Headline changes
- Unit and tech tree rebalances
- AI will no longer found religions very early, before it is possible for players to do so
- Network code improvements
- Added player option Manual Bonus Placement

Design
- Crossbow strength reduced to 6 from 8
- Polybolos strength reduced to 8 from 10
- Windlass now requires Coinage instead of Manor
- Windmills require Windlass instead of Hydraulics. Watermills are still available at Hydraulics
- Free Court Soldier moved from Infantry Square to Stirrups
- Free Court Merchant moved from Chain Drive to Cartography
- Free Court Merchant moved from Fiscal Policy to Manor
- Free Longbowmen moved from Manor to Battle Line
- Free Horse Archer moved from Land Consolidation to Composite Bow
- AI no longer gets shrines and pastures for free as part of their initial development handicap, to prevent very early religion founding
- Judaism no longer requires Labor Force
- Lowered civics cost of Fisher, Trapper, Rancher, and Gardner specialists to match other rural specialists
- Schemer order buying now costs an extra Legitimacy point every time it’s used. Cost increase resets for each leader
- Kartir event triggers less often
- Game of the Week no longer varies city site numbers
- Slight rebalance to Gatherer cognomen line (Empires of the Indus)
Programming
- Network code improvements
- AI no longer skips laws and basic improvements in order to save for future Wonders
- AI pushes culture harder in its highest culture cities
- Non-raider tribe AI tweaked to keep them more focused on nearby targets
- Pathfinder tweak to prefer single tile paths whenever possible
- Border renderer and shader optimizations
UI
- Added player option Manual Bonus Placement. This skips the popup prompt when placing a bonus improvement from an event or city founding bonus
- Tribe sites now display both Next Unit turns and Development turns
- Road map pins now appear with the Contextual Map Tacks option enabled when Engineer units are selected
- Added tooltips to ping improvement dropdown
- Renamed ‘Exploring’ trait to ‘Traveling Afar’
- Adjustments to reduce blur on text displayed on world UI
- Reintroduced very simple lighting to the minimum detail level for standard shaders
- Removed random option from City Site Number options
- Added explanation to non-city site camp tile tooltips
- Improved helptext for General traits which aren’t valid for some units
- Worker positions with and without height overrides are no longer mutually exclusive
- Cities owned by Tribes or in Anarchy now show in the Timeline Screen
- When gifting, hiring, or recruiting a unit, the helptext specifies that the cooldown is for the unit (and not the action)
- Rendering layer cleanup
- Added rendering layer for minimum detail objects, which will always render to the timeline and minimap. This means minimum detail rivers will now always render in the timeline and minimap
- Removed “Reduce Animation Detail” option and replaced with “Disable Idle Animations”
- Occurrence end chance increment, current and minimum durations added to Occurrence helptext
- Changed color of unit health bar difference to green, when health is increasing (Zealot kill or heal action)
- Order movement now shows below yield preview
- Adjusted selection circle animation for tutorial
- Added some references to bonus UU techs to Tech Encyclopedia and Culture links (with advanced help)
- Forest and Jungle on Mountains are now partly hidden, for clarity
- Disabled Mirror Map option on Desolation & Ebbing Sea mapscripts (Wrath of Gods)
- Added description for Vassalize Tribe mission (Empires of the Indus)
- Added description to the Hinduism tooltip (Empires of the Indus)
- Edited World Religion concept to include Buddhism (Empires of the Indus)
Bugs Fixed
- Fixed unit banners being visible when they shouldn’t in some cases during hotseat games
- Fixed text outside of viewport bounds sometimes not clipping
- Fixed custom overlay icons not showing correctly on first opening
- Fixed barbarian widget sorting incorrectly with rivers
- Fixed barbarian widget cutting out the revealed-not-visible effect past the edges of the icon widget
- Fixed pathfinder avoiding ZOC tiles from unseen units
- Fixed color of requirements for adopting State Religion when you have no cities of that religion
- Fixed units getting temporarily rendered twice when upgrading
- Fixed AI sometimes moving its ranged siege units when it doesn’t need to
- Fixed characters getting randomly married if currently targeted by a marriage mission
- Fixed skull highlights for attack previews
- Fixed fog of war revealing the same tiles multiple times
- Fixed rivers not updating their appearance in sync with changes to terrain detail level
- Fixed world pins over vegetation having the shadowed outlines of vegetation drawn on top of them
- Fixed volcano effects sometimes not applying to mountains when the volcano is on the edge of the map or in MP games
- Fixed AI saying it will leave a city site and then not doing so
- Fixed Next Unit tooltip hitbox
- Fixed women being able to birth children from different fathers on the same turn
- Fixed player notification issue with occurrences
- Fixed prereqs for repeatable techs showing up in searches that bring them up
- Fixed non-urban city sites in Donut map script
- Fixed lakes sometimes being placed next to ocean
- Fixed worker particles turning pink when a worker is selected in some cases
- Fixed Trade Network overlay getting locked on after building roads
- Fixed bug that allowed very small islands to count as connected to a continent for player start placement purposes
- Fixed Tumbling Mountain script creating occasional gaps in the mountain
- Fixed hotkeys getting evaluated multiple times per frame
- Fixed null reference in tech tree search
- Fixed bonus card search issue
- Fixed a bug with AI evaluation of city effects that give Legitimacy, should build Kushite Pyramids more urgently now
- Fixed floating text produced by combat causing visual issues with fog of war
- Fixed pathfinder path simplification bug
- Fixed pathfinder not updating correctly when a unit receives a new effect or loses an existing one
- Fixed map editor null reference
- Fixed Ask to Declare War mission (tribe) having no effect in No Events mode
- Fixed Traits added or removed by Occurrences intermittently not working on Semester/Season turn styles
- Fixed tribe AI sometimes not moving
- Fixed improvement yields from adjacent improvements that belong to a different team
- Fixed minimum detail rivers not showing when initially loading a game with minimum settings
- Fixed blocky rivers on minimum terrain detail in some scenarios
- Fixed tribe widget upgrade timer text cutting box out of clouds
- Fixed inconsistent capitalisation in DLC names
- Game Editor UI fixes
- Fixed Jerwan Aqueduct flickering between turns (Wonders and Dynasties)
- Fixed Rejuvenation replacing Trees with Scrub (Wrath of Gods)
- Fixed hide vegetation not working during Calamities in some cases (Wrath of Gods)
- Fixed portrait interpolation issues with Hun portraits (Empires of the Indus)
- Fixed iTradeValueModifier not being reflected in Nation summary (affects mods only)
- 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.