New advanced setup option 'Balanced starting resources' for single player (previously MP only)
If the AI reaches a victory condition on it's turn and the player also does at the start of their next turn, the player will now be given the victory instead of the AI
Reduced the effect of Grand Vizier and AI leader traits on the number of units they tend to build
Reduced cost of Burning improvements to 50 Training (down from 100)
Purging a religion from a city now prevents it spreading to the city again without use of a Disciple
Can no longer gift Family Seats
Ambition victory now disabled in multiplayer by default (will remain on for ongoing games where it is enabled)
In Heroes of the Aegean scenario 2, Themistocles now retires after the battle of Salamis
Tweaks to invasions in Pharaohs of the Nile scenario 5
Programming
AI performance optimization
Tactical AI improvements
Improved AI use of anchoring
Improved AI Scout movement under Exploration law
Improved AI unit movement
Added command line argument -loadgame
UI
Character tooltips now show trait effects that are relevant to the current position (leader, general, governor) of the character
Rearranged city queue display to avoid overlap. Queue can now display 9 items (up from 4)
Known visibility button now shows visibility for all rivals if no unit or player is selected
Buy Orders shortcut key now defaults to SHIFT+O (instead of O)
Added Leader Archetype dropdown to Basic Setup options for Barbarian Horde scenario
Added icons for strength and weakness to character tooltips
MP player UI (team research and gifting options) is now shown in SP when player has AI teammates
Stats for all players are now shown to observers in MP games
Removed the 'Edit in Wizard' button from existing events in the Event Browser
Fixed confusing color of unit fatigue pips when already force marched and there is no movement limit. Force marched units now display flashing "marched" text
MP scenario tooltips now show scenario subtitle
Bugs Fixed
Fixed ships sometimes being built on the city center instead of the intended water area
Fixed event syntax bug
Fixed nested link in generated diplomacy links
Fixed hover issue on team research display
Fixed UI issue with Create Game button being disabled after unloading a server game
Fixed some AI confusion about who benefits when performing a mission on a character of a different nation
Fix for initial city naming - only relevant in mods
Fixed tribe link in city widget not selecting tribe
Fixed some UI issues with tile highlighting
Fixed AI exception with tribal cities
Fixed missing seat founding bonus in the family class Encyclopedia entries
Fixed add urban recommendation not showing border preview on hover
Fixed regenerating Hall of Fame entries leading to points wins becoming defeats after opulence VP changes
Fixed player placement bug for 2-team MP games that also have independent AI nations
Fixed portrait interpolation errors for portraits that do not have interpolation settings when interpolation is disabled
Fixed boat projectiles causing rendering artifacts on macs
Fixed breaking peace with a tribe in no characters mode
Fixed Learn to Play 2 choose tech goal not completing immediately
Fixed potential issues with retake islands events in Rise of Carthage scenario 4
Fixed bugs with rebellion event triggering twice and Aristotle event not triggering in Heroes of the Aegean scenario 4
Text and event fixes
Old World at the Hooded Horse January Publisher Sale
We’re excited to share that Old World is participating in the January Sale at 75% off. Check it and other games out at the Hooded Horse January Sale.
Latest Update News: New Crowning Ambitions and Grand Vizier Rework
The latest Old World update (Build 1.0.75717) introduces a wealth of adjustments inspired by player feedback. With changes to difficulty settings, the Grand Vizier role, Crowning Ambitions, and many balance changes and fixes.
Here are some highlights.
Key Updates
Renamed Difficulty Settings: Difficulty modes now clearly differentiate between preset and custom setups. Custom configurations display as "Custom," with individual settings detailed in-game for better transparency.
Crowning Ambitions Expanded: Events tied to Ambition victories now offer three choices instead of two, providing more variety and smoother paths to victory.
Grand Vizier Role Rework: Grand Viziers now act as governors in cities without one, focusing solely on production management. This adjustment simplifies their role while aligning it with their intended purpose.
Additional Changes
Improved War Declaration Mechanics: A new "Ask to Join War" mission has been added, while adjustments to the "Ask to Declare War" mission make it more accessible and less restrictive.
Alliance Victory Option: Alliance victory conditions can now be toggled during game setup.
Gameplay Mechanics Adjustments: Unit upgrades, fortifications, and territory interactions have been adjusted for greater consistency and functionality.
Bug Fixes and UI Adjustments
Event and Scenario Fixes: Resolved issues with missing ambitions, broken event chains, and specific scenario goals not triggering properly.
UI Improvements: Tooltips now provide clearer, more accurate information for governors, yields, and city management, ensuring players can make informed decisions.
Performance Optimization: The update also addresses several technical issues, including improved AI efficiency, memory usage reductions, and fixes for out-of-range errors.
For a complete list of changes, check out the full patch notes. https://store.steampowered.com/news/app/597180/view/543346800751280244?l=english
Old World Update: New Crowning Ambitions and Grand Vizier Rework
Build 1.0.75717 brings several adjustments to the Stable Branch based on player feedback. Difficulty settings have been renamed to better differentiate between preset modes and custom configurations, with custom settings now clearly displayed in-game, along with a breakdown of their individual components.
Crowning ambitions have been expanded, offering more choices in events to increase the variety and make ambition victories easier to achieve. The Grand Vizier role has been reworked: they now serve as governors in cities without a named governor, focusing solely on production management in those locations. This simplifies their function while aligning with their intended purpose.
Other changes include updates to war declaration missions, improved AI decision-making, UI improvements for tooltips and notifications, and a wide range of bug fixes addressing issues with events, ambitions, and gameplay scenarios.
Build 1.0.75717's Headline Changes
Difficulty Settings Renamed: Difficulty settings were renamed to make the difference between presets and individual settings clearer. Settings outside the preset are now shown as 'Custom' difficulty in the game with a breakdown of the individual settings.
Crowning Ambitions: Increased variety of crowning ambitions. This should make winning an Ambition victory easier and more varied.
Grand Vizier Changes (Behind the Throne): A big change to Grand Viziers based on player feedback: they now act as governors in all cities without a named governor and only control production in these cities.
Design
Difficulty Rename
The Advanced Setup Difficulty setting is now called Prosperity.
The Simple Setup Difficulty presets remain unchanged.
Difficulty components are now grouped together and indented under the difficulty mode in the game parameters tooltip.
Difficulty is displayed as "Custom" for combinations outside of the simple difficulty presets.
Distant raids are now tied to Tribe Level instead of Difficulty.
Achievements related to difficulty are now tied to Difficulty instead of Prosperity.
Changes to "Ask to Declare War" Mission
"Ask to Declare War" mission now requires a Leader with the Schemer archetype.
Removed mission tech requirement and lowered the opinion threshold to Cautious.
Mission disabled for allies.
New "Ask to Join War" mission added, which requires you to already be at war with the target. This mission requires Pleased opinion.
With Ruthless AI enabled, war requests will be denied if the player is close to victory.
Crowning Ambitions
Family preferences have been removed.
Most crowning ambition events now offer three choices instead of two.
Bug fixes have increased the variety of crowning ambitions available.
Alliance Victory
Alliance victory is now a setup option (default: off).
Unit and Territory Updates
Upgrading a unit retains its fortification state.
Units can no longer be gifted, converted, hired, or recruited into territories where they shouldn't be.
Units can now be upgraded inside cities owned by teammates, even if they are not your own.
Achievement Updates
The "Alexander the Great" achievement no longer requires the "Great" cognomen. It now requires only the destruction of Persia as Alexander.
Scenario Adjustments
Restrictions on marrying Libyans in the Rise of Carthage Scenario 1 have been removed.
The Random Improvements option now allows any combination of shrine effects instead of selecting a set from a random nation.
Gameplay Mechanics Adjustments
Launch Offensive can now be used from a unit with a rout cooldown. It also removes rout cooldowns from adjacent units.
Pathfinder trait adjustments:
Now gives a 50% bonus to Camps and Nets as Governor and a 20% bonus as Leader (previously 100/50%).
Maintenance costs swapped for the following:
Philosophy/Engineering.
Professional Army/Volunteers.
Neutral territory is now defined as:
Unclaimed.
Anarchy (city being captured).
Owned by a nation or tribe you are not at war with.
Territory-Specific Mechanics
Fort defensive bonus, road and exploration river movement, Hero and Fort healing, and Scout tree invisibility now require neutral or friendly territory.
Road and Fort construction requires friendly, unclaimed, or Anarchy territory.
Miscellaneous Updates
Added a regular reminder to complete the Influence goal in Learn to Play 3.
Characters with religion traits (e.g., Clergy, Mani) can no longer be targeted by conversion missions.
Conquered cities can no longer be given to a family that has not yet been founded.
Grand Vizier Rework (Behind the Throne)
Grand Vizier now acts as a governor in cities without a named governor, controlling production in those cities only.
All other Grand Vizier yields have been removed.
Grand Vizier-managed cities can no longer rush buy.
Grand Vizier courtiers are no longer giftable in multiplayer.
Unpopular Trait Update (Behind the Throne)
The Unpopular trait now gives a nationwide 5% rebel spawn chance.
Programming
AI performance optimization.
AI now builds fewer duplicate roads.
Improved AI decision-making for retreat versus attack scenarios.
Added more detailed logging for AI unit priority comparison failures.
Hall of Fame games now store the active player, ensuring consistency upon loading.
Replay functionality improved to work even if data is only from the current turn.
Removed improvement dynamic text objects from each tile to save memory.
Bonuses and EffectCities now provide only EffectUnits, not Promotions.
Promotions are now exclusive to units capable of gaining XP.
Unit effects from disabled promotions can now be assigned via bonuses and city effects.
Disabled implicit subject conversion for DiplomacySubjects bonuses.
Turn Lock function removed.
UI
Character tooltips no longer display trait effects.
All attacks are now listed under Units Attacked notifications (kills were previously omitted).
Free promotions are now indicated in the city production list and unit type tooltip.
"Death of Governor" decisions now auto-invalidate if the city can no longer have a governor.
Defeat status is displayed when the active player is eliminated in multiplayer, even if the game continues.
Event browser story previews improved.
Law strategy notes updated.
Added a minimize toggle to the player goals/ambitions display.
Red/green warning text for negative yields is inverted in some cases.
User-assigned hotkeys now offer more flexibility and can conflict with previously reserved keys.
Crowning ambitions are now marked with the legitimacy crown icon.
Missing keyboard shortcuts added to button help.
Improved Choose Governor tooltip.
Pillaged permanent improvements now display a pillaged icon.
Encyclopedia updated with various improvements.
Bugs Fixed
Fixed invalid moves adding undo points.
Fixed some events failing to appear with the Ruthless AI setting enabled.
Fixed player connection state UI for single-player network games.
Fixed Thracians in Learn to Play 4 being visible before they should be.
Fixed server games preventing eliminated players from rejoining one last time to see the outcome, and to save the game locally as a loss.
Fixed bug where the client could be in a different language than the active player.
Fixed Hall of Fame bug where regenerating replaced scenario-specific text with generic text for nation, leader names, and difficulty.
Fixed Hall of Fame difficulty sorting.
Fixed network messages being sent out of order.
Fixed achievement text referencing Kushite Cavalry instead of Mounted Lancers.
Promotion.aeGrantsEffectUnit is replaced by EffectUnit.aeKillGrantsEffectUnit
Bonus.aePromotions no longer exists, bonuses should grant EffectUnits instead
To the Community
Thank you for your support. Your feedback drives our updates, and we’re always eager to hear more. If you have thoughts or suggestions, leaving a review on Steam is a great way to share your experience!
Latest Update: Smarter AI and Permanent Improvements
We’re working hard on the next patch, with several updates already live in the beta test build. The most recent update introduced smarter AI, permanent shrines and estates, and increased the chances for leaders to have children. Various UI updates and fixes were also added to improve the experience. https://steamcommunity.com/games/597180/announcements/detail/4452466204163964967
Old World December 18th Updated Test Build
Test Branch 1.0.75439 Test 2024-12-18
Design
Pathfinder trait now gives 50% bonus to Camps and Nets as Governor and 20% as Leader instead of 100/50%
Swapped maintenance costs of Philosophy/Engineering and Professional Army/Volunteers
The territory of a city being captured is considered neutral territory for the purposes of healing, forts and roads
The terriorty of a nation the player is at peace with is not considered neutral territory
Characters with a religion trait (Clergy, Mani etc.) can no longer be targeted by conversion missions
Conquered cities can no longer be given to a family that has not yet been founded
Grand Vizier managed cities can no longer rush buy (Behind the Throne)
Unpopular trait now gives nationwide 5% rebel spawn chance (Behind the Throne)
Programming
Bonuses and EffectCities give only EffectUnits, not Promotions. Promotions are only for units that can gain XP
Unit effects that come from disabled promotions can now be assigned by bonuses and city effects
UI
Crowning ambitions are now indicated with the legitimacy crown icon
Added some missing keyboard shortcuts to button help
Improved Choose Governor tooltip
Civilian unit effects such as Surveyor are now shown on the city production list
Pillaged permanent improvements now show a pillaged icon
Encyclopedia improvements
Acting Governor (Grand Vizier) effects now show on the Governor tooltip (Behind the Throne)
Bugs Fixed
Fixed order yield rates not updating when starting/finishing construction
Fixed broken Civ Fanatics forum link on main menu
Fixed AI movement null reference
Fixed several Portrait Editor bugs
Fixed load/save bug for mods that give bonus effectUnits
Fixed duplicated Hittite portrait
Fixed errors when loading saves with deprecated promotions
Fixed wrong memory display when giving a conquered city to a family
Fixed Macedonia not getting family promotions on their starting units in Heroes of the Aegean scenario 6
Fixed opinion and legitimacy bonus from founding a family seat getting applied more than once in some cases
Fixed Grand Vizier traits not affecting the cities where they are acting governor (Behind the Throne)
Fixed some UI instances where the acting governor was being treated as the actual governor (Behind the Throne)
Text and event fixes
Old World December 11th Updated Test Build
Test Branch 1.0.75342 Test 2024-12-11
Design
Grand Vizier now acts as a governor in cities without a governor and controls production only in those cities. Removed all other Grand Vizier yields
Changes to diplomatic Declare War missions:
Ask to Declare War mission now requires a Leader with the Schemer archetype. Removed mission tech requirement and lowered opinion needed to Cautious
Ask to Join War mission added, where you must already be at war with the target. This requires Pleased opinion
With Ruthless AI enabled, war requests will be denied if the player is close to victory
The Random Improvements option now allows any combination of shrine effects instead of picking a set from a random nation
Removed family preferences from crowning ambitions. Most crowning ambition events now allow three choices of ambition instead of two. Along with some bug fixes this should give a much higher variety of crowning ambitions offered
Launch Offensive can now be used from a unit with a rout cooldown and it removes rout cooldowns from adjacent units
Programming
AI builds fewer duplicate roads
Improved AI retreat vs attack decision making
Disabled implicit subject conversion for DiplomacySubjects bonuses
Hall of Fame games now store the active player so that when you load them the player stays the same
UI
Added minimize toggle to player goals/ambitions display
Inverted red/green warning text in some cases for negative yields
User assigned hotkeys now have more flexibility. Assignments can use previously reserved keys and conflict with non-assignable hotkeys
Bugs Fixed
Fixed bug preventing some Crowning Ambitions from appearing
Fixed bug allowing ambitions to appear in events with random ambition selections that should only appear in specific events
Fixed cycle button position not updating shortcut keys and not getting saved
Fixed some road pathfinding issues
Fixed player start location bug in the desert map script and made start location picking more robust in general
Fixed illegal urban tiles placed in mirror maps
Fixed unintended Militia appearing on founding in Learn to Play 2
Fixed Hall of Fame difficulty showing Prosperity instead of Difficulty
Fixed character ratings appearing with a divider in some cases
Fixed research popup closing after using Redraw
Fixed null ref in encyclopedia
Fixed duplicate Hall of Fame entries when reloading a completed cloud game
Fixed General not getting removed when upgrading a unit to a type that cannot have one (affects mods)
Fixed incorrect suffix on Ptolemy II
Fixed event system bug that can very rarely lead to valid subjects being deemed invalid
Fixed tooltip expansion when hotkey changed
Text and Event fixes
Old World December 4th Updated Test Build
Test Branch 1.0.75221 Test 2024-12-04
Design
Removed two Prosperity levels and renamed using adjectives. The AI now plays on Thriving Prosperity (used on Strong Difficulty)
Achievements related to difficulty are now tied to Difficulty instead of Prosperity
Achievement 'Alexander the Great' no longer requires the Great cognomen, just have to destroy Persia as Alexander
Removed restriction on marrying Libyans in Rise of Carthage scenario 1
Programming
Removed improvement dynamic text object from each tile to save some memory
Bugs Fixed
Fixed improvement pings not appearing when law requirements are not met
Fixed vegetation help text to correctly state a ranged attack penalty
Fixed possible array out of range for bad event links