Hints

From Old World Official Wiki
Revision as of 19:55, 13 March 2023 by Kami-sama (talk | contribs)

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.
  • Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.
  • 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 against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.
  • Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.
  • Expect demand for Food to rise as your Cities grow and mature.
  • Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.
  • Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.
  • Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.
  • Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.
  • Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.
  • The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.
  • A City may build ships if it controls water tiles labeled as Coast.
  • Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.
  • Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.
  • The rate at which military Units are produced by a City is tied directly to its Training output.
  • The rate at which Projects are completed at a City depends on its Civics output.
  • Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.
  • Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.
  • Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.
  • To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.
  • Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.
  • Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit's tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.
  • Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.
  • Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.
  • Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.
  • Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.
  • Consider dealing with Events early in your turn. Some Event options require you to spend Orders.
  • A Tribal Alliance allows you to found Cities peacefully next to your Ally's Settlements.