popping.
Pharaohs of the Nile scenario 6 – Worst Possible Ending achievement fix
Learn to Play 3 – Fixed rare null ref error if there’s no heir. Fix defeat not triggering if conquered by raiders/rebels/barbs
Fixed AI not declaring war on tribes to expand
AI retreat fix
Fixed some AI exploration confusion
Map Editor – Fixed null ref when removing ruins improvement from an urban tile
Old World premade map fix to Kush starting location
Fixed events featuring players or tribes the player has not yet met
Fixed some rare AI behavior when encountering danger before founding the first city
Fixed new game portraits being overwritten with second display of portraits using nation index instead of playable nation index. Was affecting Hatti and Kush if those DLC were not owned.
Fixed some issues with loading a save in a different game mode from where it was saved
Reduced frequency of limit of 5 events per turn getting exceeded
Fixed improvement upgrade cost bug
Fixed Resume and Quick Cloud Load on main menu not unloading mods first
Fixed bug with tribe settlement distribution
Fixed free tech preferring tech currently being researched
Fixed bad AI exploration with military units
Fixed events not working for cities in anarchy
Fixed bugs with Rise of Carthage scenario 3 sometimes failing to generate goals
Fixed stolen city/city site trigger not taking teams into account
Fixed family luxury menu display issue
Fixed opinion bars displaying inconsistently
Fixed specialist widget timers not updating when city yield production changes
Fixed Learn to Play 5 bug where player couldn’t declare war again after accepting truce via an event
Fixed unit/city stats sometimes not updating when general/governor stats change
Fixed frame limit functionality
Fixed map script non-city resource placement
Fixed premade maps failing to start when No Ancient Ruins option enabled
Text and event fixes
About Old World
Set in classic antiquity, Old World is a historical 4X strategy game created by Soren Johnson (Lead Designer, Civilization IV). Players select a historical leader and use the innovative Orders system to dominate the competition. Leaders are mortal; once they die, the nation’s future depends on their heirs.