Old World Cheat Codes

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0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z


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Old World Cheat Codes
Name of the file: Old World Cheat Codes - Author: DAV - [PC]

Old World Cheat Codes

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Old World

Cheat Codes:
------------
Submitted by: David K

Debug Cheat Keys:
-----------------
Press ALT+D to bring up the Debug Menu while playing the game.
To get the desired effect, press one of the keyboard combinations
listed below.

Key Effect
----------------------------------
SHIFT+M - Reveal Map
SHIFT+T - Acquire All Techs
SHIFT+R - Add Goods and Money
SHIFT+(1-6) - Switch Active Player
SHIFT+CTRL+R - Reload Infos XML’s



Tips for New Players:
---------------------
Game Advices For The New Players

1.First and second cities will naturally grow faster. Carefully select
the best 2 nation families available with the best early bonuses: extra
unit, growth bonus, civics bonus, extra citizens.

2.Unless you are too close to another nation (very tough start in general)
it is good idea to clean and occupy strategically important barbarian and
tribe outposts early before settling empty city sites. Prefer to settle
connected cities. Cities naturally connect on rivers and sea shores before
you can build your own roads manually. So send the military unit towards
connected areas before you completely scout neighborhood lands.

3.It is advantageous to have equal number of cities for each your family.
So plan your empire for exact 3/6/9 cities. You can improve family happiness
a bit and usually can share family workers if you settle each family’s
cities close together.

4.Rural specialists on food and marble resources are the most important
city early projects. Growth makes citizens (like food in Civ), civic hummers
used to train specialists from free citizens. Military production is less
important early as you usually can use your single initial unit to fight
barbarians early and you are normally too weak to fight major nations
during first 50 years.

5.For successful military you want to beeline science into Stronghold/
Citadel buildings. They unlock your unique units — the strongest ones in
the whole tech tree. Do not forget that to build any cavalry units you
need hourses/camels/elephants resources.

6.Happiness, discontent, luxuries, religion, culture are not critical early.
A few early science techs can be useful for faster progress but science rush
for the cost of rest is not a solid plan.



How Far a Unit Can Move?:
-------------------------
How Do I Know How Far a Unit Can Move? Here Are The Rules!
First: Keep in mind that the rules apply to movement per one (!) order.
All rules are then just repeatable for any additional orders you use to
move the unit further.

-=Rule 1=-
Every unit has a “movement range” (the number next to the footstep symbol
at the units card). This number tells us how many movement points (mp)
the unit can use per order.

-=Rule 2=-
Every unit has a “fatigue limit” (represented by the “dots” in the units
card). This tells us, how often a unit can be “ordered” to spend the
respective movement points per order until it is fatigued. Additionally,
you can spend 100training to “force march” the unit. That means, that the
unit can be “ordered” again to spend its movement points but it consumes 2
orders instead of one. This can be done as along as you have orders left.

-=Rule 3=-
Different terrain types cost respective movement points. Flat or neutral
coastal/ocean terrain costs 1mp, Hills/Forest/Scrub cost 2mp. Units, no
matter their available movement points, always move 9 tiles within coastal/
ocean
tiles in own territory (including water tiles provided by anchored ships)

-=Rule 4=-
Rivers in own territory change movement costs for adjacent tiles no matter
the underlying terrain type to 0,67mp. Adapting the law “colonies” makes
this also valid for rivers on neutral territory.

-=Rule 5=-
Roads on friendly or neutral territory change movement costs to 0,67mp,
no matter the underlying terrain type

-=Rule 6=-
For each order, a unit can at least move one tile. If the unit has any
mp left after moving one or more tiles, it is allowed to end up on a tile
that cost more mp than the unit has remaining
Let’s have a look to some examples. The examples are always based on using
1 order because the rules are the same for all additional orders you might
use to move the unit further.

-=Case 1=-
Slinger having 2mp per order moves 2 tiles
(Starting on any tile) moves to:

1.Flat tile – costs 1mp moves to
2.Flat tile – costs 1mp
Result: The unit used 1 order and spent its 2mp to move 2 tiles

-=Case 2=-
Slinger (2mp) using roads on various terrain types
(Starting on any tile) moves to:

1.Flat tile with roads – costs 0,67mp moves to
2.Forest tile with roads – costs 0,67mp moves to
3.Hill tile with roads – costs 0,67mp

Result: The unit used 1 order and spent its 2mp to move 3 tiles (to be
more specific, rule 6 is already applied here)

-=Case 3=-
Slinger (2mp) ending up on a hill even having less than 2mp for the final move
(Starting on any tile) moves to:

1.Flat tile – costs 1 mp moves to
2.Flat tile with roads – costs 0,67mp moves to
3.Hill tile – using the remaining 0,33mp (even if the hill in general cost 2mp)

Result: The unit used 1 order and spent its 2mp to move 3 tiles.
This is because of rule 6 is applied.

-=Case 4=-
Battering ram having 1mp per order moves on river
(Starting on any tile) moves to:

1.Forest tile with adjacent river – costs 0,67 mp moves to
2.Forest tile – using the remaining 0,33mp (even though the hill in general cost 2mp)

Result: The unit used 1 order and spent its 1mp to move 2 tiles.
This is because of rule 6 is applied.

-=Case 5=-
Battering ram with 1mp per order moves on a hill
(Starting on any tile) moves to:

1.Hill – using its remaining 1mp (even if the hill in general cost 2mp)

Result: The unit used 1 order and spent its 1mp to move on a hill.
This is because of rule 6 is applied.

View: 2950 times
Updated: 2022.05.27



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