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Old World News

Old World August 13th Updated Test Build

[h2]Test Branch 1.0.79137 Test 2025-08-13[/h2][p][/p][h3]Design[/h3][p][/p]
  • [p]Each Victory condition is disabled for other players after first being achieved[/p]
  • [p]It is no longer possible to lose the game after being the first to complete a victory condition[/p]
  • [p]All members of a team with a nation allied to a tribe can found cities on that tribe's sites, for an extra cost[/p]
  • [p]Drought raid event in the Wrath of Gods scenario can no longer occur in the first 20 turns or at all on Weak Tribe Level[/p][p][/p]
[h3]Programming[/h3][p][/p]
  • [p]Improved unit movement responsiveness[/p]
  • [p]Minor performance improvements[/p]
  • [p]AI improvements: [/p]
  • [p]More urgent repair of pillaged improvements[/p]
  • [p]Anchored ships are higher priority targets[/p]
  • [p]Found cities for protection instead of retreating[/p]
  • [p]Less likely to retreat healthy units after attacking in the same area[/p]
  • [p]Better accounting for enemy power when allocating units to city defense and attack staging[/p]
  • [p]Fixed AI being less aggressive against other players than intended[/p]
[p][/p][h3]UI[/h3][p][/p]
  • [p]Cloud notification emails no longer show details in Summary section if they appear in another category[/p]
  • [p]Network games are now removed from the Current Games list for eliminated players[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed caravan missions not being able to be completed through unrevealed territory [/p]
  • [p]Fixed governor project reminders not being dismissable[/p]
  • [p]Fixed toggle buttons closing reminders panel [/p]
  • [p]Fixed yield previews showing for improvement placement on invalid tiles with map tacks [/p]
  • [p]Fixed custom overlay not restoring properly after hovering to build a road[/p]
  • [p]Fixed a city site assignment bug that could result in AI cities on higher development levels not being grouped together[/p]
  • [p]Fixed null icon in eliminated player text on MP game tooltips[/p]
  • [p]Text and event fixes[/p]

Old World August 6th Updated Test Build

[h2]Test Branch 1.0.79055 Test 2025-08-06[/h2][p][/p][h3]Design[/h3][p][/p]
  • [p]Adad-Guppi and Ramesses II cannot die for the first 50 years (Wonders and Dynasties)[/p]
[h3]Programming[/h3][p][/p]
  • [p]Improved AI movement plans on congested maps [/p]
  • [p]New game loading screen no longer waits for the prehistory to finish, improving load times on fast machines[/p]
  • [p]Better handling of modded XML paths on Windows[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed some game editor actions not working when it's not the active player's turn[/p]
  • [p]Fixed AI building too many forts and in bad locations[/p]
  • [p]Fixed incorrect AI danger calculations[/p]
  • [p]Fixed Caravan animation being affected by "Follow AI moves" setting[/p]
  • [p]Fixes to Multiple Continents map script[/p]
  • [p]Fixed trigger text for some city culture events[/p]
  • [p]Fixed assign governor tooltip showing incorrect opinion change[/p]
  • [p]Fixed some duplicate titles in cloud email notifications[/p]
  • [p]Fixed Kingship god icon positioning (Wrath of Gods)[/p]

Old World July 31st Hotfix update

[h2]Main Branch 1.0.79004 Release 2025-07-31 [/h2][p][/p][p]Hotfix release that fixes a couple of potential game hangs. It also reverts the UI change requiring ctrl+click to load cloud games from previous versions on release builds.[/p]

Old World July 30th Updated Test Build

[h2]Test Branch 1.0.78988 Test 2025-07-30[/h2][p][/p][h3]Design[/h3][p][/p]
  • [p]Duel map size is now smaller (45x45) and defaults to 2 players[/p]
  • [p]Added new map size Tiny, which is the same size as the old Duel[/p]
  • [p]Maximum Number of Opponents allowed is now set per map size at twice the default number of players[/p]
  • [p]Random map size can no longer result in an actual map size that is too small to accommodate the chosen number of players[/p]
  • [p]Added new Ultra-wide aspect ratio option to MP setup (map width is 40% of map height)[/p]
  • [p]The AI avoids founding a religion for a certain number of turns, depending on AI aggression and development levels [/p]
  • [p]The AI can no longer start with improvements that are required for founding a religion (Shrines and Pastures)[/p]
  • [p]Units that are no longer hidden because of an effect being removed remain hidden until they move or attack[/p]
  • [p]Hidden scouts no longer get bounced several tiles away just to remain hidden in Trees[/p]
  • [p]Make Peace/Alliance with a Tribe ambitions no longer require tribe contact and don't fail if the last contacted tribe is eliminated [/p]
  • [p]Added new map script Desolation, a fertile land with deserts that expand over time (Wrath of Gods) [/p]
  • [p]Occurrences no longer change terrain on a tile with an improvement (excluding roads) to a terrain type that is not supported by that improvement (Wrath of Gods)[/p]
  • [p]Occurrences no longer remove roads when changing terrain to a type that doesn't support roads, unless impassable (Wrath of Gods)[/p]
  • [p]Added new Sacrifice Courtier goal to the Wrath of Gods scenario[/p]
[p][/p][h3]Programming[/h3]
  • [p]Occurrences are processed for each player separately during their turn [/p]
  • [p]Revised AI specialist and improvement building priorities[/p]
[p][/p][h3]UI[/h3][p][/p]
  • [p]Replaced icons for Strength and Weakness[/p]
  • [p]Removed tile change notifications from game log[/p]
  • [p]Localization text updates[/p]
  • [p]More UI related actions allowed during another players turn (i.e. renaming cities, setting reminders)[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed game hang when Send Caravan mission is completed in one turn[/p]
  • [p]Fixed game hang when city site urban tiles are outside the map playable area[/p]
  • [p]Fixed 11th ambition / 2nd National ambition sometimes getting offered[/p]
  • [p]Fixed null reference on exit to menu[/p]
  • [p]Fixed tooltips clearing unnecessarily between turns [/p]
  • [p]Fixed governor icon not updating after losing control of a city[/p]
  • [p]Fixed tile recommendation icon interactability when tile status is active[/p]
  • [p]Fixed possible crash if a mod eliminates a council position[/p]
  • [p]Fixed tile border expansion when using the Game Editor[/p]
  • [p]Fixed leader trait achievements not working when new leader already has trait[/p]
  • [p]Fixed AI behavior for congested battlefields[/p]
  • [p]Fixed pinned characters being shared between players[/p]
  • [p]Fixed global Occurrences (e.g. Drought, Plague) being more frequent than intended (Wrath of Gods)[/p]
  • [p]Text and event fixes[/p]

Historical 4X game Old World lets you win over and over in new update

There are plenty of hit 4X games that successfully scratch that strategy itch, from the galaxy-spanning Stellaris to the more historical setting of Civilization 7. But there's one title in particular that has consistently stood out against Civilization over the years: Old World. And if you haven't had a chance to dive into this strategy rich title, then there's no better time as a new update has just dropped.


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