Old World is a new 4X strategy game announced by developers on April 15th. Well, the word "announced" is actually not quite correct. The Mohawk Games studio had spoken of this project two years ago, but at that time the project was still called 10 crowns.
Now the project not only has a new name, there are also details about the gameplay. The developers also announced that we could get started in a few months. The game is said to be an early access version appear in the Epic Game Store before this summer.
more on the subject
The 10 best turn strategy games ever
Old World has that in common with Civilization
Mohawk Games was co-founded by Soren Johnson, who is now responsible for Old World. Johnson was previously as a developer at Firaxis worked and worked as lead designer for Civilization 4.
This heritage is also evident in Old World, because it is also a turn-based 4X strategy game. We take over one of seven real nations, such as Greece or Egypt, and guide them through the decades.
The world is divided into Hex fieldson which we position troops and of course build cities. As with Civilization 6, cities can also occupy several hexes of the surrounding area. Important buildings occupy their own and wonders of the world as well.
In Old World you take care of the same things as in Civ. Barbarians are repelled, contracts negotiated and neighbors conquered. The typical everyday life of a national leader. Visually, it's easy to confuse Civilization and Old World:
That makes Old World different
So is Old World just a brazen clone? Not quite. The game does a few things differently from Civ, but they are very crucial. As an inspiration, the first thing that comes to mind is the paradox formula from games like Crusader Kings or Stellaris. Old World tries its hand at emerging storytelling and focuses on the people under the crown.
- Succession to the throne: Unlike in Civ, the leader of your nation is not immortal. Each round represents pretty much a year and the longer a game lasts, the older your avatar will be. At some point he then bites the grass. The heir takes over his heir to the throne, so you should look for a spouse.
- Legitimacy: Whether your leader has the right to his position can be questioned in Old World. To demonstrate your legitimacy, you must fulfill your leader's ambitions or accomplish miracles. With the reputation gained, you get more opportunities every round.
- Events: As in the Paradox games, events in Old World can always occur that are only partially coincidental. By the time the release is complete, developers expect up to 2,000 different events that shape the history of your nation and dynasty.
Old World differs from Civ not only in that there are a few ingredients from Paradox's stock in the pot. It also comes up with its own idea that sounds extremely exciting:
- Commands: Unlike in most other turn-based strategy games, not every one of your units has its own movement limit. Instead, you get a limited number of commands that you can distribute freely. In doing so, the developers want to counteract the feeling that every unit has to move every round. You can also simply drag a unit multiple times. However, the construction of buildings or diplomacy also depends on orders.
I'm personally very excited about the announcement of Civilization Kings … uh, of course I mean Old World. This is certainly partly due to the fact that I adore Civ and, for example, I am also eagerly awaiting human children. Besides, Civilization wouldn't be so bad if it took a bit of a paradox. To be honest, it always bothered me somehow that my leader simply survived for thousands of years. This is exactly where Old World comes in and if exciting stories are created, I am even more on board. Be sure to keep an eye on it!