Old World (pka Ten Crowns) from Soren Johnson

Read the manual if you haven’t (from the game’s main menu: Extras → Manual)

It’s really good and is what made the game “click” for me.

There are some great tutorial videos by the author of the manual, linked at the end of the manual, or for convenience, here: https://www.reddit.com/r/OldWorldGame/comments/u8nkru/velociryxs_new_video_tutorials_for_old_world/

The discord also has some great resources and a bunch of friendly people very happy to answer #gameplay-questions live – here’s the link Old World

Lastly, re: all the little icons, I made a cheat sheet for that as I remembered back when I was a noob, I was confused by the very same thing:

Oooh, thank you very much, alcaras!

Here’s another tip:

I you look at the middle 3 icons in the middle row, Growth, Training and Civics, those are also displayed on your main screen showing your totals of those resources and the turn income. BUT, in addition to that, they are also displayed in your city screen where they show the “throughput” of that resource in that city, and that actually controls how fast you build stuff. So if you want to build stuff that takes Growth (Settlers, Workers, Disciples) in a city you want more Growth in that city. Likewise for Training to build military units and Civics to build specialists and urban projects. This is over and above the general use of Civics and Training as “mana” for various strategic abilities (like picking laws or promoting troops.)

The one thing I think that can help get a handle on the economy of the game quick is to under those 3 throughputs. Everything else is basically a stockpile of resources or mana that can be spent as needed. But those three things are bottlenecks, on a city by city basis. The purple Science beaker is also a bottleneck, on a per turn civ-wide basis as it controls research speed. Unlike some other games you usually don’t have easy ways to convert those 4 resources so figuring out how to manage them is fairly key.

The stuff in the left column is fungible through the market (taking a discount/surcharge but still pretty fungible) but the stuff in the middle is more limited.

Super helpful, thanks, Sharpe!

Also, @tomchick, for the record, the invitation is open to come to Colorado and chatter excitedly at me about Old World. I have an empty chair here next to me which is now yours, like the seat left empty for Elijah.

Oh these are great, thank you. I recall having similar issues to Nightgaunt with the icons.

I dabbled with Old World when it launched on Epic and have been meaning to return to it, which I’m hoping to do soon—maybe in time for the Steam release.

Hurrah! Victory is mine on the next level up than last time.

The game ended in a huge war - Egypt were well ahead of my Carthaginian empire (though, in hindsight, I might have been able to race to the ambition victory I eventually hit through science). It only took bribing Babylonia and Persia (the only other two surviving empires) with enormous piles of gold to declare war on Egypt, and I was able to stall them out long enough to claim my victory.

Things I learned:

  • One worker per city is not enough once you start unlocking urban improvements
  • Religions are great, and it’s probably fine just to adopt the first one you come across if you don’t have clerics
  • A leader with 12 wisdom generates absurd science
  • Diplomacy can do pretty much anything

I think you basically just have to play a lot of games, and get familiar with all the different things. But it’s mostly realising the interplay between the ‘special’ resources (orders, science, etc.) and the ‘raw materials’ resources (food, wood…) and how they drive each other to greater heights. Science unlocks new and better ways, but it’s all about that cycle of building with raw materials to help generate special resources, which helps generate raw materials more efficiently, or more efficiently convert raw resources into special ones.

Example: quarries produce stone. You can use stone to produce a forum, generating civics. You can use civics (and food) to improve your quarries with specialists (producing more stone, and civics, and science). Science unlocks the ability to build urban improvements on the map that generate civics, and you can use those civics to populate more specialists in a virtuous circle.

There are lots of these little swirling circles of resources, and the strength of the game is in how many and how interconnected they are, and how dynamic the value each of the resources is throughout the game.

Thanks for your quarks(‘questions’ was my swiped intention), Nightgaunt.

I’m counting down the days until the GOG release…

I loved Civilization IV and Offworld Trading Company, so I’m excited for tomorrow’s Steam release of Old World (launching at 3AM EST).

The game directory includes the full source code! It’s C#, XML, and uses the Unity engine. I’m curious how the undo button was implemented, so it’s awesome that I can just dive in and find out.

My link collection:

Oh, cool! The Epic version doesn’t, from what I can see.

According to Discord it’s in OldWorld/Reference/Source

No such Reference folder in the Epic version.

Live now on Steam for me, 10% launch discount with “Free Heroes of the Aegean DLC Upgrade”

Weird. My Epic install has that directory and it’s filled with C# files.

Wow ok, that is odd. Are you running a latest beta or something?

Good thing I didn’t buy that one!

Kidding aside, the modders have had it for years, so IDK how you’re missing it.

Looking at my Steam download in progress, I do see the source files there.

Nope, have never used the testing branch.

Ok, I just got an update, maybe co-inciding with the Steam release? The Reference files are now there. :P

Same here, those files showed up with today’s update.

We had to hide the files for a few weeks because of the Hittites, but it should be back today.