Headline Changes
24 new events and 11 new items
Two new premade maps designed for 1v1 duels
Tech tree and Law rebalancing
Performance and AI improvements
Hall of Fame improvements
Polishing updates to the Rise of Carthage and Heroes of the Aegean campaigns
Design
Added 19 base game events, 5 Behind the Throne events and 11 new items
Base game events have a focus on Exploring characters and acquiring items that give unique benefits
Behind the Throne events relate to Rising Star leaders. The Rising Star trait is no longer automatically removed on becoming leader
Base game events
- [CHARACTER]’s Travels
- The Streets of [CITY]
- Ransom
- [CITY] Within Reach
- A Gift
- A Gift (alt)
- A Crown from [NATION]
- Towering Stones
- Under Attack
- A Dream in the Forest
- Taking Root
- The Ground
- Stitched Together
- [CHARACTER]’s Gift
- From the Dead
- Unwavering
- Something to Remember Them By
- Another Sunrise
- The New Face of [NATION]
Behind the Throne events
- To Rule is to Disappoint
- A Waning Star
- A Towering Reputation
- [NATION] Rules [NATION], for Now
- [NATION] Rules [NATION], for Now (alt)
Tech tree changes
- Moved Free Akkadian Archer card to Forestry
- Moved Free Battering Ram and Exotic Fur cards to Spoked Wheel
- Free Battering Ram, Akkadian Archer and Hoplite card costs brought in line with other nations free level 1 unique unit cards (200 -> 100)
- Moved Free Scholar tech card from Forestry to Metaphysics
- Moved Architecture and Vaulting back a tier in the tech tree
- Increased the cost of all 7th tier techs to compensate for the reduction in cost of Architecture and Vaulting (1500 -> 1600)
- Architecture requires Drama instead of Portcullis
- Portcullis no longer requires Drama
- Stirrups requires Portcullis instead of Citizenship
- Martial Code now requires Citizenship
- Windlass requires Manor instead of Architecture
- Siege Tower bonus card requires Windlass
- Free Perfume card requires Architecture instead of Portcullis
- Money Boost bonus card increased from 2000 to 4000 money
Law changes
- Slavery now gives +4 Iron and +4 Stone per city instead of increasing Mine and Quarry output. No longer gives +1 Discontent
- Freedom now gives +1 Happiness and +20% Growth in all cities instead of Money per Specialist
- Tyranny now gives +20% Training in all cities instead of a global Training boost. Money per unit in territory increased from 8 to 10
- Divine Rule now gives +1 Order per Pagan Religion in all cities instead of Happiness per Shrine
- Pilgrimage now gives +25% State Religion spread. Holy City Money per Religion boost increased from +5 to +10. No longer affects Science from Groves
- Grove improvements now always give +2 Science in addition to previous effects
New maps
- Two new 1v1 premade maps added
- Punic wars: Rome against Carthage
- Median wars: Greece against Persia
- These are accessible using the Premade Map option on the setup screen and from the Scenario menu under World Maps
Other design changes
- Most map scripts in multiplayer now place all human players on the same landmass.
- Exceptions are Archipelago, Continents, Player Islands and Disjunction
- This is optional on Mediterranean and Lakes and Gulfs maps using ‘Connected Player Starts’ as this can significantly affect player starting positions
- In MP games using the Player Development setting, extra cities have to obey the connection requirements of starting locations. If they can’t the player will not get them
- Significantly increased the effect of Ruthless AI on player opinion and war declaration modifier
- Laurion Mines now enable a Miner specialist on the tile
- Undo is no longer available in cloud games using the Strict (Teams) turn style. This does not affect cloud games using Strict (Players) which still have undo.
- Slums and Estates are now permanent and cannot be built over or pillaged (Behind the Throne)
Programming
Performance improvements relating to unit movement and reminders
Tribal unit movement AI is now somewhat more sophisticated
AI no longer declares war on tribes to expand when it’s already actively fighting other players
AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
Improved player start selection on premade maps that do not dictate specific starting locations
Added randomization of player start selection on premade maps
Achievement code cleanup
Add virtual function for sorting of city site candidates, better for mods
Improved AI unit danger estimate
AI now helps their allies count down the capture timer for cities
UI
Added sorting and filtering dropdowns and a regenerate button to Hall of Fame
Hall of Fame now has a SP/MP (Singleplayer / Multiplayer) column and this is shown on the game tooltip
Hall of Fame now shows icons instead of text for Load and Delete
Added audio option for continuing audio track when switching fullscreen tabs
Added obsoleting information to unit encyclopedia entries
Added Religion Opinion tracking to stats screen
Goals/Ambitions with time limits now show limit in bonus text
Removed some details of unlocked missions from tech tooltips
Tiles are now highlighted when hovering over event options that affect specific tiles
In Rise of Carthage scenario 4 the anchor command will now show an explanatory tooltip if ships can’t anchor due to scenario rules
Added notification for units that you kill during your turn
City borders now pulse when hovering over the city center
Pin Character mission removed. Pinning is now performed with a new star icon found under character actions
Leader icon changed to a crown and non-succession royals to an asterisk to differentiate them from the pin icon
Notable characters filter now only shows manually pinned characters and is ordered by turn pinned
Harvested resource tooltip now shows regrow chance as a percentage instead of a die roll
Family tree toggles now remember their previous state
Yields are now shown for all agent network cities regardless of agent status when sorting by base yields
Added support for a more complete set of stats in No Characters mode
Refactored ignore reminders code. Now supports ignoring reminder types separately for characters with multiple roles
Smaller tech status icons to reduce overlap on mini tech tree
All laws and theologies now show yield previews where relevant
Moved the generic improvement pings to the top of the dropdown list
Ambitions and goals with multiple requirements now show progress for each requirement on separate lines
Added yield name and sign in some bonus helptext
Improved text selection in ping and bug reporting popups
Heroes of the Aegean scenario 6 now highlights goal cities on the map
Updated Credits
Bugs Fixed
Rise of Carthage and Heroes of the Aegean campaign polishing pass, many bugs fixed
Fixed damaged unit healthbar not always showing
Fixed resources staying faded when a unit exits a tile
Fixed fatigue increasing effects (Swift, Zealot leader) not always affecting hired tribal units
Fixed raiding units not raiding after making peace with their original tribe
Fixed pinned characters getting removed on leaders death
Fixed tribe widgets being occluded by terrain in some cases
Fixed the effect of multiple holy cities in the same city not stacking
Fixed abdication sometimes leaving permanently exploring leaders
Fixed mirror maps sometimes not having symmetric vegetation on resource tiles
Fixed events not popping up on start of turn in hotseat
Fixed clicks on locked tooltip links not registering actions (e.g. selecting a character)
Fixed hover effect not showing on tech cards
Fixed nation/tribe opinion not updating immediately after diplomacy changes
Fixed city camera state not resetting at start of turn when selecting a city between turns
Fixed Royal characters sometimes not appearing in family tree
Fixed Assyrian capital combat preview being blocked by buildings on adjacent tile
Fixed invalid index exception from rebels spawning from a city without a family
Fixed raiders disappearing while inside city territory or adjacent to Kemet/Aten units in Pharaohs of the Nile scenario 3
Fixed Pharaohs of the Nile scenario 4 not completing when playing in Hotseat against the AI
Fixed errors with portrait interpolation enabled when portraits are not setup for it
Fixed portraits of characters without a tribe or nation
Fixed AI hang
Fixed inheritance preview showing wrong character when there will be no heir
Fixed AI danger calculation for units that need to be unlimbered
Fixed AI unit protection bug
Fixed grammar on Unit Killed notification
Fixed nested link issue in unit type link with promotions
Fixed assert from using waypoints to move units
Fixed critical hit icon sometimes briefly appearing before a unit goes on cooldown
Fixed undo crash
Fixed AI building ships where it should not be building any i.e. in small seas
Fixed Inheritance screen not updating
Fixed some reminders starting dismissed
Fixed “No Team Movement” game option
Fixed autonomous rule cities not repairing
Fixed units not fully resetting their animation queue when an undo or redo occurs
Fixed loading of lost games from the Hall of Fame
Fixed bug preventing the hire of allied tribal units when in a player city
Fixed loss of existing border expansion preview after selecting an event option
Fixed credits popup null reference on application close
Fixed dynastic mechanics of Ptolemy, Ashur-Uballit, Khufu and Mursili in No Events mode (Wonders and Dynasties)
Text and Event fixes
Old World is available on Steam, GOG, Epic and Stove
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.