7.8 hours played
Written 29 days ago
Old World is trying really hard to be a mix between Civilization in the ancient era and Crusader Kings. While it has some interesting mechanics, it fails in the most important part of every game — it’s not fun.
At the first glance Old World looks like a child of two beloved franchises, and it makes it very appealing at the beginning. However, the more you play, the more it's evident that it's trying too hard not to be like its parents, and by doing so it ruins player's experience.
Let’s talk about the Civ-like part first. The first major innovation OW has is "orders" — a currency-like resource you spend on everything. Want to move your scout? Use orders. Want to build a farm? Use orders. If you mismanage it somehow — explored a bit too much or fought barbarians too often — no more farm for you this turn. It feels okay until you realize that some other mechanics use orders too, and that means you, the player, are constantly under duress, unable to do everything you want, no matter how big your empire is or how many units you have. That’s the first limiter on the player’s agency.
Next come resources. Instead of a single currency that "rules them all" — gold — and multiple resource pools like production, food, culture, etc., that you use indirectly, Old World has multiples of everything. In order to build something, you need not just production, but also iron, stone, and wood — and you need them stockpiled. It doesn’t look bad until you realize that the majority of your gameplay is building quarries, because you’ll always be short on stone. Want to build a segment of road? Need stone. Want to build an improvement? Need stone. World wonder? Heck-ton of stone. Oh, and by the way, every improvement that produces one type of currency has upkeep in others, so you have to build them all, all the time — and you’ll never have enough. Your theater? It requires stone every turn too. On paper, the idea of multiple currencies instead of one looks interesting. In reality, it’s just tedious.
As if two limiters — orders and currencies — weren’t enough, there are also “shields” (aka military currency) and civics, which work just like orders, but slightly differently. You need them for RP stuff (send a mission to Cleopatra), but also for some buildings and for managing laws.
In the end, the Civ-like part of the game is a palaver of picking between essential actions, building a gazillion quarries, and manually chopping wood (lumbermills are, apparently, too complicated a technology, and for the first half of the game you have no wood income). That alone makes me want to drop OW and never come back — but there’s more.
“RP stuff,” aka Crusader Kings-like interactions with your family and other factions. This layer is mostly paper-thin, and in the areas where you can actually feel it, you wish you didn’t. First of all, most RP interactions require some currency — usually civics, but occasionally orders too — which is bad design in general. The player should not have to choose between enacting a new law or converting their youngest son to state paganism. Secondly, the benefits of doing RP are mostly percentages — slightly better governors' bonuses, a tiny bit happier nation — but the negative impacts are usually severe. An unloyal character can outright kill your ruler in an event. So the balance is skewed toward bad consequences, interactions are limited by important resources, and it all makes the entire feature rather frustrating.
And finally, there are mechanics that could probably work by themselves, but in combination with other agency-limiting rules OW has, they become unpleasant. For example, the way technologies are discovered — you can’t select any tech you want; your choice is limited by randomly picked options. So if you’re unlucky, you can wait forever for the tech you really need.
All in all, OW makes you fight not with your enemies, but with multiple agency bottlenecks; it makes you dream not about world domination, but about having a strong supply of freaking stone; and it never allows you to feel a blast — even on the lowest difficulty settings.
It’s not a bad game. It’s not a complicated game either — it’s just exhausting, overbearing, and not fun.