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 Old World Cheats

 
   
 
 
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.




Csonsole Commands (Format & Example):
-------------------------------------
Written by Kahnite

Nothing has frustrated me more than the lack of documentation on the on game console 
for Old World. Through a lot of trial and error though I have found that there is 
completely no need for external trainers as the console and editor can accomplish 
anything you wish.

NOTE: This is a work in progress. It is by no means comprehensive yet.

-=Console commands=-
While you have probably found lots of console commands listed on the web, most appear 
to be for internal use by the editor. If you don’t see a command listed below, it’s 
probably because you can do it straight through the editor without the hassel of figuring
out all the input parameters.

"playerIndex" is always 0 for single player game (i.e. 0 = you)

Command: Add Everything
Format:  addeverything int (playerIndex)
Example: addeverything 200 0 (adds 200 to all money, yields, etc.)

Command: Add Money
Format:  addmoney int (playerIndex)
Example: addmoney 3000 0 (adds 3000 credits.)

Command: Add Yield
Format:  addyield YIELD_TYPE int (playerIndex)

YEILD_TYPE
YIELD_ORDERS
YIELD_FOOD
YIELD_IRON
YIELD_STONE
YIELD_WOOD
YIELD_STEEL
YIELD_GROWTH
YIELD_CIVICS
YIELD_TRAINING
YIELD_CULTURE
YIELD_DISCONTENT
YIELD_SCIENCE
YIELD_MONEY
YIELD_MAINTENANCE

Example: addyield YIELD_STONE 500 0 (Adds 500 Stone to your stockpile.)

Command: Reveal Map
Format:  revealmap (playerID)
Example: revealmap 0 (Reveals map to you.)

Command: Unreveal Map
Format:  unrevealmap (playerID)
Example: unrevealmap 0 (Reverts map back to unknown to you.)

Command: Full Reveal Map
Format:  fullrevealmap
Example: fullrevealmap (Reveals map to everyone.)

Command: Set Tribe Alliance
Format:  setTribeAlliance TRIBE_TYPE (playerID)

TRIBE_TYPE
TRIBE_GAULS
TRIBE_VANDALS
TRIBE_DANES
TRIBE_THRACIANS
TRIBE_SCYTHIANS

Example: setTribeAlliance TRIBE_DANES 0 (The Danes ally with you.)

Command: Set Team Alliance
Format:  setTeamAlliance (teamID) (teamID)

teamID
teamID 0 is you. Other teamID’s are mapped to oter palyers, the number 
depends upon the opponents you face.

Example: setTeamAlliance 2 0 (Team 2 is allied with you.)



Tips for Ambitions:
-------------------
Written by Azurewrath

* Don’t pick up ambitions when your leader will likely die in a couple 
  of years.
* Be careful about which ambitions you pick.
* Some ambitions seem to be generated by the types of family – Riders 
  seem to want me to research late cavalry tech quite often, for example.
* Related to the first point, you can probably make this a lot easier if 
  you pick the game option where there are two turns per year, which 
  effectively will double longevity for your characters.
* Actually you don’t need any ‘preparation’, cuz some of them are just 
  what you need to do during the run.
* A small tip is sometimes you got opinion bonus when you accept one’s 
  ambition, if he/she is important and their opinion is just a bit lower
  than a threshold, then I’d like to take that. Do it if I can, if not 
  just abandon it in future when I can afford the -5 legitimacy. Ofc, 
  it’s situational.
 

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