I’m usually happy to get the “make elder specialists” Ambition. By the time such an Ambition shows up, it’s typically taking me a couple years to make an apprentice, and maybe 4 or 5 years to make the elder. Not a big deal at all.
Also, I’ve won all my games with Ambitions. I have yet to win a Score victory. I think Ambitions are more fun. Sure, occasionally an Ambition is difficult or impossible, but usually they’re feasible for me, even on higher difficulties. In the Magnificent game of the week, I had a shot at winning on Ambitions; I completed 6 but was on the verge of #7s and 8 when I lost.
All that said, one truly impossible Ambition would indeed halt progress until my leader kicks the bucket. In such a case, should I consider abdicating?
So I guess the test branch is still broken? Just captured a Roman city and the box that opens up to assign which family gets it, while certainly larger than I recall it being when it worked, doesn’t now actually give you a choice on which family. It’s like the box where the three choices would be is cut off so you can’t see it.
This btw does appear to be game breaking as you can’t end the turn.
Ok, cool. I saved where I ran into it, so I’ll load back up and hit 5 and carry on. Just curious, and I’m sure I’ll find out when I do it, is it random then which family gets assigned of the three?
How do forts work and how have you used them? The in-game help just says Heal 1 and “Prevents barbarian respawning”. I only recently realized that a worker can build a fort anywhere (except, I assume, inside someone else’s borders).
I’ve not built any yet, I’ll be interested in hearing what you make of them if you do. My typical solution for barbarians is taking them out and building a city where they used to be because I’ve usually got expansion on the brain and they’re the handiest way to get to city sites.
I don’t know how Forts work either. I built a couple forts in my Magnificent game, in which I was worried about barbarians for much longer than usual. I put them on borders facing barbarian areas, but I’m not sure whether they had any effect on respawns. The forts weren’t attacked, so I didn’t get to see them in action, but then again maybe that means they did their job?
I’ve never used them but they would come in handy assaulting enemy cities I guess. But protracted skirmishing doesn’t work unless you have catapults to outrange.
I’m currently trying at war with Persia. I couldn’t damage them enough while they attacked Rome and Rome is now dead, leaving just me. Gulp. They haven’t attacked me but I know they have 10-20 units to my 5.
I fired up my current campaign I’ve got going and don’t see a new victory condition, could be I’m just being slow as it was just a quick glance because I was curious.
Do I need to start a new campaign in order to see it?
Design A Double Victory condition has been added This triggers when you have double the VP of your nearest competitor and at least half the target number of VP
The Steel tech and Battleline tech have swapped places on the Tech Tree
Axeman and Maceman abilities have swapped (Axeman now have the arc attack, and Maceman now have the anti-infantry ability)
The strength values for these units have been adjusted
Axeman now also have a bonus against Polearm units
Some techs have been renamed
The Strategy tech has been renamed to Windlass
The Windlass tech has been renamed to Cogwheel
Orthodoxy now allows Disciples to purge Non-State Religions
State Religion cities now yield +4 Civics (Down from +5)
Greek’s Unique Units (Hoplite and Phalangite) now have the Polearm unit trait
Certain traits can now affect family opinions
The Famous trait now gives -25% Specialist Costs
A new unit promotion has been added
Heckler: +20% vs a unit with a General
Maintenance modifiers for most effects have been reduced
Connected, Stronghold, Citadel and Palace 20% → 10%
Citadel Growth reduced 20% → 10%
Shrines now give the Healer promotion (+1HP/Year) instead of Herbalist
AI archetypes now affect likeliness to declare war
Earlier specialists (Acolyte, Monk, Priest, Officer, Poet) cost less Civics to build
Trader family workers can build multiple roads per Year
Barbarian Strength (a setting that can be adjusted during game setup) will now influence how likely it is that tribes will declare war on you
Most money event rewards have been rebalanced
Changing a city governor now costs 5 orders
Roads no longer require a connection to a trade network
Suggested tile improvement options no longer include multiples of the same improvement class
The Family Gifts mission that Chancellors can do will now show the player an event informing them of the outcome of that mission
Personally, I am intrigued at the idea that traits can now affect family opinions. Seems like that is a good direction to be going.
They have definitely ramped up the power of the barbs, at least when playing on a difficulty level where they are rated as strong. And quite realistically, it is the number being generated, not the power of any individual unit. Definitely like the direction this is going.
I also like the direction this is heading. I’m looking forward to trying out the new patch later today. @FinnegansFather has already posted the most important patch notes; here’s a link to the complete list, which also includes new events, art, UI tweaks, and bug fixes. https://oldworldwiki.org/wiki/0.1.38739 Details embedded below:
The single player setup screen has received some updates
There is now a ‘Premade Map’ option available, with a new map included called ‘The Old World’
Players can now set AI aggression during game setup
AI aggression determines how aggressive the opponents will be towards you
Players can now use Shift + Tab to reverse cycle through units and decisions
Mercenary units (and other free units received from events) are no longer associated with any families
Event decisions that reward a random trait will now produce an additional pop up to inform the player of what trait was received
The Choose Research pop up will now update or close after things are selected via the Tech Tree screen
The tech tree spacing will now adjust based on aspect ratio
There is a known issue with this feature where the Tech Tree spacing will not update after your resolution is changed. To fix this, save the game, then quit and relaunch. Upon reloading the tech tree spacing should be updated to match your new resolution settings.
Luxury action buttons have had their text updates to give the options available more clarity
The City Build queue has received some minor updates
The close button present on units/projects present in the build queue has been updated
There is now an arrow button between each queued item, allowing players to move things that are later in the queue to the beginning of the queue
Updated help text regarding specialist cost reductions
The window size of the file browser has been increased
Graphics options present in the settings menu have been updated with tooltip text
Graphics preset option has been moved to the top of the menu, as it determines all other settings
Some UI elements have received minor updates to reduce clipping issues
Date and time are now listed with save information in the file browser
The Map Editor has received a few minor updates
Support for Custom User Translation mods has been added
Players will need to create a ‘Translations’ folder in their Documents\My Games\OldWorld directory - Custom User Translation mods will go into this folder
Probably a side-effect of continuing a game in yesterday’s patch: all the commodity prices in my game dropped to between 2 and 5. I foresee a sudden jump in wonder construction as all the nations scoop up stone at 2gp.