OK, here are some thoughts after a bunch of partial games and trying out various things on The Just difficulty and the one difficulty above that. I’m going to try a higher difficulty next time as I don’t feel in hindsight that the The Just provides a good sense of the game.
So I guess my first thought is The Just is fine for your first game to just see the basics but I now recommend bumping up difficulty one step for your next few games. Specifically, both the AI Tribes and AI Nations play differently enough, and they are a big enough part of the game, that it’s best to play on levels above The Just (which degrades the aggressiveness of the AI to pathetic levels.)
A few thoughts on general game design / 4X issues: Old World is a 4X that aims for a deeper more focused experience than a Civ game, with an emphasis on complex interactions of gameplay systems. As such, my overall impression is strongly favorable but the big disadvantage is a “learning cliff” compared to other similar games, made more pronounced by the fact that the in-game tutorials are like an order of magnitude short of what would really help. (This is not a huge complaint; actually implementing tutorials deep enough to convey the guts of this massive beast of game design would be a HUGE task, plus probably only crazymen like me would actually use the super-tutorials.) The now-availability of the 100 page manual is a nice thing and I want to compliment Mohawk on getting that out there at least.
In terms of more meta thoughts, I feel there are comparisons of Old World to my other big gaming focus these days: heavy board games. Specifically, I feel there are elements of both Vitale Lacerda-style game design and Uwe Rosenberg-style game design in Old World (Soren, if you don’t know, that’s a pretty major compliment coming from me. I don’t hand that shit out lightly.)
The Lacerda-esque elements are the intricate interlacing of many different game systems, much of which is both non-obvious at first glance but actually hangs together when the parts are conceptually coalesced into a whole, which takes massive effort. Just like a good Lacerda design, Old World punishes the brain brutally at first but as insight slowly dawns, the player begins to feel awe. Everything in Old World has a way to do it, and a cost, but the ways to do thing may require MANY steps of preparation (getting the right courtiers or family members, earning the right traits or stats on them, researching the techs or building the stuff needed, then putting the characters where you need them, etc.) AND on top of that, getting the resources to actually pay the costs can be either simple (raw materials) or very very complicated (luxuries). Tom’s article about the intricacies of Hurrying Production is a good example.
At the same time, there is a certain Rosenberg-ish quality to Old World in that there is a fair amount of randomness and limited windows of opportunity. You may need to kludge together 17 steps of Lacerda/Rube Goldberg stuff to be able to the do the thing you want, and then you might only have a few opportunities to actually do the thing. However, if you did it just right AND the RNG smiled upon you, then you can reap all kinds of crazy bonuses. The randomness is not IMO the FU kind of randomness but rather the kind of “opportunity MAY happen” randomness of a good Uwe Rosenberg design. For example the tech cards and the opportunities that they lead into reminded of the way cards work in Rosenberg games like Agricola or Feast for Odin.
In terms of actual gameplay thoughts, well I’m still working on the learning cliff. There’s a LOT of great stuff there, but thus far I’ve quit every game I’ve started (often several dozen turns in) b/c I always reach a point of either brain-overheating and/or “Oh, I just learned X, now I want it to apply it” or "I just tried Y option (like the Disjunction map as an example) now i want to try Z option (eg. Inland Sea Map). This is not a totally unexpected start to a deep game for me, but this game has brought out the most sustained iteration of that behavior in me, even more so than AoW Planetfall (which was the prior record holder.) So I’m liking it, but thus far it’s more of an “experience” than a “game” to me. However, I’m strongly positive on it overall and will definitely finish some games eventually.
TLDR: my overall view is in accord with Tom and the general sense of the board: it’s a good, deep 4X, that breaks new ground, but also has a brutal learning curve and is likely to appeal to the more hardcore 4X fans. Special comment on the music: the music is truly, deeply outstanding and whoever was in charge of that should feel proud.
Those are my general thoughts, with an effort to approach the game as a general 4X/strategy player - later on, I’ll provide some more individualized thoughts based on my own unique quirks as a gamer.