Hints: Difference between revisions
From Old World Official Wiki
No edit summary |
No edit summary |
||
Line 13: | Line 13: | ||
* Building an improvement on a Hill will increase the time it takes to finish by one turn. | * Building an improvement on a Hill will increase the time it takes to finish by one turn. | ||
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes. | * Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes. | ||
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply | * If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements. | ||
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain. | |||
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest. | |||
* Being at War |
Revision as of 17:16, 13 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. Below is a list of helpful hints:
- Units on terrain with Trees get a defensive bonus against Ranged Attacks.
- Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.
- Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.
- Land Units can more quickly across water that your Cities and Anchored Boats control.
- Hold [B] to see your Trade Network and Connections to the Capital.
- Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.
- You can only use 3 of your Nation's 4 families each game. Experiment to find out which combinations work best!
- Unused Civics and Training in your Cities are added to your Nation's stockpile.
- If you don't want to use all of your Orders, you can end your turn premarurely.
- Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren't completely removed.
- If you don't have enough resources to start a Unit or Improvement you can buy what you're missing (assuming you have enough Money).
- Building an improvement on a Hill will increase the time it takes to finish by one turn.
- Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.
- If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.
- Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.
- Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.
- Being at War