Old World Fanatic
Chieftain
- Joined
- Aug 23, 2021
- Messages
- 24
I'd like your input. I love this game and I love exploring strategic options. I'm going to write or record a couple of strategy guides.
Usually I just make whatever pops into my mind, but I thought I'd ask the community what kind of strategy guide you would like to see.
Here's the strategy guides I have in mind right now:
A starter guide for civilization veterans
Old world is definitely civ-like, but it has quite a few features that are counter-intuitive if you're used to civilization. A starter guide would cover many of the areas where you need to bend your thinking a little bit. What habits should you forget? What new habits should you form? What information and not-so-clear rules would be helpful to be aware of when jumping in?
A religion guide for Old World
Religion is one of the best features of old world, but it's also one of the most opaque. A guide would help clarify the value and risks of religions and an examination of a couple of different religious strategies, particularly the four prime religious strategies that I've identified.
An educaton guide for Old World
Unsure of what education to send your children on? An analysis of all the aspects of the various choices and the advantages of each. Also analyses the value of the 4 different basic attributes for each of the roles where they can be applied.
A guide to families for Old World
What are the best families and how do you exploit their advantages? Familes shape your ambitions and as such which directions you grow. Not only that, they have very unique advantages, some short term, some long term. Which are the best founding families? And why? The first choice you make in Old World shapes your game more than anything else.
An economy guide to Old World
One of the interesting things about old world is that it feels like you're simulating an economy to some degree and to do well you want to plan your economy for your future needs. Not only that, there are strategic considerations on top of the yield considerations (Anyone who ever lost a city responsible for 90% of stone will know what I mean).
A military guide to Old World
The last thing I think people would need a guide on, but maybe I'm wrong so I'll throw it in here. Old World throws a couple of surprises at you, particularly at high difficulty (barbarians from the side of the map) as well as a couple of obscure rules, like Zone Of Control.
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Any suggestions are welcome.
Usually I just make whatever pops into my mind, but I thought I'd ask the community what kind of strategy guide you would like to see.
Here's the strategy guides I have in mind right now:
A starter guide for civilization veterans
Old world is definitely civ-like, but it has quite a few features that are counter-intuitive if you're used to civilization. A starter guide would cover many of the areas where you need to bend your thinking a little bit. What habits should you forget? What new habits should you form? What information and not-so-clear rules would be helpful to be aware of when jumping in?
A religion guide for Old World
Religion is one of the best features of old world, but it's also one of the most opaque. A guide would help clarify the value and risks of religions and an examination of a couple of different religious strategies, particularly the four prime religious strategies that I've identified.
An educaton guide for Old World
Unsure of what education to send your children on? An analysis of all the aspects of the various choices and the advantages of each. Also analyses the value of the 4 different basic attributes for each of the roles where they can be applied.
A guide to families for Old World
What are the best families and how do you exploit their advantages? Familes shape your ambitions and as such which directions you grow. Not only that, they have very unique advantages, some short term, some long term. Which are the best founding families? And why? The first choice you make in Old World shapes your game more than anything else.
An economy guide to Old World
One of the interesting things about old world is that it feels like you're simulating an economy to some degree and to do well you want to plan your economy for your future needs. Not only that, there are strategic considerations on top of the yield considerations (Anyone who ever lost a city responsible for 90% of stone will know what I mean).
A military guide to Old World
The last thing I think people would need a guide on, but maybe I'm wrong so I'll throw it in here. Old World throws a couple of surprises at you, particularly at high difficulty (barbarians from the side of the map) as well as a couple of obscure rules, like Zone Of Control.
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Any suggestions are welcome.
