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Old World Update: National Ambitions and Launch Offensive changes

[h2]Main Branch 1.0.76988 Release 2025-03-26[/h2] [h3]Headline Changes[/h3] [list] [*] New National Ambition system introduced to allow earlier selection of your final ambition [*] Launch Offensive changes [*] Continent is now the default map script [*] AI and performance improvements [/list] [h3]Design[/h3] [b]National Ambitions:[/b] [list] [*] The final ambition is now called a National Ambition and may be offered early, after a player has completed 5 ambitions [*] The offer is triggered soon after the player reaches 70% progress towards one of the national ambitions [*] National Ambitions are not used for tier counting purposes i.e. they do not make regular ambition offers harder [*] All National Ambitions are listed in the Encyclopedia under their own category [*] Added new National Ambition '+250 Food, Iron, Stone, Wood and Money per turn'. This replaces the previous ambition to stockpile 2000 of each resource [*] Added new regular Ambition 'Control 4 Hamlet class improvements' [*] Adjusted ambition threshold calculations and ambition events to allow a greater variety of ambitions to be offered [/list] [b]Launch Offensive changes:[/b] [list] [*] Offensive effects do not apply to the leader unit [*] Cannot launch offensive when on cooldown [*] Leader unit goes on new launched offensive cooldown [*] For team games, bonus orders from the offensive go to the unit owners [/list] [b]Continent map script changes:[/b] [list] [*] Continent is now the default map script [*] Added new Extreme Terrain suboption 'None' and made this the default [*] Tribal Lands placement option removed [/list] [b]Other design changes:[/b] [list] [*] Critical hits on cities are no longer possible [*] Stun is now possible when attacking a unit in a city without any HP left [*] Panic and Fireship effects now cause units that cannot retreat to become Disarmed instead of Stunned [*] Enlisted units by a Zealot leader now return to full health [*] Hidden units now always ignore ZOC [*] Money Boost tech card moved to Coinage [*] Free Trireme and Free Dromon tech cards removed [*] National ambitions now offered at 70% completion instead of 75% [*] National Ambitions event enabled in no events mode [*] Fire shrines now have adjacent modifier to any improvement in the Mine class (now also affects Laurion Mines) [*] Commander leaders always grant +10XP per turn to all units (previously units had to be idle) [*] Free improvements are now allowed on resource tiles with a generic improvement ping. Placing a free urban improvement on a resource removes the resource without harvesting it [*] Adjusted ambition threshold calculations so a greater variety of ambitions gets offered [*] Events where the AI offers Truce on breaching a city now trigger when the city is captured instead [*] Can no longer build roads and improvements in territory of an ally [*] Water tiles no longer need to be adjacent to land in order to transfer them from one of your cities to another [*] Units that earn XP past the maximum level convert that XP to training [*] Ezana's Evangelist trait only gives new units Christianity/Adept in city where he is governor (Wrath of Gods) [*] 7 new events relating to Calamities happening to other players (Wrath of Gods) [*] Reduced other religion opinion penalty duration for Venerate mission (Wrath of Gods) [*] Increased chance of Scrub appearing on new Arid tiles on Ebbing Sea map from 2% to 10% (Wrath of Gods) [*] Eruption and Earthquake intensities tweaked (Wrath of Gods) [*] Made Calamities less common on the Rare and Very Rare settings (Wrath of Gods) [*] Wrath of Gods scenario now uses a customized map script with more Volcanoes (Wrath of Gods) [/list] [h3]Programming[/h3] [list] [*] Rendering API change: Linux / Steam Deck now default to Vulkan. Windows supports Vulkan with a command-line switch -force-vulkan [*] Epic Mac build now runs natively when run outside of the Epic launcher, i.e. using alternative launcher such as Heroic [*] Improved UI responsiveness when cycling through workers [*] Performance improvements [*] AI combat improvements [*] Improved AI use of Launch Offensive [*] Improved AI order predictions when planning moves [*] AI is more aggressive in moving towards enemy cities when at war [*] AI more likely to place ranged units in forest when defending its territory with a Tactician leader [*] AI fort building now less common [*] AI tries harder to delay using anchored units so that land units don't get stranded [*] AI now less eager to build some wonders that are not very useful (e.g. Jebel Barkal without world religion) [*] AI cares a little more about culture [*] Invading organized tribes are less timid [*] Added ALLOW_CITY_CRITICAL_HITS to globalsInt, for use by modders [*] Mod manager no longer fully loads installed maps when fetching subscription info [*] Unit XP overflow into training uses TRAINING_PER_XP for consistency [*] Buildable projects now use a ProductionType such as YIELD_CIVICS. Non-buildable projects do not require this [*] iCivics has been renamed to iCost in project.xml [/list] [h3]UI[/h3] [b]Setup screen changes:[/b] [list] [*] Removed Options Preset dropdown from Simple setup and added Event Level [*] Added Reset Options button to Advanced and MP setup screens [*] Added difficulty mode to Advanced setup screen [*] Simple setup settings are saved separately from advanced setup settings. Going back and forth between Advanced and Simple screens retains only nation and dynasty settings [*] Entering the setup screens with a premade map that restricts nation choices stored in the options file will no longer keep that map choice, to ensure all nations are shown [*] Enabled DLC no longer gets reset every time [/list] [b]Other UI changes:[/b] [list] [*] Selected characters now appear in the upper right side of the screen and Ambitions in the upper left [*] Added Net Yield Change to specialist build tooltip, which takes modifiers into account and subtracts yields for any replaced specialist [*] Popup text minimum scaling reduced [*] Removed background UI blur when events are active [*] EffectUnit links now also include the effect icon by default [*] Timeline screen slider is now disabled while advancing by season or by year [*] Clarified City Site Number help text [*] Wonder legitimacy bonuses now named per culture tier to differentiate them [*] Can now queue the same tile multiple times without the unit executing the queued moves [*] When the last tile in a move queue is right-clicked, the unit executes the queue [*] Flipped luxury panel buttons [*] Tweaked alignment for scenario-specific goal info [*] Archetypes now shown in line of succession panel [*] Strategic resource icons for unit production shown on city categories when available [*] Temporary unit effects now show the remaining turn count on their icons [*] Changed all happiness/discontent yield displays to use relevant icon instead of signed text [*] Added worker list to tile tooltip when multiple workers are stacked [*] Selecting a character centers the camera on job-relevant city or unit [*] Research UI is now always shown regardless of selection [*] Added reminder for pillaged tiles [*] Added ability to hide improvement tooltips by holding CTRL [*] Timeline now shows map terrain changes over time [*] Timeline now shows current revealed-not-visible state for borders when it is set to show the current turn [*] With a land unit selected, hovering over a water tile in anchor range will show "Must end move on land tile" [*] Network games are now paused automatically when the game is over [*] Cannot surrender a multiplayer game if you are the last player remaining [*] World tile text now shows over city UI [*] Unworked wonders show Requires Worker text with worker selected [*] Right-click toggles tab panel menus off if already open [*] Improved unit strength tooltip text [*] Updated premade map descriptions [*] Removed some of the yield breakdown from the specialist tooltip and added modified total yield [*] Removed line break from event option tooltips that start goals [*] Removed 'New Event in Wizard' button from Event Browser [*] City links that do not open the city screen now pan the camera to the city when clicked (i.e. tribal raid notifications) [*] Starting a game using a parameter string no longer updates the options file with the game's settings [*] Added custom savegame prefix to standalone scenarios [*] Added more promotion and effectUnit information to encyclopedia [*] Updated credits [*] Updated Shapur's dynasty description to clarify that Strike applies to melee and ship units (Wonders and Dynasties) [*] Plague flies are only shown on units with the Plagued effect. Plague fog effect is confined to city territory (Wrath of Gods) [*] Wildfire visual effect is less extreme (Wrath of Gods) [*] Improvement pings are no longer removed by an occurrence rendering a tile impassable (Wrath of Gods) [*] Boosted plague fog visibility (Wrath of Gods) [*] Boosted volcano animation speed (Wrath of Gods) [/list] [h3]Bugs Fixed[/h3] [list] [*] Fixed Korean text sometimes not displaying [*] Fixed text autosizing issues [*] Fixed popup text not updating immediately after changing scaling [*] Fixed assert when removing player ownership from a tile with a religion attached [*] Fixed forest on lake tile in Middle East map [*] Fixed bad city border preview on Old World Map by removing an urban tile to the west of Pella [*] Fixed a threading issue that could cause server-side exceptions [*] Fixed unit queuing bugs [*] Fixed units not being selectable through overlays [*] Fixed some UI elements not updating properly after undoing initial found [*] Fixed occasional opinion arrow misalignment in event popup [*] Fixed city recommendation assert [*] Fixed workers and ships in cities with no defenses not taking damage from attacks [*] Fixed clicks on parts of the UI selecting map elements behind them [*] Fixed Continents map script bug [*] Fixed Caravans being unable to travel through anarchy territory [*] Fixed improvements being repairable inside hostile territory [*] Fixed unit health bars appearing incorrectly for some attack previews [*] Fixed the Ignore Map Nation Starts option not working on some maps [*] Fixed Family Seat founding bonus not showing in the setup screens and in game before player has founded their capital [*] Fixed Road To overlay not updating when changing mouseover tile [*] Fixed flickering issue when hovering over build recommendations on some parts of the screen [*] Fixed bug where AI could still win in some cases when player achieves victory on the same turn [*] Fixed goal threshold bug incorrectly making ambitions invalid [*] Fixed Barbarian Horde MP achievement not working in hotseat [*] Fixed Greek and Assyrian capitol buildings not being shown when adjacent to rivers [*] Fixed Allow Negative Cognomens option appearing when no characters option selected [*] Fixed Free Court Minister encyclopedia entry with null icon [*] Fixed encyclopedia prompt showing on traits with no encyclopedia page [*] Fixed encyclopedia null references [*] Fixed succession law preview tooltip showing wrong law [*] Fixed Courtiers Added stat not increasing when recruiting an existing foreign courtier [*] Fixed Organized tribes not healing [*] Fixed some AI bugs [*] Fixed research UI not updating immediately when yield rates change [*] Fixed Carthage scenarios giving a lower-tier victory than earned if one of the goals was completed indirectly [*] Fixed Portrait Editor loading issue [*] Fixed portrait models potentially obscuring each other [*] Fixed unit cycle tooltip sometimes not locking [*] Fixed ship building on a tile that has turned to land [*] Fixed nested link issue in governor candidate tooltip [*] Fixed team color intensity slider [*] Fixed map timeline GIF palette not representing border colors correctly [*] Fixed citrus grove configuration [*] Fixed ZOC display exception [*] Fixed pillage notification links selecting units [*] Fixed some dropdown appearance issues [*] Fixed autobuild cities not repairing upon being founded with a damaged settler [*] Fixed bug in effectCity help text yield breakdown [*] Fixed occurrence effects after a new city has been founded [*] Fixed sporadic disconnections in network and server games when one or more player slots are open [*] Fixed pathfinding for hidden units [*] Fixed AI bug that caused it to sometimes move units back and forth between the same tiles [*] Fixed null pointer if an init phase EffectPlayer, i.e. from difficulty mode, uses miReligionOpinionChange (only affects mods) [*] Fixed aiUnitTraitConsumptionModifier help text bug (only affects mods) [*] Fixed repair yield purchase for Stateira (Wonders and Dynasties) [*] Fixed Flood not displaying correctly in some cases (Wrath of Gods) [*] Fixed Calamity level showing on in-game difficulty mode and game parameters tooltips, if the content is disabled in the current game (Wrath of Gods) [*] Fixed calamity postprocessing profiles overriding postprocessing settings from graphics settings i.e. Motion Blur (Wrath of Gods) [*] Fixed some rendering issues when terrain changes height (Wrath of Gods) [*] Fixed calamity effects being removed from rivers too early in some cases (Wrath of Gods) [*] Fixed eruptions displaying on volcanos obscured by fog of war (Wrath of Gods) [*] Fixed double legitimacy penalty when abandoning a Demand (Wrath of Gods) [*] Fixed trees removed from building improvements not being counted for demands (Wrath of Gods) [*] Fixed issue where some global calamities that target tiles were instead targeting all tiles (Wrath of Gods) [*] Fixed Wrath of Gods scenario victory event not triggering when next victory becomes impossible (Wrath of Gods) [*] Fixed Wrath of Gods scenario duplicate victory threshold events in some cases (Wrath of Gods) [*] Fixed Hurricanes not displaying correctly in some cases (Wrath of Gods) [*] Fixed wrath generation issues casued by Undo / Restart Map (Wrath of Gods) [*] Fixed mid and major raid Occurrences being invalidated (Wrath of Gods) [*] Fixed Calamities causing city sites to become impassable (Wrath of Gods) [*] Global Occurrence fixes (Wrath of Gods) [*] Text and event fixes [/list]