

You’ll also be managing the state’s relation with each of its four most prominent families. I’d love to see it expanded upon more before the final release.

The way these interactions play out is not much more than a dialogue box with a handful of options to pick from, and it’s not as deep as interactive as Crusader Kings II. In my Egypt run, Queen Hatshepsut ended up adopting a pet monkey who quickly drew envy from everyone at court, as they felt I was giving it too much attention. Frequently, you’ll get pop-ups about a character’s life that require you to make a decision. They also, hopefully, get married and produce heirs who will carry on in their stead once they’re gone. They have traits like Courage and Discipline which can affect your nation’s resource generation. They’re individuals who exist in and interact with the world like a diet version of Crusader Kings. A Question of CharacterThese leaders aren’t simply immortal mascots like in Civilization, though. Babylonia gets a head start in Rhetoric and Administration. The Greeks, naturally, excel at Stonecutting and Drama. Each faction also starts with a different suite of technologies already unlocked. Roman units, including their unique Hastati and Legionaries, accumulate experience twice as fast in combat. Egypt is great at farming along rivers and can recruit mobile Light Chariots and Kushite Cavalry. Each is led by a historical or semi-mythical founder and comes, in classic Civilization fashion, with their own set of bonuses and unique units. The playable factions in this build include Assyria, Babylonia, Carthage, Egypt, Greece, Persia, and Rome. They might just be my favorite new addition to the 4X formula, though as a self-avowed barbarian fanboy, I’m a little disappointed you can’t play as them. They can conduct diplomacy, marry into the ruling family of major factions, demand tribute, and conquer territory. Aside from the generic barbarians who can take up residence in a settlement site, Old World also has Tribes, which are specifically modeled on historical cultures like the Goths or the Celts and function as kind of a halfway point between barbarians and full-blown empires. It also means cities will always be roughly the same distance apart, so you won’t have dense, clustered empires competing with more spacious and sprawling ones. This takes away some of the choice 4X games usually offer in choosing a great city location, which I’m not totally sold on yet. If any of them remain unclaimed for too long, they will eventually be colonized by barbarians who will begin producing armies to send out and raid the countryside. Instead, there are a limited number of city sites spaced roughly evenly around the map that everyone will be competing for early on. You can’t just order a settler to plunk down a marketplace and some houses anywhere. New FoundationsThe way you found cities is also different than it is in Civ.
