

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.
Main Branch 1.0.80396 release 2025-10-29
Headline changes
Leader archetype balancing for Heroes, Builders, Zealots and Diplomats
[/*]Added Road Improvement Ping (Map pin)
[/*]Rebel chance icon added to Cities Screen and City tooltip
[/*]MP setup and observer mode improvements
[/*]
Design
Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive
[/*]Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)
[/*]Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit
[/*]AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer
[/*]Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated
[/*]Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus
[/*]Harbors give 100% bonus to adjacent nets, up from 60%
[/*]AI now aims to have have a minimum of about a tenth of its units be its Unique Unit
[/*]Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events
[/*]Specialist builds are allowed to continue after their improvement has been pillaged
[/*]Map options limiting the number of city sites now concentrate sites around player starts
[/*]Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents
[/*]Added repair cost to Town and Village improvements
[/*]Free-for-all player starts no longer try to separate human players
[/*]Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire
[/*]When a preset character joins a preferred family their children now join the same family
[/*]Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast
[/*]Tribe units can now heal after moving
[/*]In No Events / No Characters, truce offers cost nothing if you\'re winning the war
[/*]Unit position swaps clears temporarily hidden state of the swap initiating unit
[/*]Characters with an active mission on them (like marriage) cannot be auto-married in the meantime
[/*]Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones
[/*]Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1
[/*]
Programming
Fixed several memory leaks (more improvements here coming next update)
[/*]Memory allocation optimization
[/*]Minor MP performance optimization
[/*]Improved AI for Zealot leader enlisting
[/*]AI no longer attacks civilians if doing so puts their units in danger of being killed
[/*]Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly
[/*]Updated AWS SDK to 3.7
[/*]Modio version upgrade
[/*]Unity package updates
[/*]Added option for CRC tracing when loading mods
[/*]
UI
Added Road improvement ping
[/*]Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip
[/*]Population in the city list screen is now a link to city specialists
[/*]Worker build action button yields no longer subtract unimproved tile yields
[/*]Map Overlay Customizer now has seperate options for Urban and Rural Improvements
[/*]Renamed the City Number options and City Site Density to City Site Spacing
[/*]Default player name in MP and network server name are now taken from the online platform nickname
[/*]MP Setup screen newly added players duplicate the parameters of the previous player
[/*]Cloud game hosts can now rename the game using the host control popup
[/*]In sequential turn network games, observer view automatically switches to the next player when the observed player\'s turn ends. This is disabled after manually switching to a different player
[/*]Observers now use their set language rather than the language of the observed player
[/*]Chat hotkey no longer works for non-host observers
[/*]Show Foreign Family Colors option now also applies to city widget crests
[/*]Clicking a General portrait on a selected unit now selects the character
[/*]Law tooltips now show family opinion changes instead of family class opinion
[/*]New Place Bonus decisions get sorted to the front of the event queue
[/*]Improvement pings no longer removed after a terrain change if the improvement is still valid or after a resource is added if the improvement matches the resource
[/*]Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance
[/*]Added character archetype crest to mission targets
[/*]When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played
[/*]Right-clicks on UI widgets now work with a tooltip locked
[/*]Moved some help text to the advanced help text option
[/*]Temporarily hidden units show a timer
[/*]Temporary hidden status is ignored for damage preview if unit has to move for previewed attack
[/*]Last choices for customized leaders are remembered
[/*]Succession list helptext (tooltip for the Inheritance button) shows archetype icons
[/*]Removed Follower list when selecting families
[/*]Remove the separate popups for dead/retiring governor, agent and general
[/*]Improved goal instructions in Learn to Play scenarios
[/*]City religious improvement tooltip now includes unfinished and pillaged improvements
[/*]Added tribe elimination notification
[/*]
Bugs Fixed
Fixed AI development claiming more than the nation\'s share of city sites when using limited City Site Number options
[/*]Fixed agent tab not properly updating after assigning agent character
[/*]Fixed setup screen bug with number of players
[/*]Fixed modified trade values not being calculated in trade bonus helptext
[/*]Fixed city culture tooltip flicker
[/*]Fixed overlay customizer not updating toggles when re-opening after making unsaved changes
[/*]Fixed locked overlay highlight switching off of Custom when toggling customizer
[/*]Fixed improvement filter issues, include unfinished improvements
[/*]Fixed pillaging, burn and launch offensive not clearing hidden status
[/*]Fixed some issues with temporarily hidden units
[/*]Fixed retry cloud upload directing to succession UI
[/*]Fixed map selection with character assignment UI active
[/*]Fixed double state religion reference in happiness help text
[/*]Fixed AI leaving Wonders unfinished if interrupted
[/*]Fixed not being able to change language when it\'s not your turn
[/*]Fixed popup and decision processing when not the active player\'s turn
[/*]Fixed foreign characters showing on 1st turn of Hotseat game
[/*]Fixed custom nickname bugs
[/*]Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city
[/*]Fixed game reload inconsistent state
[/*]Fixed pathfinder not being reset when a new tile is revealed
[/*]Fixed implicit conversion with maiMinStats/maiMaxStats
[/*]Fixed Recruit button not appearing with no orders
[/*]Fixed assassinating heir mission not giving achievement when heir exploring
[/*]Fixed AI not building most projects
[/*]Fixed map scripts sometimes generating marsh on hills
[/*]Fixed Regicide achievement not always triggering
[/*]Fixed characters incorrectly showing under Court filter
[/*]Fixed tile widgets not always updating after place bonus decision resolved
[/*]Fixed not being able to retire when there are no opponents in SP
[/*]Fixed possible null reference when a city is razed
[/*]Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier
[/*]Fixed tribal unit movement bug
[/*]Fixed extra divider in improvement tooltip for improvements with no yields
[/*]Fixed event trigger text not always showing correctly
[/*]Fixed camera hotkeys not working in map editor
[/*]Fixed MP setup when playing scenarios where player order doesn\'t match scenario save
[/*]Fixed new tribe leaders not following their tribe\'s religion in Wrath of Gods scenario
[/*]Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario
[/*]Text and event fixes
[/*]
Join the Old World Community
[hr][/hr]Thats it for now! You can follow along and join the discussion here:
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Minimum 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
Recommended Setup
- OS: Ubuntu 20.04+
- Processor: Intel i5-8500 3ghz or similarMemory: 16 GB RAM
- Graphics: NVIDIA GTX 1060 / AMD RX 5500-XT
- Storage: 14 GB available space
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