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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.
Old World
Mohawk GamesDeveloper
Hooded HorsePublisher
Q2 2022Release
🎹🖱️ Keyboard + Mouse
Very Positive (3244 reviews)
Public Linux Depots:
  • Old World Linux Content [9.14 G]
Old World November 5th Updated Test Build

Test Branch 1.0.80559 Test 2025-11-05

Design

  • Civilian units defend cities instead of getting pushed out

    [/*]
  • Units with Leader Generals are immune to stun, panic, enlistment

    [/*]
  • Can no longer hire Barbarian units (affects Carthage and Orator leaders)

    [/*]
  • Added tribal unit upgrade cost of money equal to its upgrade cost in training

    [/*]
  • Increased Prosperous trait money from 5/10 per culture level to 8/16

    [/*]
  • Halved Intelligent trait science output

    [/*]
  • Assassination attempts that fail have a chance to avoid negative consequences

    [/*]
  • Enlisting a unit replaces any existing cooldown by the enlisted cooldown

    [/*]
  • Capturing city timer no longer counts back up when city is left vacant

    [/*]
  • Cities in the capturing state no longer go to Anarchy if no capturing progress has been made

    [/*]
  • Units can pass through capturable cities without capturing them as long as they don\'t stop inside

    [/*]
  • Ocean depth tiles are safe from Tsunami\'s (Wrath of Gods)

    [/*]

Programming

  • Memory management cleanup, fixed more memory leaks

    [/*]
  • AI builds more strongholds, citadels and unique units

    [/*]
  • AI now uses units with disarm effect early, so that later attacks can take advantage of it

    [/*]
  • Tribe placement improvements on map generation

    [/*]
  • Automated workers now take into account road pings

    [/*]
  • ModManager improvements

    [/*]

UI

  • Added \"Polearm\" instead of \"Rout\" to combat preview, to make it clear when polearm units prevent a rout

    [/*]
  • Holding Ctrl with a worker selected adds the improvement on the worker\'s tile (if any) to the unit action buttons

    [/*]
  • Cloud games are now sorted by whether or not it\'s your turn first, time since last upload second, and alphabetically third

    [/*]
  • Added selection to dropdown list for customizable leader portrait, name, age, gender, and trait, so that these can be reset to random after being selected

    [/*]
  • Capitalized some game terms (Unit, City, Nation, Character, Tile, etc)

    [/*]
  • Tweaked adjacent terrain target help text

    [/*]
  • Improvement name is shown for bonus placements of improvements that produce no yields

    [/*]
  • Planned specific improvements/roads for players on your team now listed on the tile tooltip (but still not as tile widgets)

    [/*]
  • Camera no longer pans to failed unit movement if instant unit movement is turned on, or in Network games

    [/*]
  • City screen button tooltip now differentiates between increasing and decreasing happiness

    [/*]
  • Effect of free specialists now shown in improvement yield previews

    [/*]
  • Unit modifiers to improvement yields only shown if unit on the tile

    [/*]
  • Forced March button tooltip clarification

    [/*]
  • Blocked abandoning ambitions in Learn to Play scenarios

    [/*]
  • Changed High Vision icon effect color for Scouts

    [/*]
  • Changed capture progress bar appearance on city widget when paused

    [/*]

Bugs Fixed

  • Fixed attack preview not always updating

    [/*]
  • Fixed error logged on shutdown

    [/*]
  • Fixed unit repair recommendations

    [/*]
  • Fixed Resources sometimes being listed multiple times in Encyclopedia

    [/*]
  • Fixed never-buildable improvements appearing in map pin UI

    [/*]
  • Fixed null reference in overlay customizer map pins

    [/*]
  • Fixed mod manager UI when session is not already valid

    [/*]
  • Fixed Atalia wikipedia link

    [/*]
  • Fixed formatting of Zealot enlist tooltip

    [/*]
  • Fixed \'Consumes X Orders\' line showing when order cost is already shown

    [/*]
  • Fixed enlisting a unit that had been capturing one of your cities not capturing it back for you

    [/*]
  • Fixed effectCity help sometimes not appearing

    [/*]
  • Fixed observer visibility update

    [/*]
  • Fixed observer not being able to cycle decisions

    [/*]
  • Fixed camera sometimes not panning to a unit that could not complete its movement

    [/*]
  • Fixed movement preview when moving into a capturable city

    [/*]
  • Fixed Tribe Elimination event and stat if eliminating a tribe through hiring a unit

    [/*]
  • Fixed null reference caused by blank note pings

    [/*]
  • Fixed yield panel not updating with changes to player trade network connections

    [/*]
  • Fixed timeline borders for final turn when game is over

    [/*]
  • Fixed Envoy trait tooltip

    [/*]
  • Fixed player luxuries not being correctly updated when a resource was removed from a tile with a specialist

    [/*]
  • Fixed city unit production buttons missing unit traits

    [/*]
  • Fixed caravans causing game crash in Pharaohs of the Nile scenario 2

    [/*]
  • Fixed unit action cost labels sometimes getting applied to mission buttons (affects mods)

    [/*]

[ 2025-11-05 21:35:36 CET ] [Original Post]

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
  • Memory: 16 GB RAM
  • 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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