![]() This will mostly be counteracted by your Legitimacy you get +1 relations with each family for every point of Legitimacy you have (along with other benefits, like extra orders). Plus, unhappy families are more likely to cause unpleasant events to happen.įamilies get -20 relations from every level of discontent in each city they own, and you’re likely to hit 4 or 5 discontent in most cities before you have the tools to manage it effectively, so this will generally be the source of most strife from your nobles. Happy families units get a performance increase and get a substantial maintenance reduction. Pissed-off families’ units have performance penalties and their cities can spawn rebels (even with zero discontent). It’s very easy to think you can ignore these aspect of the game and just focus on playing it as a normal 4X but careful management of the Families is every bit as important as maintaining a strong army and cultivating your economy. And Science is difficult enough to get that generating it is everyone’s responsibility. Even military production cities will need Culture to unlock better units and higher-level buildings, and a decent amount of Growth and Civics to generate pops and convert them into officers. You want the full complement of barracks and ranges even in cities you don’t want to build units in, so you can store units there to gain XP and to provide Training points directly to the Empire stockpile for upgrading and maintenance. Some cities will eventually be better at military production, have higher natural growth and so be better for churning out workers or settlers, or you may choose to pursue culture heavily in a city to unlock wonder building, but it’s not really possible to neglect any output completely in any cities. Unlike in most 4Xes, in Old World Cities shouldn’t be too specialised.Later, Civics can be generated much more efficiently by Courthouses, Palaces and the like, but these only unlock at higher culture levels and later in the tech tree. Civics are used by cities to train specialists, and any unused civics go into the empire’s stockpile, where they’re used to pass laws, upgrade your religion, build wonders and perform some political functions. Every city should have 3-4 quarries with Stonecutter specialists to generate a decent Civics output early on.Think like Julius Caesar any diplomatic agreement you make with a Tribe is very short-term and should be broken as soon as is convenient to you. ![]() Tribes will generate Barbarian raiding parties even if you’re friendly with them, will only attack with units local to you (in practice, within about 4-5 tiles of one of your units), and will be mercilessly wiped out by the AI civs very soon anyway. These 4 fishing nets in Capua made it a powerful early-game settler pump You want at least some Growth in every city, but only 1 or 2 with very high growth for settler production. A city with 2-3 exploited wild animal resources and 2 granaries is a fine settler/worker pump for the early game, and can rapidly generate Citizens to turn into Specialists later on. Food primarily comes from farms and Growth primarily comes from granaries, and from fishing nets, pastures and camps on various natural resources. Settlers are produced using both Food (an empire-wide stockpile resource), and Growth (a city-specific currency).Be prepared to pump out a lot of military units early on to take and hold barbarian camps. Military units and scouts can camp on a city site and hold it until you can get a settler to it, but be aware that the AI loves to occupy all the sites as quickly as possible. Avoid playing as Assyria or Carthage until you know what you’re doing they are both very strong when played well but they’re also harder to play correctly. Greece and Persia are both fairly standard factions with a decent mixed skillset. Egypt is a very strong choice for a builder game, but they are relatively weak militarily and the AI will mercilessly attack you if it thinks you are weak, so avoid them until you know how to fight properly. Rome has outstanding military production with very strong unique units, while Babylon has extremely high early science, which will help cover any deficiencies in your play. I recommend playing either Rome or Babylon for your first few games. The AI does not need them, at least until you have a firm grip on every aspect of the game. Right to business: for your first game, after doing the tutorial scenarios, use the Advanced Setup to set the AI to have no starting development and no handicap bonuses. As a 2021 holiday gift from eXplorminate to the 4X community, I’ve enlisted the help of one of our very best to help those of you that might be receiving Old World as a gift, or might finally have some time to sit down with it during the holidays. ![]()
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