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Old World Update: More kids, permanent improvements and better AI
AI improvements:
[ 2024-11-21 11:05:48 CET ] [ Original post ]
Main Branch 1.0.75065 Release 2024-11-20
Changes Overview
- More kids: Increased chances for leaders to have children
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements
- AI improvements
Design
- More kids: leaders with no children now have a higher chance to have kids
- VP calculation: Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
- Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
- Distant raids: No longer include ships
- AI unit building:
- The traits of Grand Viziers and AI leaders now influence their decisions of how many units they build
- Heroes, Commanders, Tacticians, and Warlike characters build more units and Builders, Scholars, Diplomats, and Timid characters build fewer units
- AI is more likely to build units in cities that give unit promotions and experience
- Alliance events: Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
- City reveal: Cities are now revealed from a greater distance, like settlements
- City capture: Cities now take 1 turn longer to capture
- Unit spawn location: Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
- Starting units no longer spawn on the same tile, even if they are allowed to do so
Programming
AI improvements:
- Less aggressive in saving yields for many turns when spending results in an immediate, albeit lesser, benefit
- Better evaluation of laws to properly take into account the unlocking of unique units
- Increased the value of growth for a city that is building Settlers/Workers
- Decreased value of disciples, AI avoids building them if has no use for them
- Revised AI build hurrying priorities
- Improved AI danger assessment and retreating
- Improved AI unit build selection
- Added support for AI auto-runs in headless mode
- Run OldWorldAutorun.bat in the same folder as the game executable
- All players in the save are controlled by the AI for the specified number of turns, after which the game exits
- Can examine runs by opening the autosaves that are placed in the Auto folder
- Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
- Improvement and Project Legitimacy: now tied to effectCity and always converted to orders in no characters mode
- Added triggers: EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
- Moving capital: Added support for moving the capital. Player's original capital is now remembered and exposed to the event system
- Roads from improvements: Added support for improvements adding roads to the tile
- ZOC changes from improvements: Added support for improvements allowing units to ignore enemy ZOC
- Mission bonus rework: InfoMission.miXP replaced with SubjectCharacterBonus
- Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
UI
- Family tab icons: removed player color
- Marriage missions: now grouped together
- Inheritance and Tech Tree screens: now scrollable with camera keys (WASD)
- Religion Tooltips: Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
- City Tooltips: Added tile tooltip content to bottom of city tooltip
- Royal characters: Changed 'your Relative' to 'A Royal'
- Nation tooltips: Now always show number of cities on nation tooltips
- Honey resource audio: Reduced volume of honey environmental audio
- Custom campaign audio: Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
- Tutorial events: Adjusted timing and added more to No Events mode
- Button dragging: Disabled unnecessary button clone when dragging buttons
- Laurion Mines: No longer show extra text on map
Bugs Fixed
- Fixed recruitment with legitimacy penalty not getting applied on loading a save
- Fixed info loading bug that could cause new games to fail to start
- Fixed undo/redo related to tribal invasions
- Fixed bug with random seed for event story trigger test not matching the seed of the actual triggered event
- Fixed silent event failures caused by type cast issue
- Fixed units failing to spawn from improvements in Barbarian Horde games after the invasion had started
- Fixed disable environment audio toggle not taking effect immediately
- Fixed Fickle Band effects not triggering when divorce happened from an event
- Fixed ships exiting Great Cothon not always getting their size updated
- Fixed multiple selection highlights
- Fixed title of MP setup screen when coming from Mod selection screen
- Fixed improvement spawned units not respecting DLC checks
- Fixed project ambitions not respecting DLC checks
- Fixed border expansion preview not updating when selecting option in minimized event
- Fixed issues with unit list scrolling and units becoming unselectable
- Fixed AI value placed on Strongholds and Citadels (will now be built more often)
- Fixed spurious assert triggering when a nation is eliminated
- Fixed graphical display issue affecting Arid Hills
- Fixed inconsistency with the number of capture turns of cities
- Fixed eliminated tribes being eligible for forming an alliance
- Fixed improvement max player count not working for improvements with no improvement class
- Fixed exception when submenus scrolled off-screen
- Fixed bug where goal subject weight could result in an ineligible subject being chosen
- Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
- Fixed some rebel spawn issues
- Fixed event cache bug
- Fixed modified collection exception
- Fixed sort exception
- Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
- Fixed bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
- Text and event fixes
[ 2024-11-21 11:05:48 CET ] [ Original post ]
Old World
Mohawk Games
Developer
Hooded Horse
Publisher
Q2 2022
Release
GameBillet:
10.00 €
Game News Posts:
197
🎹🖱️Keyboard + Mouse
Very Positive
(3298 reviews)
Public Linux Depots:
- Old World Linux Content [9.14 G]
Old World is a historical strategy game where you lead your empire through multiple generations, building a grand legacy to last beyond your own years. This is an era of great leaders, from the revered to the feared. Which will you be?
Marry for politics, raise your heirs, and manage your relationship with the families of your kingdom. In the fast and furious world of kings and queens, family matters.
- Each of the 7 kingdoms has four noble families that provide various benefits when put in charge of your cities.
- Manage family ties through events, actions, and marriages to keep them happy and reap additional benefits. Upset them, or make them too powerful, and you risk their ire.
- Maintain a strong family unit, or distract yourself with more illicit adventures.
The world is full of great characters with distinct personalities, strengths, and weaknesses. Use them to forge your kingdom, defend your borders, and build ties with other leaders.
- Seek out and recruit famed warriors, philosophers, builders, and more. Have them tutor your children, lead your armies, and further your reign.
- Different personality archetypes allow your court members to perform different tasks in similar roles. Find the right combinations to take full advantage of governors, diplomats, spymasters, and even your spouse.
- Characters develop new personalities and traits over time, growing old, gaining experience, and finally falling ill and passing away, leaving room for the next generation.
Unsettled tribes, barbarian marauders, and remnants of previous cultures are all waiting in the vast unexplored wilderness.
- Discover artifacts and great heroes of the past at ruins scattered across the map.
- Experience over 3,000 unique events inspired by history and mythology.
- Contact with foreign dignitaries triggers event chains, stories, and courtroom drama.
- Pursue ambitions and legacies related to conquest, development, faith, and more.
- Historically inspired scenarios, weekly challenge games, and a choice between randomly generated and handcrafted maps to explore. Lead Carthage to victory as Hannibal in the Punic Wars, hold your own against Barbarian Hordes, or compete against other players in tackling fictional scenarios.
Why do things the way they've always been done? Old World brings a new take to key elements of the 4X strategy genre:
- Go beyond the traditional resources. Buildings are made of wood and stone, not "industry." Population doesn't grow off "food" alone.
- Orders are a resource shared across your realm. Instead of moving every unit once per turn, each unit can be moved multiple times until fatigued or Orders are depleted.
- Technological advancement is not predetermined. Randomization helps keep technology trees feeling fresh with each new playthrough.
- Quality of life improvements, such as the ability to undo mistaken commands and nested tooltips, ensure you're always making informed decisions.
- Play with friends in countless multiplayer modes — from hotseat, to asynchronous, to cloud play.
- Mods further open up infinite options for new worlds, empires, and dynasties — inspired by our real world, and by works of fiction as well.
MINIMAL SETUP
- OS: Ubuntu 18.04+
- Processor: Intel i5-6400 2.7ghz or similarMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 770 / AMD R9 290
- Storage: 10 GB available space
- OS: Ubuntu 20.04+
- Processor: Intel i5-8500 3ghz or similarMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GTX 1060 / AMD RX 5500-XT
- Storage: 14 GB available space
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