Old World January 31st update - Localization improvements and new events

Old World

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?

Main Branch: 1.0.70671 Release 01/31/2024 [h2]Headline changes [/h2] [list] [*] Major localization text update for all languages [*] 95 new events added [*] Many design changes including new map scripts, game options and rebalancing [/list] [h2]Design[/h2] [list] [*] 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 is more Mediterranean-like. [*] New game option Random Tech Tree. Shuffles the position of each tech within its column. [*] No longer possible to lose when dying without an heir, another character will take over [*] Tech tree changes: [*] Infantry Square now requires Battleline instead of Bodkin Arrow [*] Windlass now requires Architecture instead of Scholarship [*] Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail [*] Added Kush UU bonus techs - Free Medjay Archer (Composite Bow) and Free Beja Archer (Bodkin Arrow) [*] Hittite UU 2 bonus tech (Free Three Man Chariot) science cost reduced from 800 to 600 (to be consistent with other UU bonus techs) [*] Free-for-all multiplayer game player start improvements: [*] 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 [*] Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain [*] More resources between city sites, especially at low city site density [*] Baths class improvements give one extra Happiness per turn [*] 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 [*] Regents will now be forced for child leaders up to age 6 when previous leader died and up to age 12 if previous leader abdicated [*] Rider family seat bonus now includes the addition of horses, elephants, and camels to tiles within the city territory, no longer allows building units without resources. [*] Generals over 50 now get general-related traits offered on upgrade (previously only Generals eligible for assignment were offered these) [*] Autonomous rule no longer clears the build queue, but AI can change it to build what it wants to [*] Leaders can no longer be Exploring. Exploring Leader events have been reworked. [*] Khufu now has a family penalty for each wonder built (Wonders and Dynasties) [*] Meritities is now Righteous instead of Revered (Wonders and Dynasties) [/list] [h2]New Events[/h2] 89 new base game events: [list] [*] A Brush With Death [*] A Child No More (x4) [*] A Famous Hill [*] A Gracious Welcome [*] A Greater Calling Just Called [*] A Little More Time [*] A Narrow Escape [*] A Matter of Faith [*] A Royal Suspect [*] A Shift in Thought [*] Age Of Unrest [*] Alien Traditions [*] An Ignominious Wound [*] Arrow To The Eye [*] Bonds of Faith [*] Celebration of Our Many Blessings [*] Champions of the Guard [*] Complications [*] Cultural Similarities (x10) [*] Elephants of City [*] Entwined Beliefs [*] Familial Ties [*] Family Needs [*] Family Power Play [*] Family Traditions (x10) [*] Fangs Of Our Foes [*] Felled By Arrows [*] Hard Rain [*] Heaven Help Us [*] Hero Of The Realm [*] In The Hands Of God [*] Influence Of Weakness [*] Keepsake [*] Laches [*] Last Of His Line [*] Lucky Break [*] Naming and Necessity [*] National Tour [*] National Treasure [*] No Time Wasted [*] Not Without Risk [*] Poisoned Tips [*] Prime Surplus [*] Rain Of Arrows [*] Rebel Phase [*] Select Timber [*] Shattered Shield [*] Stalwart Spouse (x2) [*] Stronger For It [*] Test Of Metal [*] The Captured Agent [*] The End of an Era (x2) [*] The Freedom Of Divorce (x2) [*] The Goal Of Life [*] The Hunt Continues [*] The Pále [*] The Peoples Shield [*] The Third Man [*] Too Young To Rule [*] Tribe Eliminated Nickname [*] Two Birds [*] Untimely [*] Ward No Longer [*] Welcome Return [*] Wondrous Nation [/list] 6 new Sacred and Profane events: [list] [*] Fugitive From God [*] General Devotion [*] Joined in Mystery [*] The Eyes of God [*] Turning Mani (x2) [/list] [h2]Programming[/h2] [list] [*] Increased the minimum target unit number for the AI, to deal with military threats when it has few cities [*] AI technology value adjustments. AI chooses Navigation with higher priority. [*] 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 [*] AI yield value corrections [*] Can now set a religion to be not Pagan or World [/list] [h2]UI[/h2] [list] [*] Major localization text update for all languages including all missing Wonders and Dynasties text [*] Added missing Wonders and Dynasties event art [*] Changed Remind Turn to Turns until Reminder in Improvement and Text pings [*] 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 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 (as this was causing bugs) [*] 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 [*] Smoke particles on mines are now hidden when the smokestack is hidden [*] New Game option enabled on premade maps, will reroll nation and dynasty selection if these have been randomized [*] Made Religion/Family/Nation/Tribe sections on tab panels collapsible [*] Added concepts/linkable helptext about the tech card system [*] Added intermediate Scripted/Freeform menu to Learn to Play [*] Proscription mission is now hidden unless enabled (Wonders and Dynasties) [*] Added new icon for Explorer unit (Wonders and Dynasties) [/list] [h2]Bugs Fixed[/h2] [list] [*] 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 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 [*] Fixed archetype icon not reflecting selected dynasty leader on SP setup screen [*] Fixed incorrect estimate of effectPlayer on help text when it involved adjacency bonuses from existing improvements (e.g. science output of Pilgrimage) [*] Removed double spaces betwixt icons and yield names in some cases [*] Fixed default improvements/units shown as unique when no nation/dynasty is specified [*] Fixed landmark names sometimes displaying incorrectly in MP games [*] Random nation on premade maps now correctly remain random on new game [*] Premade map selection now remembered for next game [*] Fixed top section of tab headers getting cut off [*] Fixed Pick Later nation and Random Dynasty setting the dynasty to Default [*] Fixed queued actions triggering unit selection before decision selection [*] Fixed Tooltip Scale and Popup Text Size options not saving on Steam Deck [*] Fixed Heroes of the Aegean scenario 5 save/load bug [*] Fixed Heroes of the Aegean scenario 5 bugs with Darius events, rebels and autonomous rule [*] 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 Carthage scenario 1 goal (Markets and Money) [*] Fixed Jebel Barkal bonus description (Wonders and Dynasties) [*] Text and event fixes [/list] [h2]Known Bugs[/h2] [list] [*] Starting Game of the Week after having started a game using a premade map will cause GotW to use that map. 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