

Old World is a historical strategy game where you lead your empire through multiple generations, building a grand legacy to last beyond your own years. This is an era of great leaders, from the revered to the feared. Which will you be?

Marry for politics, raise your heirs, and manage your relationship with the families of your kingdom. In the fast and furious world of kings and queens, family matters.
- Each of the 7 kingdoms has four noble families that provide various benefits when put in charge of your cities.
- Manage family ties through events, actions, and marriages to keep them happy and reap additional benefits. Upset them, or make them too powerful, and you risk their ire.
- Maintain a strong family unit, or distract yourself with more illicit adventures.


The world is full of great characters with distinct personalities, strengths, and weaknesses. Use them to forge your kingdom, defend your borders, and build ties with other leaders.
- Seek out and recruit famed warriors, philosophers, builders, and more. Have them tutor your children, lead your armies, and further your reign.
- Different personality archetypes allow your court members to perform different tasks in similar roles. Find the right combinations to take full advantage of governors, diplomats, spymasters, and even your spouse.
- Characters develop new personalities and traits over time, growing old, gaining experience, and finally falling ill and passing away, leaving room for the next generation.


Unsettled tribes, barbarian marauders, and remnants of previous cultures are all waiting in the vast unexplored wilderness.
- Discover artifacts and great heroes of the past at ruins scattered across the map.
- Experience over 3,000 unique events inspired by history and mythology.
- Contact with foreign dignitaries triggers event chains, stories, and courtroom drama.
- Pursue ambitions and legacies related to conquest, development, faith, and more.
- Historically inspired scenarios, weekly challenge games, and a choice between randomly generated and handcrafted maps to explore. Lead Carthage to victory as Hannibal in the Punic Wars, hold your own against Barbarian Hordes, or compete against other players in tackling fictional scenarios.


Why do things the way they've always been done? Old World brings a new take to key elements of the 4X strategy genre:
- Go beyond the traditional resources. Buildings are made of wood and stone, not "industry." Population doesn't grow off "food" alone.
- Orders are a resource shared across your realm. Instead of moving every unit once per turn, each unit can be moved multiple times until fatigued or Orders are depleted.
- Technological advancement is not predetermined. Randomization helps keep technology trees feeling fresh with each new playthrough.
- Quality of life improvements, such as the ability to undo mistaken commands and nested tooltips, ensure you're always making informed decisions.
- Play with friends in countless multiplayer modes — from hotseat, to asynchronous, to cloud play.
- Mods further open up infinite options for new worlds, empires, and dynasties — inspired by our real world, and by works of fiction as well.
Main Branch 1.0.81366 release 2026-01-07
Headline changes
New Point Symmetry mirror option for MP games
[/*]Healing Shrines now give Healer effect to all units
[/*]New Ballista unit icon added
[/*]
Design
Added Point Symmetry option to MP setup when Mirror Map option is selected. This enables radial mirroring around the map\'s midpoint, producing a layout symmetric in all directions from the center. Players will start in opposite corners of the map
[/*]Healing Shrines now give Healer effect to all units including non-promotable ones
[/*]Heliopolis gives 0.5 orders per shrine instead of 1
[/*]Mourning trait no longer has a chance to make characters ill
[/*]If the player doesn\'t have enough yields to sell to cover debts, then a queued build with no progress is cleared to get enough yields to sell, if possible
[/*]Added event for when AI forfeits a city site due to player having attacked the camp more
[/*]Many event tweaks including a buff for the Shrine of the Unknown God
[/*]
Programming
AI avoids building Wonders in border cities, and especially in cities that are in danger of being captured
[/*]AI uses disciples to build religious improvements before further spreading the religion, if possible
[/*]Pathfinder prefers to keep units hidden, have them occupy good defensive terrain, and avoid marsh, all else being equal
[/*]Added support for local storage for persistent scenario data
[/*]
UI
New Ballista unit icon added
[/*]All Improvements filter shows all non-wonder improvements that can ever be built
[/*]Removed crit chance from attack preview window when not applicable (i.e. attacking cities)
[/*]Clicking cities listed for a selected luxury pans to city center
[/*]Dead character portraits faded in Characters tab
[/*]Trashed bonus cards faded in tech tree
[/*]Non-improvement yield lost when building an improvement on a resource now shown on tooltip (with Advanced Help Text active)
[/*]Leader General control immunity bonus no longer shown in archetype helptext, merged with extra movement unit effect
[/*]Leading and trailing whitespace characters are now removed from manually entered player online IDs
[/*]Help text for multiple traits from a bonus now properly takes fallbacks into account
[/*]Renamed terrain target of Volcanoes or Mountains (Jerwan requirement) from \"Mountains\" to \"Peaks\"
[/*]Actions panel now hidden when it would otherwise be empty
[/*]DLC name shown in parentheses in dropdowns for map scripts
[/*]Included map scripts shown on DLC Mechanics page in Encyclopedia
[/*]Hid some redundant-looking missions in Encyclopedia
[/*]Mod Browser UI is refreshed once workshop mod list is retrieved
[/*]Traits that give yields now always show totals with Advanced Help Text enabled
[/*]Orders history graph no longer subtracts unit consumption
[/*]Schemer\'s Adopt mission now shows a reminder when available
[/*]Yield totals in the stats screen graphs now include all sources, not just income
[/*]Alt-1 to Alt-9 switch players when observing a network game
[/*]Improved eligible unit trait help text
[/*]Made tech unlocks helptext more specific and consistent
[/*]Removed outdated references to save importing in Carthage scenario descriptions
[/*]
Bugs Fixed
Fixed events not firing for killed units
[/*]Fixed combat notification log categories
[/*]Fixed children gaining archetypes randomly
[/*]Fixed improvements from bonuses not being auto-placed on their intended tiles
[/*]Fixed religion founding city randomisation
[/*]Fixed Hamlet development turns tooltip being wrong before the hamlet has been completed and the Lighthouse is active
[/*]Fixed Mirror Map being selected on map scripts that do not support that option
[/*]Fixed entering observer mode and following a different nation after surrendering from a network game
[/*]Fixed client Hall of Fame not being updated after completing a network game
[/*]Fixed governor availability text not updating consistently
[/*]Fixed options menu tooltips getting hidden behind dropdowns
[/*]Fixed map generation bug that could result in a river delta on land
[/*]Fixed trade network save/load bug
[/*]Fixed a threading issue
[/*]Fixed improvements with city effects that modify a city\'s overall yield not showing up on calculations before building improvement (i.e Patrons culture bonus)
[/*]Fixed character tooltip position
[/*]Fixed some random seed quirks causing courtiers appearing on the same turn to be identical
[/*]Fixed luxury availability not updating immediately on canceling a trade deal
[/*]Fixed AI making urban over resources
[/*]Fixed invalid trait warning text color being reversed
[/*]Fixed tile tooltip null reference
[/*]Fixed resources getting added outside of map boundary
[/*]Fixed being able to target non-visible tiles
[/*]Fixed Tough promotion being double-counted on defense
[/*]Fixed tribe units sometimes not healing
[/*]Fixed AI sometimes taking over player units that are not automated, if there was at least one actually automated unit
[/*]Fixed automated workers unstacking
[/*]Fixed Barbarians not moving in players territory when they end up there whilst not allowed to enter
[/*]Fixed Theology help not showing potential effects that do not currently apply
[/*]Fixed MP scenarios overwriting the game name
[/*]Fixed religion opinion graph disappearing after player defeat
[/*]Fixed difficulty defaulting to Custom and preset difficulty showing as Custom in the Barbarian Horde scenario
[/*]Fixed Duel and Tiny map sizes and Tumbling Mountain map script being available in the Barbarian Horde scenario
[/*]Fixed some combat events potentially displaying incorrectly in Heroes of the Aegean scenario 5
[/*]Fixed Wrath icon in Wrath of Gods scenario sometimes not displaying colour
[/*]Fixed mods subbed from Steam client not copying from workshop cache to Old World mods folder
[/*]Fixed mod sub checker not being able to check again if modio authentication is slow
[/*]Fixed mod sub checker sometimes not closing
[/*]Text and event fixes
[/*]
Join the Old World Community
[hr][/hr]Discord | Twitter | YouTube | Twitch | Facebook | Instagram | Reddit | Wiki
\n[dynamiclink href=\"https://store.steampowered.com/app/597180/Old_World/\"][/dynamiclink]
Minimum Setup
- OS: Ubuntu 18.04+
- Processor: Intel i5-6400 2.7ghz or similarMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 770 / AMD R9 290
- Storage: 10 GB available space
Recommended Setup
- OS: Ubuntu 20.04+
- Processor: Intel i5-8500 3ghz or similarMemory: 16 GB RAM
- Graphics: NVIDIA GTX 1060 / AMD RX 5500-XT
- Storage: 14 GB available space
[ 6357 ]
[ 5876 ]
[ 750 ]
[ 1993 ]
[ 1017 ]
















