Old World is a revolutionary new historical strategy game where you lead your dynasty over generations of rule against rival kings and queens. Wage massive wars, manage your court, and build a dynasty — or watch your empire crumble to dust. What legacy will you leave behind?
The Old World test branch has been updated and is now version 1.0.70456 Test 01/17/2024
Design
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[*] Tech tree changes:
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[*] Infantry Square is now cheaper, requires Battleline and leads to Cohorts.
[*] Bodkin Arrow leads directly to Military Prestige
[*] Windlass requires Architecture instead of Scholarship
[*] Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail
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[*] Baths class improvements give one extra Happiness per turn
[*] New map script Player islands. Each nation gets their own island, with optional empty islands.
[*] New map script Highlands. Inland map with lots of mountain ranges and elevated terrain.
[*] Inland Sea map script reworked. Now has more variation and should be more Mediterranean-like.
[*] Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
[*] Free-for-all multiplayer game player start improvements:
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[*] All map scripts now spread out the players as much as possible, at the expense of selecting the best terrain.
[*] Added a different, experimental, player placement for highlands and coastal rain basin map scripts, which are relatively uniform land maps
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[*] More resources between city sites, especially at low city site density
[*] New game option Random Tech Tree. Shuffles the position of each tech within its column.
[*] AI (nations and tribes) now have a chance to cancel an alliance when at cautious opinion or lower
[*] Split Away from Court event class into individual classes. This lowers the frequency of some events that were triggering too often (i.e. imprisoned events)
[*] Players without an online ID (e.g. not running through Steam, Epic Launcher or GoG Galaxy) are now able to play network multiplayer
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Programming
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[*] Increased the minimum target unit number for the AI, to deal with military threats when it has few cities
[*] AI technology value adjustments
[*] AI no longer places value on bonus units if no such units are needed (e.g. free Settler with no vacant city sites)
[*] AI now knows about effectPlayer YieldUpkeepModifier, TeamDiplomacyYields and TribeDiplomacyYields
[*] When at war with a tribe with multiple known settlements, Settlers are planned for one site at a time, not all at once
[*] Quick Infos XML validation optimization. Eliminates most memory allocations
[*] Added support for having the same character in multiple dynasties
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UI
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[*] Temporary traits now display time remaining in parentheses
[*] Added tooltip about the loss/gain of tribute yields by declaring war on a tribe
[*] Added Tribal Strength game setup option help text for empty city sites
[*] Added missing icons for some Wonders & Dynasty missions and effects
[*] Added new icon for Zealot's Enlist Next effect
[*] Added new icon for Explorer unit (Wonders and Dynasties)
[*] Added Greek dynasty leader bios
[*] Updated character suffix localization code and added support for Chinese numerals
[*] Tech selection UI is now updated immediately when available techs change
[*] Disabled history generator for multiplayer games
[*] Custom Leader Archetype shown on Choose Leader screen when selected
[*] In network games the client no longer exits to main menu immediately upon disconnection but instead tries to automatically reconnect
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Bugs Fixed
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[*] Fixed units on cooldown getting moved when units try to move into their tile
[*] Heir births are entered into the game log only after they have a name
[*] Fixed bug where cut trees could be cleared on Lumbermill tiles
[*] Fixed Restart Game button in cases where a premade map was picked through Advanced Setup instead of going through the Scenarios screen
[*] Fixed cycle military button tooltip text
[*] Learn to Play fixes. Prevented some player actions that could cause LTP scenarios to break.
[*] Fix for Event Browser UI
[*] Likely fix for map element names sometimes not matching between client and server
[*] Fixed some scenario load/save inconsistencies
[*] Fixed Wonder and Dynasties content being missing from World Maps and Barbarian Horde scenarios
[*] Fixed Caesar's dynasty description (Wonders and Dynasties)
[*] Fixed null ref on leader select helptext for dynasties with free tech (Wonders and Dynasties)
[*] Jerwan Aqueduct now has a history that prevents it from changing drastically when city layouts change (Wonders and Dynasties)
[*] Fixed AI exploration bug
[*] Fixed AI AdjacentSameModifier value
[*] Fixed AI research selection actually following the AI evaluation instead of being random
[*] Corrected some inconsistent use of the AI in-city yield evaluation
[*] Fix for mod dependency bug
[*] Text and event fixes
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