Old World: How does X work? Post your gameplay questions here!

Like Seaside?

I don’t ever build farms except on resources, so it’s not like I’m making use of that ‘fertile land’.

Yeah, the price in the market is more about what the AI’s buying and selling most of the time. At least the way I play.

+2 infinities

Old World has a very dynamic resource market. If food is worthless, blame the map and the players. :)

But to answer your question, I think what happens in a lot of games – and especially learning games – is food gets overproduced before you realize how best to manage the whole food/growth resource model. Civ this ain’t!

Remember that farms are important not just for food, but for growth. Granaries are great for that as well. A granary will make those early workers and settlers that much easier to make, and it will keep your city stocked with citizens when you need to convert them to specialists. Growth is super important!

-Tom

Yeah, but I’m playing on Seaside map and I’ve really never had any issues with food provided I improve all the resources!

Maybe I need to try less food heavy maps?

Egypt, IMO is the hardest civ to play play well, and after Rome arguable the most powerful. Food as you say isn’t all that valuable in most maps it is the cheapest.

The real benefit is the reduced resources you need if you if build improvements adjacent to each, early in the game having mines, and farms only cost 10 and even 5 wood really adds up in the early game where wood is dear, lots of iron for lumbermills, and quarries, and a modest amount for other structures. On the other hand you really have to plan out your cities, almost like SimCity zone quarries in this city, mines in that city, farms in this city, lumber in 4th. The boost in stone, gives you an opportunities to build the early wonders, and ability to cheaply build quarries gives you the ability to really build most wonders.

Militarily, I think they are above average the temple that gives a +1 level on ranged units (which your war chariots count for) is really good. Their UU is above average, the speed saving you orders, and also allow you to keep a smaller army since you can react quicker to threats.

My favorite builder empire.

As I’m sure you know, @strollen, one of the most important lessons you can learn in Old World, is that you don’t need stone for Wonders.

You just need to be able to afford stone.

That’s a fundamental truth that colors so much of the game – the malleability of resources! – but you kind of have to internalize on your own as you’re learning the systems. So, yes, stone has its role in the economy, and it relates uniquely to wonders, civics, quarries, mountains, arid terrain, rivers, hills, certain shrines, certain characters, and so forth. But because Old World has a dynamic market economy, you can do just fine producing, say, iron, and selling it to buy the stone for your Wonders. Of course, that raises the price of stone for the people who are producing it, but now you’ve tapped into a whole other element of Old World that sets it apart.

-Tom

This has probably been asked before, hell I probably asked it somewhere on the forum previously, but I’ll ask anyway. ;)

As I was playing a few hours today I took notice of scouts routinely moving about the map and it occurred to me to wonder, as I no doubt wondered a year ago when I last played this one, do the other nations have fog of war to the same extent as the human?

And more specifically to what I’m seeing wiht their scouts, do they know the whereabouts and current state of development and defenses of my empire only by the use of scouts? Or do they instead have omni vision and know already everything about my empire and the scouts are just moving about giving the pretense of scouting.

I wrote up an entirely-too-long set of tips and advice from playing many, many cloud games over the past few months: https://www.reddit.com/r/OldWorldGame/comments/uv2i20/old_world_tips_and_advice/

Holy damn that’s a lot of stuff.

Yep, a lot of stuff. That spreadsheet alone brings a tear to my min/max eye.

I vote a forum No Prize for @alcaras for excessive min/max munchkin grognard TBS geekery! Most excellent.

I can’t speak specifically to how the AI interacts with fog of war, but I do know it exists for the AI and can be exploited (e.g. using “invisibility” with scouts in forests, skirting their units’ vision radius). I also don’t think you’re just seeing superfluous movement with the AI scouts. Keep in mind that agents basically “hack into” a city’s line of sight, so moving scouts around to plants agents is part of the mid- to late-game use of scouts. Also, remember harvesting! Scouts can provide a nice chunk of income if you use them well (especially Persian scouts for the national +50% bonus to harvesting).

-Tom

My very first game, and my king went insane in year 6.

I don’t have a diplomat leader currently, nor one coming along any time soon . But I have been throwing luxuries at Greece to keep them on side since they’re nearby and have them on friendly terms.

So while I can’t unfortunately initiate diplomacy to form an alliance, was wondering does the AI under such circumstances ever take it upon itself to offer an alliance?

I’ve gotten quite a few cofederation offers in Greek Imperiums campaigns from AI nations and was wondering if a similar diplomatic offer of alliance might ever be made by AI nations in Old World?

Edit: Well, I know this much at least, the AI’s will form alliances with each other, just saw the Greeks who I wanted to form an alliance with just did so with another nation. Remains to be determined if they ever make such offers to the human player.

We do have events that can lead to alliances without a diplomat leader (in fact, they used to happen too often, so maybe we overcorrected…)

Thanks for the response! I finally got a diplomat heir and discovered it didn’t matter because apparently when two AI nations are in an alliance you don’t have the option of being in an alliance with either of them. Guess alliances are just a two nation affair.

Now I’ll give slandering Carthage a go and see if I can break up the alliance.

Clock is ticking, if I don’t break them up I’ve lost on points anyway.

Edit: Just discovered if you throw some coin at an alliance member you can get them to declare on their alliance partner. haha, problem solved. Made offer for alliance to Greece, threw still more coin at them to accept and I’ve finally got my Greek alliance.

So, if they win on victory points do I win with them?

Edit 2: So the answer to the above question is no, if you help your ally win you lose anyway. Don’t really agree with that outcome, but there it is nonetheless.

My new question.

Started a new campaign, basically with same settings as the previous one, only this time I’m Greece and I added 5 opponents on a medium map instead of 4.

Victory points last time were 63 and this time they’re 54.

What factors impact this number? i.e. why did it drop 9 from the last game I played with the only change adding one nation? Do more nations = lower victory point total?

It’s based on a formula taking into account the number of city sites on the map and the number of opponents. That victory point number yields an instant win so it’s capped based on the number of players. With a crowded map it can be as low as 40 and on an uncrowded map over 60. I don’t recall the highest I’ve seen - upper 60s? But I don’t play on the huge maps.

To clarify that number is not the total number of victory points available but rather the “victory point ceiling” - if someone hits it (including the AI) they win instantly. This is in addition to the double victory and the ambition victory options.

Excellent, thanks for the answer on this!!

I’m a bit confused about cognomens and their effect on legitimacy. Do I just get the legitimacy from the best one I have achieved? Or do I get it from each category? Or does a cognomen I get later replace the earlier one even if it’s worth less legitimacy?

Other question, in the 1st Carthage scenario (ox hide), how am I supposed to get 6 shrines? I think that requires polytheism, but the help doesn’t really make it clear.

Is there any way to stop a tribal outpost reforming apart from building a city on it or parking a unit on it?

Is there a good list somewhere of the major sources/sinks of each of the resources? The in game help and the wiki seem fairly vague.