Old World: a pathbreaking historical 4X game

This entry is part 1 of 1 in the series Old World

Old World is a 4X strategy game set during classical antiquity that I have played on and off since it launched on Steam, back in May 2022. It is, hands down, the most unique and innovative historical 4X game I’ve played (the other recent ones being Humankind and the Civilization series):

  • First, for how it blends 4X game mechanics with other genres.
  • And second, for its own, novel ideas.

These ideas successfully come together to make Old World one of the best 4Xs in any genre.

Enjoying this site? Subscribe to updates here:

Blend of 4X strategy + narrative elements

In many ways, Old World feels like a cross between a classic 4X game, narrative games like King of Dragon Pass,and, to some extent, grand strategy games:

  • The basic mechanics are those of a turn-based 4X: explore the map, settle and develop cities, research new technologies, train units and march them to war, and build Wonders of the World, all in pursuit of defined victory conditions.
  • Other mechanics are closer to a GSG or a narrative game:
    • Rulers and officials are named characters with traits, lifespans, opinions, and relationships to one another.
    • Narrative events frequently pop up: characters scheme, fall in love or quarrel; emissaries show up to present trade deals, marriage proposals, or demands; children take after or rebel against their parents; sages appear in court to offer their services; noble houses clamour for favour; exiles and escaped captives ask for sanctuary; and many more.
Sending an ambassador to negotiate trade deals with a friendly empire can be fruitful. Imported luxuries keep cities and noble families happy.

These “layers” of mechanics tie back to one other. For instance, character traits matter beyond simple “+1” bonuses. Rulers have different abilities depending on their character class: Diplomats can form alliances, Orators can hire tribal mercenaries, Scholars can re-roll available technologies, and more.

Pericles was a powerful starting leader – his ability to hire mercenaries jump-started my early expansion.

Novel 4X mechanics

On top of these building blocks, Old World adds its own unique ideas. For example:

  • The ambitions system, which lets players choose and shape victory conditions on the fly.
    • While Old World offers traditional victory conditions such as points, the main way for human players to win the game is by completing 10 ambitions — goals that the player chooses for each ruler.
    • Ambitions last the life of the current leader plus a short grace period, and each leader will typically only live long enough to achieve a handful. As such, this makes it important to choose ambitions that are achievable and that align with the intended play style. I prefer playing 4X games as a peaceful builder, so I aim for ambitions like “build three universities” and “control six cities with Legendary culture”.
  • The orders system: the player can take a finite number of actions each turn, limited by the number of “orders” available (as the game progresses, better-developed empires with appropriate laws will have more orders).
    • This naturally creates “interesting decisions”, as what happens every turn will reflect the player’s priorities.
    • It also means that certain decisions have opportunity costs — in particular, fighting a war will absorb a lot of orders that could have been used to move workers around and develop buildings.
Orders in action: moving the nearby horseman (left) to kill the red barbarian unit will only use a single order. On the other hand, moving the distant camel archer (right) into position will use 3 orders. Multiply this by several units, and a military campaign will rapidly drain the available orders.
  • The role of chance: in several places, the game randomly determines the available options.
    • For instance, there are different choices for educating the royal heir, each of which unlocks several potential classes. When she or he grows up, I can choose between two of the available classes — but not which two. So, I can increase the odds of getting a Diplomat or Orator in the next generation by choosing a political education, but I can’t guarantee it.
    • Other examples include the game randomly determining which techs are available to research out of those unlocked; or which Wonders will be available in any given game.

Successfully bringing it together

The result is a fluid, dynamic game where the situation and the appropriate strategy evolve over time1. Events can open up unexpected opportunities: in my last game, when my ruler died in the midst of a long-running war against the Gauls, the Gauls sent a delegation to my new ruler offering to bury the hatchet. I took them up on it — and with my new, Diplomat ruler, I eventually negotiated an alliance that let me peacefully settle on Gaulish lands.

The ambitions system helps keep the late game interesting. Once, I came from far behind and still won by focusing on achievable ambitions (and staying away from any that required me to go to war — something that wouldn’t have been feasible against larger, more powerful empires). Instead, I triumphed as a builder and lawmaker via ambitions such as “build four Wonders, one of them Legendary” and “make all noble families friendly while enacting all laws”.

The combination of events, characters, and gameplay also leads to memorable emergent narratives:

  • In my first game, my ageing ruler and his wife had a miracle child late in life after praying to the gods.
  • In my last game, a brother returning from distant lands brought a Gaulish wife and drama in his wake as I played out different saved games: once he went insane after his wife’s death, and another time he murdered his nephew.
  • In my current game, an ambitious “rising star” courtier demanded a royal marriage (I said yes) and another one demanded that I abdicate and hand over the throne (I said no … emphatically)2.
What did she think was going to happen?
  • Romulus & Remus hate each other, so if playing Romulus, it can make sense to follow the myth and take out Remus first3.
  • And more — I’ve just scratched the surface.

Incidentally, while I’ve focused on the unique aspects of Old World’s design, it also gets the basics right. My favourite example here is that while military AI is a frequent bugbear in strategy games, Old World’s computer players are ruthless and effective at waging war. They muster large armies in safe territory and then commit them en masse, hunt down weakened units, and aren’t fazed by the “one unit per tile” (1UPT) rule. 

The trade-off is that being unique comes with a learning curve. Old World has a detailed PDF manual, a good tutorial, and plenty of tooltips that explain what I can do. Knowing when to do something is trickier. Even as an experienced player, every time I come back after a break, I find myself Googling strategy questions or browsing Discord to refamiliarise myself.

Conclusions

Old World is the historical 4X game that I wish more genre fans — and especially, more strategy and 4X developers — would play. It is rich in new ideas, from specific mechanics such as orders & ambitions to the overarching concept of enriching a 4X game with characters and events. And it uses these ideas to keep the late game feeling fresh.

Other developers could learn a lot from Old World’s approach, and if you’re interested in similar games, check it out — I promise you it will be original.

Further reading

Design Director Soren Johnson’s blog, “Designer Notes”, has a wealth of content about Old World’s design, including this post on victory conditions.

Note: I received press copies of two DLC — “Wonders and Dynasties” and “The Sacred and The Profane” from Hooded Horse, the game’s publisher. I bought the base game and the other DLC myself.

  1. Contrast the modern Civ games, which require picking a victory type and strategy before even starting.
  2. The latest DLC, “Behind the Throne”, added this mechanic. Rising stars have excellent stats but also tend to have designs on the throne. Giving them the opportunity to shine can be a calculated risk.
  3. Most of Old World’s starting leaders are historical figures; the mythical Romulus of Rome and Dido of Carthage are exceptions

2022: my gaming year in review

This entry is part 10 of 11 in the series Gaming year in review / Game of the Year Awards

Happy new year, everyone!

2022 was an excellent year for new games. Unlike previous years, where I spent more time on older games, my favourite games of 2022 were almost entirely new releases. I had a clear #1 — Terra Invicta — followed by a string of titles that all did at least one thing well. In site news, I interviewed Vic Reijkersz, the developer of Shadow Empire.

The year’s releases fell into several major categories for me:

  • Vast strategy epics
  • Short, delightful indies
  • Turn-based tactics
  • Others

Enjoy the site? Subscribe below to receive email notifications:

The grandest of strategies: Terra Invicta, Old World, and Total War: Warhammer 3

2022 was a great year for new strategy games. Most notably, Terra Invicta was unique and brilliant. Old World marked a master’s return to the 4X genre. And Total War: Warhammer 3’s Immortal Empires campaign felt like a return to form for me after the disappointment of the Eye of the Vortex campaign in Warhammer 2.

Terra Invicta (PC, early access, 2022) – Sprawling, ambitious, and slow-burning, Terra Invicta is the game I’d looked forward to for years. It’s a hard science fiction strategy game that presents a more grounded take on XCOM and Stargate: SG-1 – what if humanity made first contact with a hostile alien species, mastered their technology, and clawed our way into space? The game unfolds across Earth, where different factions rally countries to their causes, wage shadow wars with agents, and eventually fight overt wars with armies; and in space, where humans progress from the Moon, to Mars, Mercury, the moons of Jupiter, and beyond.

There has never been anything like this, and I feared the developers might be unable to execute on their vision. They exceeded my wildest dreams. Even in Early Access, it is playable and extremely fun. With the necessary polish, this could become one of the greatest strategy games of all time.

This was also the game that made me break my rule about “no Early Access games for GOTY”.

The battle of Oliver Hazard Perry Station, in Earth orbit, was the pivotal moment in my Terra Invicta game. This was when my technology and ship design (zeta boron fusion drive battleships with coilguns) proved their decisive superiority over the aliens.

Old World (PC, 2022 on Steam) – Nearly 20 years after Civ 4, Soren Johnson revisited the 4X genre with Old World. Set in the ancient Mediterranean, Old World moves the historical 4X genre forward with a plethora of interesting ideas, such as limited moves per turn; using different production resources for soldiers, buildings, and city workers; and adding a character-driven touch in the form of the player’s dynasty. Its cut-throat AI is leaps and bounds ahead of the recent Civ games.

Several negatives held me back from playing more when it released on Steam: the learning curve was steep (I think exacerbated by the game’s novelty), the aesthetic and UI were somewhat dated, and the game was surprisingly system-intensive.

Since then, Old World has grown on me, and a new PC alleviated the system issues. I look forward to playing more.

Old World has a plethora of … interesting events.

I started Total War: Warhammer 3 (PC, 2022) in the last few days of the year. I loved Warhammer 1 (and the historical Total Wars), and after being disappointed by Warhammer 2’s campaign, I’m enjoying the freeform Immortal Empires campaign in Warhammer 3. Cathay — WH3’s fantasy interpretation of China — is an interesting mix of human soldiers and artillerymen; immortal dragon monarchs; giant terracotta warriors; and intrepid caravaneers. I’ve hit the “short” victory conditions, but still feel like playing more. And I’d love a spin-off game about the caravans!

Short and sweet: Tinykin and Li’l Gator Game

At the opposite end of the spectrum, two short, delightful indie games stood out for me in 2022: Tinykin and Lil Gator Game.

Tinykin (Game Pass, Xbox Series X, 2022) – A charming game about solving puzzles as a miniature person in a full-sized house, with the help of the titular tiny creatures. I loved its focus on exploration, its quirky insect characters, and its whimsical world design.

Tinykin carrying corn.

Lil Gator Game (Switch, 2022) – Heavily inspired by Breath of the Wild and A Short Hike, both of which I loved, Lil Gator Game is about the joy of being a kid and the inevitability of growing up. No combat, no death, and a focus on verticality and exploration made it a great low-stress experience.

The protagonist’s relationship with Big Sis is at the heart of Lil Gator Game.

Turn-based tactics: Triangle Strategy, Expeditions: Rome, and Mario + Rabbids: Sparks of Hope

During 2022, I played three newly released turn-based tactical RPGs. They excel at different things: Expeditions: Rome has my favourite characters, narrative, and atmosphere. I found Triangle Strategy the best at presenting information to the player (certainly better than Expeditions: Rome), and requiring the player to convince party members added a unique twist to the branching story. Finally, Mario + Rabbids: Sparks of Hope is a solid evolutionary sequel.

Expeditions: Rome (PC, 2022) – Third (and, it seems, last) in a series of historically inspired tactical RPGs. It commits a couple of major sins in terms of UI and player-friendliness — it’s very hard to tell which tiles enemies can reach, and I can’t find a way to tell what enemies can do with their special abilities. But it is extremely atmospheric — great art and voice acting made this a case of “love at first sight” — and despite the UI failings, the battles became very satisfying once I got the hang of things. For bonus points, it gives a prominent role to Lucullus, my favourite under-appreciated Ancient Roman. I’ve finished (most of) the first act and I’d like to finish the rest.

A boss battle in Expeditions: Rome. This guy hit like a Carthaginian war elephant, but was susceptible to knockdowns.

Triangle Strategy (Switch, 2022) — I see this as a spiritual successor to one of my favourite games of all time, Tactics Ogre. Like TO, Triangle Strategy is a turn-based tactical RPG with a branching story, set in a grounded, low fantasy world. I don’t think the writing quite rises to the level of Tactics Ogre, but it has a great art and aesthetic, and it gave me some fantastic battles.

A unique map in Triangle Strategy involves boarding an enemy ship.

Mario + Rabbids: Sparks of Hope (Switch, 2022) — I liked the first Mario + Rabbids (one of the first two games I bought for Switch), and Sparks of Hope refines the series formula by making the characters and their abilities more distinct, and adopting a “free movement” system. As with the first game, the setting, tone, story, and characters are so silly that there’s no narrative tension. Still, a mechanically solid game, recommended for fans of the first.

A boss battle in Mario + Rabbids: Sparks of Hope. Rabbid Rosalina’s weapon is terrifying at close range, Luigi is long-ranged, and Rabbid Peach can ignore low cover.

The elegant tribute act: Regiments

In a category of its own is Regiments (PC, 2022) — a tightly designed, elegant “Cold War gone hot” real-time tactics game. Inspired by Eugen’s Wargame series, Regiments adds its own twist to the formula. It offers a good single-player campaign, which starts small with the East German army fighting pro-democracy mutineers, before building to a “clash of titans” between the US and Soviet armies. In December, it received a free content update, and I expect more to come.

A Bradley platoon poised to ambush the Soviets in Regiments.

Odds and ends

I thought Victoria 3 (PC, 2022) had promising foundations — and I enjoyed it more than Victoria 2 — but after a bad design decision ended my practice game, I shelved it. This will be one to revisit later; I’ve always liked the idea of the Victoria series, and I’d like to explore several countries in this era.

Two Point Campus (Game Pass, Xbox Series X, 2022) was as charming as its predecessor, Two Point Hospital, but I found it a bit easy and simple.

What older games did I first play in 2022?

Sherlock Holmes: Chapter One (Xbox Series X, 2021) – A game that was clearly developed on a budget, but with a lot of heart. I loved Sherlock Holmes: Crimes & Punishments; Chapter One moves from discrete cases to an open-world format. I’m not quite sure the change of format works, but I like the writing, the developers’ interpretation of Holmes, and the work that has gone into the setting. Another one I’d like to finish.

Cold Waters (PC, 2017) – An elegant and quick-to-learn Cold War submarine sim. I didn’t play much, but enjoyed my time. As with other milsims, I also found it educational.

Rimworld (PC, 2013) – A well-known colony management game. I enjoyed the rhythm of pre-industrial life – preparing for winter, storing a surplus, and planning the next season’s harvest. Quite engaging and challenging, even with enemies turned off.

What older games did I revisit in 2022?

I revisited Humankind (2021), as well as my two perennials, Anno 1800 (2019) and Mario Kart 8: Deluxe (2017), after they all received new DLC in 2022.

I finished the Donkey Kong DLC for the original Mario + Rabbids, in the lead-up to Sparks of Hope.

Finally, I reached the credits on Hades (Switch, 2020) — finding the “right” build for my play style made all the difference.

The Adamant Rail is hands down my favourite weapon in Hades.

Looking forward to 2023 releases

After how much I loved Breath of the Wild, The Legend of Zelda: Tears of the Kingdom is my most anticipated game of 2023. Details are scanty, so let’s wait and see.

I also loved the Suikoden games, so am curious whether Eiyuden Chronicle: Hundred Heroes, a Kickstarted spiritual successor, will measure up.

Rule the Waves 3 slid from 2022, and should be a fairly safe bet given that I liked the first two games.

Finally, I’m interested in upcoming expansions and DLC for existing titles, such as Shadow Empire’s “Oceania” DLC and X4: Foundations’ next expansion, “Kingdom End”.

2021: my gaming year in review

This entry is part 9 of 11 in the series Gaming year in review / Game of the Year Awards

Happy New Year, everyone!

My gaming resolutions for 2021 were to try new things, and write more for this site. I wrote about several games — notably Humankind, Highfleet, Sable, Stars in Shadow, Brigandine: The Legend of Runersia, and assorted flight sims — and interviewed the developers of Stars in Shadow. I delved into deck-builders, sampled various indie games (mostly on Game Pass), and tried unique experiences such as Highfleet and Subnautica. I also kept playing one of my mainstay genres, the 4X strategy game, and revisited a genre from which I’ve lapsed, the narrative RPG.

Build deck, fail, try again

In 2021, I played three deck-building, card-battling roguelites:  Slay the Spire, Nowhere Prophet, and Fights in Tight Spaces.

At the time I would have called Nowhere Prophet my pick of the three, based on its emphasis on worldbuilding and (emergent) narrative. You lead your tribe across a post-apocalyptic colony planet in search of a promised land, managing supplies and battling rival factions along the way. Managing a desperate turnaround to win the final battle was one of my coolest gaming moments all year; and I loved that the ending reflected my choices along the way.

Right now, my favourite would be the more replayable Slay the Spire — I liked it enough to pick up the Switch version after first beating it on Game Pass for PC. It’s quick, satisfying, and never leaves me frustrated — even when I frequently die. And the game’s art style and quirky charm have grown on me.

I love Slay the Spire’s sense of whimsy. Where else would you fight a final boss shaped like a giant, dancing doughnut?

An honourable mention goes to Fights in Tight Spaces, a stylish Bond/Bourne/action movie-themed game where, with full visibility over the enemy’s upcoming turn, you use cards to manoeuvre your agent around the battlefield and strike back.

Discovering new worlds

Subnautica is one of the best science-fiction experiences in game form. It captures what it must be like to explore a new world: marvel, mixed with terror. Over time, as I build bases, upgrade my equipment, and learn more about the surrounding seas, the terror abates — but it never quite goes away, not for voyages into the unknown. If I have a complaint, it would be the “needle in a haystack” progression. I estimate I’m in the late midgame, so there should be plenty left to discover.

Challenging myself

Highfleet deserves special mention for its approach to difficulty. This is a game that demands the player learn how it works, understand systems such as detection, and learn the tools available, such as how to strike from long range. Then it throws the player in the deep end against superior enemy fleets, and early on, before I learnt, those fleets pounded me to bits. That made it all the sweeter when I turned the tables.

Flight simulators — and in particular DCS World, the modern military flight sim — might also belong here. I don’t think I will ever master the intricacies of a modern fighter in DCS. At the same time, DCS at its best is a flow experience: flying, working the radar, manoeuvring and shooting, and once, seeing a glorious sunrise as my reward.

Revisiting the 4X genre

In 2021, I played two 4X games that shine at the clash of empires: Humankind and Stars in Shadow. Humankind is at its best when I’m fighting for my life against army after enemy army, desperately buying breathing space, and then grimly preparing for the next war. Meanwhile, Stars in Shadow strips away the bloat from the 4X formula with a focused design, an emphasis on ship design & tactical combat, an AI that knows how to challenge the human, and an overall sense of charm.

Defending my capital against an early predator in Humankind.

Replaying Civ VI (this time on Switch) shortly before the release of Humankind let me compare them side-by-side. I think they’re very different, with Civ VI being better for tile and city optimisation, enlivened by great music, whereas Humankind is better with conflict and the threat of conflict. Overall, I like both, with a preference for Humankind.

I’m proud of building the Opera House in its correct city in Civ VI!

Last but not least, I had a great time replaying Shadow Empire, via a co-op succession game with a friend.

Returning to narrative RPGs

I used to be a big fan of RPGs, both Japanese and Western, before drifting away over the last decade. In 2021, I powered through Dragon Quest XI and finished the main game, after playing on and off for several years. At its best, it tells a story about character growth and resilience, wrapped up in a charming, whimsical world.

I love the localisation in the Dragon Quest games.

I also started on the Yakuza series with Like a Dragon, and replayed a decent chunk of Final Fantasy XII.

What were my favourite new games of 2021?

Out of the few new releases I played in 2021, Humankind is my pick for Game of the Year. Other notable releases included:

  • Highfleet, with its combination of imagination and uncompromising difficulty.
  • The cheerful, charming Sable.
  • Unpacking, a satisfying puzzle game that traces a person’s life over the decades by unpacking her belongings after each move.
I love the details in Unpacking, such as the boxy beige CRT monitor in the early years, and the faithful pink toy pig.

I’d like to spend more time with two games whose fluid combat and striking graphics made a good first impression on me:

  • Record of Lodoss War: Deedlit in Wonder Labyrinth — a retro Metroidvania.
  • Death’s Door — an isometric action game.

What were my favourite discoveries from previous years?

During 2021, I discovered a lot of games that had originally released in previous years, from a wide array of genres. The highlights included:

  • Subnautica — survival and exploration
  • The digital version of Wingspan — a relaxing, delightful board game about attracting birds to a sanctuary.
  • Stars in Shadow — space 4X
  • DCS World — military flight sim
  • Slay the Spire — deck-building roguelite
  • Nowhere Prophet — deck-building roguelite
  • Brigandine: The Legend of Runersia — console strategy-RPG
  • Good Job — an often hilarious physics puzzler
  • Northgard — a clever variation on the RTS, with a greater focus on building and manning a settlement. If only the font on the Switch version were larger…
  • Carto — a puzzle game with a unique mechanic: rearranging pieces of a map to change the world around you
  • Troubleshooter: Abandoned Children — an indie squad-based tactics game with some interesting twists on the XCOM formula, such as a greater focus on melee combat
  • PGA Tour 2K21 — my first ever “realistic” sports game, after I previously enjoyed Golf Story

Honourable indie mentions include:

  • River City Girls — a beat-em-up
  • Silence: The Whispered World 2 — an adventure game, short on narrative coherence but with some striking “scary fairy-tale” moments

The perennials

I revisited some games due to new DLC (Anno 1800, X4: Foundations, Total War: Three Kingdoms), updates (Shadow Empire), or buying on a new platform (Civ VI). Majesty was a childhood favourite whose HD version I replayed on Steam — after two decades, I finally beat the campaign. And Mario Kart 8: Deluxe is an evergreen favourite.

Looking forward to 2022

2022 should be exciting for 4X lovers: Distant Worlds 2 is scheduled for March, while Soren Johnson’s Old World will come to Steam in Q2.

Two of Old World’s stablemates from Hooded Horse Games, Terra Invicta and Falling Frontiers, are also scheduled to release in 2022. Both are space combat strategy games, with Terra Invicta also adding an element of “XCOM: Council Simulator” as players compete for influence and resources on Earth.

Two upcoming Early Access titles look interesting: Eugen’s WARNO, a spiritual successor to the Wargame franchise; and Nebulous: Fleet Command, another space combat strategy game. Both are due to enter Early Access in early 2022 (January and February, respectively).

And finally, Slime Rancher 2 was the highlight of E3 for me. The original game was colourful, cheerful, and by virtue of being first-person and 3D, satisfyingly tactile to explore. I look forward to the sequel bouncing onto my screen in 2022!

Enjoy the site? Subscribe below to receive email notifications: