Changes Overview
- Scout visibility changes
- Theology balancing
- AI improvements

Design
- Temporarily hidden units (i.e. Scouts bounced out of Trees) now become visible after 5 turns (or after attacking or moving)
- Temporarily hidden units can no longer occupy territory that they would not be able to occupy if not hidden (i.e. foreign territory while at Truce)
- Scouts are no longer removed from the map after establishing an Agent Network and instead get a 5 turn cooldown and are hidden for 10 turns
- Veneration Theology gives +10% spread chance, up from 5%
- Revelation Theology gives +20% spread chance, down from 25%
- Enlightenment Theology now gives +3 Happiness only for Monks in Monasteries of Religions that have that Theology
- Tribe unit behavior is less predictable
- Barbarians cannot enter a nation’s territory before raids are possible
- Increased Discontent per turn on Sufficient, Modest and Fragile Prosperity levels (Glorious, Magnificent and Great difficulty levels)
- Removed free Crossbowmen bonus tech
- Nomad effect now gives +25% strength in Arid as well as Sand tiles – affects Camel Archer, Libyan Cavalry and Elite Libyan Cavalry
- Highlands map script now has 27% more tiles to compensate for less useable area
- Bypassed events are less frequent and tied to event level
- Bypassed relationship penalty increased from 60 to 80
- Automatic (non-event) marriage will prefer candidates with a lower age difference
- Removed orders for refusing tribal truce in No Characters
- Tribes can only adopt world religions
- Poet trait gives positive opinion of other poets
- Further decreased likelihood of AI founding religions early based on AI Development and Aggression (applies for at most first 16 turns)
- Assault bonus to attack against forts no longer applies when forts give no defensive bonus
- Disabled some more ambitions in One City Challenge
- Rightful Heirs can no longer become Missing, Exiled, Imprisoned or Fugitive
- Games with two human players and AI no longer place the humans at opposite ends of the map and the AI in the middle. Instead, they are treated like a FFA.
- Added ambitions for building Wonders added in Wonders and Dynasties
- Delvers have an opinion penalty towards Stewards of the Land. These traits are now mutually exclusive (Wrath of Gods)
Programming
- AI improvements:
- AI water control improvements and bug fixes
- Tweaks to exploration and retreat
- Keep potential danger separate from actual danger
- Increased value of heir tutor mission
- No longer guards starting empty city sites unless there is another player nearby
- No longer imports horses until they can build horse units
- Hittite Scouts avoid chopping trees that will unhide them
- Further reduced AI emphasis on tile buying
- Tribe AI improvements
- Other programming changes:
- Performance optimization
- AI performance improvements
- Missing shaders in asset bundles are now replaced with game versions where possible (affects mods)
- Updated Epic dev tools and SDK
UI
- Turn timer changes:
- There are now 2 warnings that turn time is running out
- First warning triggers at 30 seconds remaining, turns timer text red and plays audio warning
- Second warning triggers at 15 seconds remaining, increases timer text size and plays audio warning again
- These times are configurable using a mod in globalsInt.xml
- Other UI changes:
- Renamed Rider projects from Import to Supply
- ‘Only Show Map Tacks For Worker’ option renamed to ‘Contextual Map Tacks’. Now shows improvement pings whenever workers, settlers or disciples are selected
- Improvement helptext and unit build option prereqs take into account tile owner rather than unit owner
- Added helptext warning when trying to build Improvement for teammate who doesn’t have required Tech
- Improved some luxury trade help text
- Yield production graphs also display the total accumulated up until the hovered point (after game is over and for observers)
- Learn to Play is removed from the main menu after completing all the LTP or LBP scenarios or on disabling the tutorial
- Added help text for event options that give archetypes in Roleplaying mode
- Imprisoned trait removed from characters on death
- Updated difficulty descriptions
Bugs Fixed
- Tribe AI fixes
- Fixed city and culture limits not showing on Encyclopedia entries for relevant improvements
- Fixed uneven distribution of tribal unit types
- Fixed some bugs with AI use of missions
- Fixed converting a game to play-by-cloud not working when not your turn in Strict turnstyle
- Fixed missions continuing for dead target character
- Fixed camera focus on tile bug
- Fixed changing capital clearing sent luxuries
- Fixed modded asset bundles not loading in some cases
- Fixed load/save error from adjacent unit effects
- Fixed bug with AI exploring units trying to harvest when they cannot
- Fixed AI peace offers sometimes using the no events popup when events are enabled
- Fixed yield stockpiling ambitions being offered when close to already being completed
- Fixed duplicate event option archetype help text
- Fixed tribal camp events not resetting with Reset Random Seed on Load option enabled
- Fixed bug preventing DLC related hints being shown in Encyclopedia
- Fixed potential null reference in Map Editor
- Fixed some temporary invisibility issues
- Fixed audio tracks not always being listed in Main Menu audio options
- Fixed tribal units with a raid target counting towards a tribal camp’s defend threshold or raid start threshold
- Fixed AI not knowing how to repair improvements that cannot be built (e.g. Towns)
- Fixed edge case with Carthage3 African Invasion goal not completing
- Fixed iGovernorCostModifier applying to orders (affects Darius dynasty and mods)
- Fixed unbuildable units and tech cards showing on the tech tooltip (affects mods)
- Fixed mod version mismatch being displayed incorrectly, preventing modded saves from being loaded in some case
- Fixed foreign occurrence effects on units, movement and visibility not being applied immediately (Wrath of Gods)
- Fixed some occurrence load/save issues (Wrath of Gods)
- Fixed some non-global Occurrences showing as global in helptext (Wrath of Gods)
- Fixed Wrath of Gods scenario map size
- Fixed wrath from difficulty not being applied in the Wrath of Gods scenario
- Fixed displayed prosperity level not matching effect in the Wrath of Gods scenario
- 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.