Changes Overview
- New National Ambition system introduced to allow earlier selection of your final ambition
- Launch Offensive changes
- Continent is now the default map script
- AI and performance improvements

Design
National Ambitions:
- The final ambition is now called a National Ambition and may be offered early, after a player has completed 5 ambitions
- The offer is triggered soon after the player reaches 70% progress towards one of the national ambitions
- National Ambitions are not used for tier counting purposes i.e. they do not make regular ambition offers harder
- All National Ambitions are listed in the Encyclopedia under their own category
- Added new National Ambition ‘+250 Food, Iron, Stone, Wood and Money per turn’. This replaces the previous ambition to stockpile 2000 of each resource
- Added new regular Ambition ‘Control 4 Hamlet class improvements’
- Adjusted ambition threshold calculations and ambition events to allow a greater variety of ambitions to be offered
Launch Offensive changes:
- Offensive effects do not apply to the leader unit
- Cannot launch offensive when on cooldown
- Leader unit goes on new launched offensive cooldown
- For team games, bonus orders from the offensive go to the unit owners
Continent map script changes:
- Continent is now the default map script
- Added new Extreme Terrain suboption ‘None’ and made this the default
- Tribal Lands placement option removed
Other design changes:
- Critical hits on cities are no longer possible
- Stun is now possible when attacking a unit in a city without any HP left
- Panic and Fireship effects now cause units that cannot retreat to become Disarmed instead of Stunned
- Enlisted units by a Zealot leader now return to full health
- Hidden units now always ignore ZOC
- Money Boost tech card moved to Coinage
- Free Trireme and Free Dromon tech cards removed
- National ambitions now offered at 70% completion instead of 75%
- National Ambitions event enabled in no events mode
- Fire shrines now have adjacent modifier to any improvement in the Mine class (now also affects Laurion Mines)
- Commander leaders always grant +10XP per turn to all units (previously units had to be idle)
- Free improvements are now allowed on resource tiles with a generic improvement ping. Placing a free urban improvement on a resource removes the resource without harvesting it
- Adjusted ambition threshold calculations so a greater variety of ambitions gets offered
- Events where the AI offers Truce on breaching a city now trigger when the city is captured instead
- Can no longer build roads and improvements in territory of an ally
- Water tiles no longer need to be adjacent to land in order to transfer them from one of your cities to another
- Units that earn XP past the maximum level convert that XP to training
- Ezana’s Evangelist trait only gives new units Christianity/Adept in city where he is governor (Wrath of Gods)
- 7 new events relating to Calamities happening to other players (Wrath of Gods)
- Reduced other religion opinion penalty duration for Venerate mission (Wrath of Gods)
- Increased chance of Scrub appearing on new Arid tiles on Ebbing Sea map from 2% to 10% (Wrath of Gods)
- Eruption and Earthquake intensities tweaked (Wrath of Gods)
- Made Calamities less common on the Rare and Very Rare settings (Wrath of Gods)
- Wrath of Gods scenario now uses a customized map script with more Volcanoes (Wrath of Gods)
Programming
- Rendering API change: Linux / Steam Deck now default to Vulkan. Windows supports Vulkan with a command-line switch -force-vulkan
- Epic Mac build now runs natively when run outside of the Epic launcher, i.e. using alternative launcher such as Heroic
- Improved UI responsiveness when cycling through workers
- Performance improvements
- AI combat improvements
- Improved AI use of Launch Offensive
- Improved AI order predictions when planning moves
- AI is more aggressive in moving towards enemy cities when at war
- AI more likely to place ranged units in forest when defending its territory with a Tactician leader
- AI fort building now less common
- AI tries harder to delay using anchored units so that land units don’t get stranded
- AI now less eager to build some wonders that are not very useful (e.g. Jebel Barkal without world religion)
- AI cares a little more about culture
- Invading organized tribes are less timid
- Added ALLOW_CITY_CRITICAL_HITS to globalsInt, for use by modders
- Mod manager no longer fully loads installed maps when fetching subscription info
- Unit XP overflow into training uses TRAINING_PER_XP for consistency
- Buildable projects now use a ProductionType such as YIELD_CIVICS. Non-buildable projects do not require this
- iCivics has been renamed to iCost in project.xml
UI
Setup screen changes:
- Removed Options Preset dropdown from Simple setup and added Event Level
- Added Reset Options button to Advanced and MP setup screens
- Added difficulty mode to Advanced setup screen
- Simple setup settings are saved separately from advanced setup settings. Going back and forth between Advanced and Simple screens retains only nation and dynasty settings
- Entering the setup screens with a premade map that restricts nation choices stored in the options file will no longer keep that map choice, to ensure all nations are shown
- Enabled DLC no longer gets reset every time
Other UI changes:
- Selected characters now appear in the upper right side of the screen and Ambitions in the upper left
- Added Net Yield Change to specialist build tooltip, which takes modifiers into account and subtracts yields for any replaced specialist
- Popup text minimum scaling reduced
- Removed background UI blur when events are active
- EffectUnit links now also include the effect icon by default
- Timeline screen slider is now disabled while advancing by season or by year
- Clarified City Site Number help text
- Wonder legitimacy bonuses now named per culture tier to differentiate them
- Can now queue the same tile multiple times without the unit executing the queued moves
- When the last tile in a move queue is right-clicked, the unit executes the queue
- Flipped luxury panel buttons
- Tweaked alignment for scenario-specific goal info
- Archetypes now shown in line of succession panel
- Strategic resource icons for unit production shown on city categories when available
- Temporary unit effects now show the remaining turn count on their icons
- Changed all happiness/discontent yield displays to use relevant icon instead of signed text
- Added worker list to tile tooltip when multiple workers are stacked
- Selecting a character centers the camera on job-relevant city or unit
- Research UI is now always shown regardless of selection
- Added reminder for pillaged tiles
- Added ability to hide improvement tooltips by holding CTRL
- Timeline now shows map terrain changes over time
- Timeline now shows current revealed-not-visible state for borders when it is set to show the current turn
- With a land unit selected, hovering over a water tile in anchor range will show “Must end move on land tile”
- Network games are now paused automatically when the game is over
- Cannot surrender a multiplayer game if you are the last player remaining
- World tile text now shows over city UI
- Unworked wonders show Requires Worker text with worker selected
- Right-click toggles tab panel menus off if already open
- Improved unit strength tooltip text
- Updated premade map descriptions
- Removed some of the yield breakdown from the specialist tooltip and added modified total yield
- Removed line break from event option tooltips that start goals
- Removed ‘New Event in Wizard’ button from Event Browser
- City links that do not open the city screen now pan the camera to the city when clicked (i.e. tribal raid notifications)
- Starting a game using a parameter string no longer updates the options file with the game’s settings
- Added custom savegame prefix to standalone scenarios
- Added more promotion and effectUnit information to encyclopedia
- Updated credits
- Updated Shapur’s dynasty description to clarify that Strike applies to melee and ship units (Wonders and Dynasties)
- Plague flies are only shown on units with the Plagued effect. Plague fog effect is confined to city territory (Wrath of Gods)
- Wildfire visual effect is less extreme (Wrath of Gods)
- Improvement pings are no longer removed by an occurrence rendering a tile impassable (Wrath of Gods)
- Boosted plague fog visibility (Wrath of Gods)
- Boosted volcano animation speed (Wrath of Gods)
Bugs Fixed
- Fixed Korean text sometimes not displaying
- Fixed text autosizing issues
- Fixed popup text not updating immediately after changing scaling
- Fixed assert when removing player ownership from a tile with a religion attached
- Fixed forest on lake tile in Middle East map
- Fixed bad city border preview on Old World Map by removing an urban tile to the west of Pella
- Fixed a threading issue that could cause server-side exceptions
- Fixed unit queuing bugs
- Fixed units not being selectable through overlays
- Fixed some UI elements not updating properly after undoing initial found
- Fixed occasional opinion arrow misalignment in event popup
- Fixed city recommendation assert
- Fixed workers and ships in cities with no defenses not taking damage from attacks
- Fixed clicks on parts of the UI selecting map elements behind them
- Fixed Continents map script bug
- Fixed Caravans being unable to travel through anarchy territory
- Fixed improvements being repairable inside hostile territory
- Fixed unit health bars appearing incorrectly for some attack previews
- Fixed the Ignore Map Nation Starts option not working on some maps
- Fixed Family Seat founding bonus not showing in the setup screens and in game before player has founded their capital
- Fixed Road To overlay not updating when changing mouseover tile
- Fixed flickering issue when hovering over build recommendations on some parts of the screen
- Fixed bug where AI could still win in some cases when player achieves victory on the same turn
- Fixed goal threshold bug incorrectly making ambitions invalid
- Fixed Barbarian Horde MP achievement not working in hotseat
- Fixed Greek and Assyrian capitol buildings not being shown when adjacent to rivers
- Fixed Allow Negative Cognomens option appearing when no characters option selected
- Fixed Free Court Minister encyclopedia entry with null icon
- Fixed encyclopedia prompt showing on traits with no encyclopedia page
- Fixed encyclopedia null references
- Fixed succession law preview tooltip showing wrong law
- Fixed Courtiers Added stat not increasing when recruiting an existing foreign courtier
- Fixed Organized tribes not healing
- Fixed some AI bugs
- Fixed research UI not updating immediately when yield rates change
- Fixed Carthage scenarios giving a lower-tier victory than earned if one of the goals was completed indirectly
- Fixed Portrait Editor loading issue
- Fixed portrait models potentially obscuring each other
- Fixed unit cycle tooltip sometimes not locking
- Fixed ship building on a tile that has turned to land
- Fixed nested link issue in governor candidate tooltip
- Fixed team color intensity slider
- Fixed map timeline GIF palette not representing border colors correctly
- Fixed citrus grove configuration
- Fixed ZOC display exception
- Fixed pillage notification links selecting units
- Fixed some dropdown appearance issues
- Fixed autobuild cities not repairing upon being founded with a damaged settler
- Fixed bug in effectCity help text yield breakdown
- Fixed occurrence effects after a new city has been founded
- Fixed sporadic disconnections in network and server games when one or more player slots are open
- Fixed pathfinding for hidden units
- Fixed AI bug that caused it to sometimes move units back and forth between the same tiles
- Fixed null pointer if an init phase EffectPlayer, i.e. from difficulty mode, uses miReligionOpinionChange (only affects mods)
- Fixed aiUnitTraitConsumptionModifier help text bug (only affects mods)
- Fixed repair yield purchase for Stateira (Wonders and Dynasties)
- Fixed Flood not displaying correctly in some cases (Wrath of Gods)
- Fixed Calamity level showing on in-game difficulty mode and game parameters tooltips, if the content is disabled in the current game (Wrath of Gods)
- Fixed calamity postprocessing profiles overriding postprocessing settings from graphics settings i.e. Motion Blur (Wrath of Gods)
- Fixed some rendering issues when terrain changes height (Wrath of Gods)
- Fixed calamity effects being removed from rivers too early in some cases (Wrath of Gods)
- Fixed eruptions displaying on volcanos obscured by fog of war (Wrath of Gods)
- Fixed double legitimacy penalty when abandoning a Demand (Wrath of Gods)
- Fixed trees removed from building improvements not being counted for demands (Wrath of Gods)
- Fixed issue where some global calamities that target tiles were instead targeting all tiles (Wrath of Gods)
- Fixed Wrath of Gods scenario victory event not triggering when next victory becomes impossible (Wrath of Gods)
- Fixed Wrath of Gods scenario duplicate victory threshold events in some cases (Wrath of Gods)
- Fixed Hurricanes not displaying correctly in some cases (Wrath of Gods)
- Fixed wrath generation issues casued by Undo / Restart Map (Wrath of Gods)
- Fixed mid and major raid Occurrences being invalidated (Wrath of Gods)
- Fixed Calamities causing city sites to become impassable (Wrath of Gods)
- Global Occurrence fixes (Wrath of Gods)
- 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.