Update log
Full Old World update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Server
- Events
- Performance
- UI and audio
- Maps
Main Branch 1.0.83036 Release 2026-04-08
Headline changes
Unit and tech tree rebalances
AI will no longer found religions very early, before it is possible for players to do so
Network code improvements
Added player option Manual Bonus Placement
Design
Crossbow strength reduced to 6 from 8
Polybolos strength reduced to 8 from 10
Windlass now requires Coinage instead of Manor
Windmills require Windlass instead of Hydraulics. Watermills are still available at Hydraulics
Free Court Soldier moved from Infantry Square to Stirrups
Free Court Merchant moved from Chain Drive to Cartography
Free Court Merchant moved from Fiscal Policy to Manor
Free Longbowmen moved from Manor to Battle Line
Free Horse Archer moved from Land Consolidation to Composite Bow
AI no longer gets shrines and pastures for free as part of their initial development handicap, to prevent very early religion founding
Judaism no longer requires Labor Force
Lowered civics cost of Fisher, Trapper, Rancher, and Gardner specialists to match other rural specialists
Schemer order buying now costs an extra Legitimacy point every time it's used. Cost increase resets for each leader
Kartir event triggers less often
Game of the Week no longer varies city site numbers
Slight rebalance to Gatherer cognomen line (Empires of the Indus)
Programming
Network code improvements
AI no longer skips laws and basic improvements in order to save for future Wonders
AI pushes culture harder in its highest culture cities
Non-raider tribe AI tweaked to keep them more focused on nearby targets
Pathfinder tweak to prefer single tile paths whenever possible
Border renderer and shader optimizations
UI
Added player option Manual Bonus Placement. This skips the popup prompt when placing a bonus improvement from an event or city founding bonus
Tribe sites now display both Next Unit turns and Development turns
Road map pins now appear with the Contextual Map Tacks option enabled when Engineer units are selected
Added tooltips to ping improvement dropdown
Renamed 'Exploring' trait to 'Traveling Afar'
Adjustments to reduce blur on text displayed on world UI
Reintroduced very simple lighting to the minimum detail level for standard shaders
Removed random option from City Site Number options
Added explanation to non-city site camp tile tooltips
Improved helptext for General traits which aren't valid for some units
Worker positions with and without height overrides are no longer mutually exclusive
Cities owned by Tribes or in Anarchy now show in the Timeline Screen
When gifting, hiring, or recruiting a unit, the helptext specifies that the cooldown is for the unit (and not the action)
Rendering layer cleanup
Added rendering layer for minimum detail objects, which will always render to the timeline and minimap. This means minimum detail rivers will now always render in the timeline and minimap
Removed "Reduce Animation Detail" option and replaced with "Disable Idle Animations"
Occurrence end chance increment, current and minimum durations added to Occurrence helptext
Changed color of unit health bar difference to green, when health is increasing (Zealot kill or heal action)
Order movement now shows below yield preview
Adjusted selection circle animation for tutorial
Added some references to bonus UU techs to Tech Encyclopedia and Culture links (with advanced help)
Forest and Jungle on Mountains are now partly hidden, for clarity
Disabled Mirror Map option on Desolation & Ebbing Sea mapscripts (Wrath of Gods)
Added description for Vassalize Tribe mission (Empires of the Indus)
Added description to the Hinduism tooltip (Empires of the Indus)
Edited World Religion concept to include Buddhism (Empires of the Indus)
Bugs Fixed
Fixed unit banners being visible when they shouldn't in some cases during hotseat games
Source
