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The Terrain units more order will have an impact on how far they can move each turn. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.
The Terrain units more order will have an impact on how far they can move each turn. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.


As a rule of thumb, it is best to have at least one Worker per city, a few extras to build Roads or assist where needed and at least one to cut down trees each turn until a Lumbermill is built.
As a rule of thumb, it is best to have at least one Worker per City, a few extras to build Roads or assist where needed and at least one to cut down trees each turn until a Lumbermill is built.
 
Scouts can hide in trees in friendly or enemy territory, preventing the enemy from seeing them.


After a War ends the two Nations cannot be at war again for 5 turns.
After a War ends the two Nations cannot be at war again for 5 turns.

Revision as of 16:44, 11 March 2023

In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.

The Terrain units more order will have an impact on how far they can move each turn. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.

As a rule of thumb, it is best to have at least one Worker per City, a few extras to build Roads or assist where needed and at least one to cut down trees each turn until a Lumbermill is built.

Scouts can hide in trees in friendly or enemy territory, preventing the enemy from seeing them.

After a War ends the two Nations cannot be at war again for 5 turns.

Religion

Each Nation will follow a unique Pagan Religion at first. When certain requirements are met the Nation can found a different Religion which can use Disciplines.

Each character will follow its own Religion. When enough characters in a Family convert to the Nation's religion the Nation will receive additional benefits.

Religion Founding requirements
RELIGION CHRISTIANITY.png Christianity Metaphysics
12 Citizens
1 Owned Jewish City
2 Global Jewish Cities
RELIGION JUDAISM.png Judaism Labor Force
2 Ranchers
RELIGION MANICHAEISM.png Manichaeism Monasticism
2 Global Christian Cities
2 Global Zoroastrian Cities
RELIGION ZOROASTRIANISM.png Zoroastrianism 2 Acolytes

Trees

Trees can be cut by a Worker to produce YIELD WOOD.png Wood. Trees cut down will regrow in a few turns. But if a tile is cleared completely of trees they will not grow again.