>>2374064 It just works, trust me bro. It's a better way to eliminate city spam than gay global happiness mechanics that artificially constrain expansion even when you have open land ripe for the taking. Also works thematically because you're playing in an Old World™ where all the valuable land and city sites have already been settled, and you're just taking them over.
>>2377394 Wrath is sorta interesting with the disaster mechanics, but it's not amazing IMO. I have no plans on buying poos. Maybe in 2 years they will add china/indochina.
>>2378259 Hilarious enough they are pretty broken with Ashoka getting access to all six families plus the ability to found Buddhism.
Overall the game is pretty good, orders system is a nice touch. Victory conditions are kind of meh with basically just quests and points. Probably will get a points victory before conquest unless you turn it off.
>>2381978 sadly I have no sister and as my father is dead and my mother has already gone through menopause it is no longer possible for me to acquire one
>>2373367 Best action-economy for turn-based I've encountered, which can be really fresh. But map generation isn't the best imo. Would be nice to see similar action-economy but in a more flexible setting.
>>2373374 What sets Old World apart to me is that the AI is by far least retarded out of all current 4X games. It is like no other 4X game can figure out that you need to give units a lot of space and mobility to give AI a chance in 1-unit-per-tile warfare.
started playing this recently, just been going through the tutorials learning things it's pretty fun. orders are a unique way to handle per-turn actions, it's a neat balancing act.
are city projects worth it? like the archive, which gives some research and an extra one permanently