Old world review
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need to know
What is it? A turn-based 4X, part is civilization, part is the king of crusaders.
Estimated payment: GBP 32 / USD 40
release: July 1, 2021
Developer: Mohawk game
Publisher: Mohawk game
Comment time: GTX 1080 Ti, Intel i7-8086K, 16GB RAM
multiplayer game? Yes
Association: Official website
The story of my first battle in the old world, where I led my Greek civilization to rule the world, and the story of Rome is also my biggest nemesis in this huge turn-based 4X. When I met the Romans for the first time, they were very friendly and offered us gifts and hospitality, but it was a poisonous holy grail—literally. The disease spreads, and the Roman-style friendship gesture is the source. I demand justice and compensation; Rome only wants war. It took me nearly 200 years to avenge my revenge.
This is not a continuous war. The first conflict ended without much resolution. The distance between our empires and the huge mountains that separated us caused some logistical difficulties. Of course, there are still battles, and both of us have lost more than unknown soldiers. Family members, respected generals and close friends also lost their lives. Fierce diplomatic conferences and more espionage activities were held between the two wars, which once again killed people.
I will never forgive myself for sending my good friend Chinese philosopher Confucius to Rome, where he stayed for a few years before he was murdered. More than once, I even sacrificed my heir for eternal resentment. After all the loss and anger, the decline of the Roman Empire also marked my victory over the old world itself, which is quite appropriate. But I am surpassing myself.
(Image source: Mohawk Games)
Although the language of civilization is used-from workers to miracles-it should start to become clear that Soren Johnson and Mohawk Games have a very different view of the historical 4X formula from Firaxis’s approach. You still build cities, conquer other cities, develop the tiles around them, and in the process determine the cultural and scientific destiny of your civilization. So there are many important similarities, which shouldn’t be surprising considering that Johnson is also the chief designer of Civilization 4, but the old world feels like a meaningful evolution. And very popular.
Old things, new things
The most significant progress is undoubtedly the emphasis on people. Like the King of the Crusaders, you are not an immortal ruler, leading your people from the birth of civilization to the space race and beyond. On the contrary, your famous starting ruler will eventually die. When Philip II left this mortal trap, the empire was passed on to his son Alexander, who was called Alexander of the Nobility-unfortunately he did not do enough to earn the nickname “Great”-and then he took it Left to his daughter, 40 years later. You have heirs and inheritance laws to worry about, and a court full of potential friends and enemies.
As the name suggests, the old world persists in antiquity, slowing down the pace of civilization and leaving an impression on the characters. If every turning point takes things forward for decades, then it will be very difficult to achieve this. As long as nothing unpleasant happens to your friends and enemies, they will linger around for a long time.
(Image source: Mohawk Games)
These courtiers, generals, and other important figures will grow and react, increasing their attributes to become more attractive or disciplined, and at the same time acquire characteristics such as “unscrupulous” and “scheming.” They have an affair, have illegitimate children, and can plan the demise of other characters, including the ruler. In the middle of the game, I discovered that I played a particularly talented king, loved by the people, and the three influential family giants were constantly fighting for power and attention. However, his uncle is obviously not a fan. Many years ago, when I played his father, I encouraged certain unpleasant qualities of my son, which was good for me at the time. I don’t know I am creating a nephew killer. When it came time to harvest, I regretted it a little.
Most of these are achieved through fascinating event pop-up windows, which usually provide you with multiple options based on your characteristics and resources. You can decide how to educate your children, how to deal with diplomatic insults, or how to deal with the sword that may be magical just unearthed-I chose to start a cult and ask them to allow them to watch this fancy sword. Normally, you will not see the impact for many years, so there are always surprises in front of you.
When it came time to harvest, I regretted it a little.
All of this helps to make you feel that you are truly shaping your own civilization, and in ways that go beyond changing certain statistics. For example, slavery appears in both the old world and civilization, but its impact on the two games is quite different. For example, in “Civilization 4”, it allows you to sacrifice part of the population to speed up construction projects. However, in the old world, it became a controversial topic. You may find that your people have woken up and want to abolish it, encouraging you to abandon this grotesque institution.
(Image source: Mohawk Games)
If the user interface does a good job of tracking these things. From interesting event text to UI, it can be unpleasant to reduce them to abstract, soulless numbers. It is overwhelming, it’s just not that rich. Every interaction gets worse because it requires wandering around in discrete, counterintuitive menus, dragging you across the screen. Even after winning the first election, I still find myself getting lost occasionally, and I still don’t know how to find important information about religious transmission and other important information. Tutorials and encyclopedias are not helpful either, choose concise and vague instead of clear instructions. There is more context and clarity in the event text, so I hope that the authors of the old world will be more involved in designing the interface, which can definitely benefit from their skills.
These events and figures alone are enough to attract my attention. “Civilization” and “King of the Crusaders” are two great characters. Combining their ideas can create a game that suits my interests. But the old world is full of new ideas and ways of doing things, greatly changing the way you build a lasting empire.
Each unit has a specific range of movement and space for one action per round, but they can’t do anything without ordering them. An order is a resource that you can use to give orders to units and characters (such as ambassadors or spy masters). Move here. Attack this loser. Steal research results from this fool. As you begin to expand and deploy more troops, workers, and missionaries, you will find that you have to prioritize where to spend orders each round so that you don’t find your tanks are empty when you are about to take critical actions. This is a strategic and complex issue, but sometimes it can actually reduce your stress. The system will teach you that it is okay not to take action this round. You don’t need to do everything at once-you have 200 years to kill.
(Image source: Mohawk Games)
Orders are related to legitimacy. The higher the legitimacy, the more orders are generated per round. It is another abstract resource that produces another kind of wrinkles. See, you increase the legitimacy of your rule through universal isolation, promotion of national unity and the overriding of the civilized people of your choice. Usually, this means that you have to treat foreigners with suspicion and take a “tough” stance, which will make the rest of the world correctly think you are an idiot. It reflects that real leaders sometimes fan the flames of national enthusiasm and encourage narrow-minded attitudes.
Thankfully, you can still be a very effective ruler without catering to the worst aspects of national identity. Some buildings — I should add that they are built by workers, not from the city menu, allowing you to start several construction projects at the same time — produce a small amount of legitimacy, which over time can give you Brings a significant improvement. This is what Old World is good at: always provide you with more ways to achieve your goals. Resource management is another example. In addition to abstract things, there are more tangible resources, such as stone, iron, wood, and gold, which are necessary for trade, and more importantly, construction. This is a hungry game and requires a healthy inventory. However, if your funds are insufficient, you can simply spend gold to buy more; if you do not have gold, you can also sell any abundant resources.
friends with benefits
When your storage room looks a little sparse, you can also ask other rulers for help. Focusing on people greatly benefits the diplomatic system because these are the personal relationships you are developing. Friendships with foreign leaders can be completely destroyed by the development of events, but as always, there are many opportunities to repair the damage. However, this is especially true in the late game, once you unlock the ability to hire an ambassador. Or you can use espionage to steal information from them. However, sometimes the prerequisites are indeed a bit restrictive, like alliances are only possible if you have a leader with a diplomatic orientation.
(Image source: Mohawk Games)
If diplomacy fails, you may find yourself heading for war. Fighting is one of the most recalling places in modern civilization, which is unfortunate because, frankly, I am a bit bored of moving all these units one after another, surrounding the city and slowly attacking the enemy. This is not to say that it has not been improved, please pay attention. First of all, there is the ability to undo movement (or even turn), which is a blessing. From declaring war on another country to moving a unit, you can undo everything at once. You will never find yourself making irreparable mistakes due to click errors or calculation errors. You can also recruit generals from your court. These generals may have very convenient abilities, such as healing units even in neutral territories.
AI is usually also very good. It’s a bit too risk-averse in the default difficulty, maybe, but also smarter and more passive. Enemies will retreat for healing, take advantage of your weaknesses or injured units, and are less likely to be lured into obvious traps. We are not talking about tactical genius here, but logical and rational enemies are still a boon. Unfortunately, it is still not very good at capturing cities. It’s just a bit slow and sometimes underprepared, but it will eventually get there.
Throughout my time in the old world, I kept encountering things that made me think “Why didn’t civilization do this?” It provides solutions to so many small 4X problems that have existed for a long time. Take research as an example. When you choose your next research project, the game will generate some products from a deck of everything you are about to discover. Therefore, instead of picking from the same list over and over again, it will be slightly randomized and together with the new technology is a reward card that can provide you with a free gift, such as an extra unit or a lot of resources. If you are in a war, do you really care about unlocking the magical power of the mill? Instead, you can spend a round or two to get a free spearman, which will be more useful in the moment.
(Image source: Mohawk Games)
It’s a pity that it disappeared a little bit at the end. Frankly speaking, the conditions for victory are a bit bad and mostly unexplainable. The main way to win is to get 52 points before 200 years have passed. You can do this by nurturing cities and building miracles. If no one reaches 52, the highest one wins. If you double the points of the next country, you can also win early, but only if you have reached half of the 52 points. Then there is the Ambition victory, if you manage to complete 10 goals that are personal in nature, you will win. If you don’t complete them in your life, they will become…
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