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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 and a few extras to build Roads or assist where needed.

A promotion can be used to strengthen a unit.

Opinion

Every Character, Religion, Family, Foreign Leader, Nation and Tribe has an opinion on the leader of a Nation.

  • Character opinion affects the cost of their missions, combat effectiveness as Generals and discontent as Governors. If the character is the head of a Family, Religion, Nation or Tribe it will also affect the opinion of those entities. Influence Missions allow the chance to improve a Character's Opinion.
  • Family opinion affects the Strength of their units and the YIELD CIVICS.png Civics, YIELD TRAINING.png Training and YIELD MONEY.png Maintenance of their Cities. A negative opinion can also spawn rebel armies near their cities.
  • Religion opinion affects the Happiness of cities with that Religion.
  • Nation opinion affects the success chance of diplomatic missions and the odds that the Nation will declare war.
  • Nation opinion affects the success chance of diplomatic missions and the odds that the Tribe will declare war or send raiders. It also affects the cost of hiring them as Mercenaries or settling Cities on their Tribal Sites.

Opinion may have the following values:

Opinion Values
Friendly 200 and above
Pleased 100 to 199
Cautious 0 to 99
Content 0
Upset -99 to -1
Angry -199 to -100
Furious -200 and below

Character interactions

Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.

Action Cost Effects Requirements
MISSION INFLUENCE.png Influence YIELD MONEY.png 200 Money
YIELD ORDERS.png 2 Orders
  • 50% chance the character becomes influenced
  • 25% chance the character becomes influenced but lose 1 YIELD LEGITIMACY.png Legitimacy
  • 25% chance Influence Event
SPREAD RELIGION TRIBE.png Convert Religion YIELD CIVICS.png 75 Civics
YIELD ORDERS.png 2 Orders
  • 75% chance the character converts to the Nation's religion
  • 25% chance Convert Target to Religion Event
Character does not follow the Nation's religion
MISSION DIVORCE.png Divorce YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • 80% chance the character divorces
  • 20% chance Divorce Event
Married to the character

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