Old World
Reference
An XML-canonical companion to Mohawk Games' Old World, successor to the legacy reference spreadsheet. Every page is a deterministic projection of the game's own data files, resynced each patch — so it never drifts from what you see in-game.
Nations & Tribes
Nations Bonuses, shrines, unique units, families, leaders Tribes Barbarian tribes — levels, units, sites, diplomacy Barbarian Site Conversion When barbarian sites are adopted by a real tribe — start turns, per-turn odds, and what blocks it Camp Unit Spawning When tribal camps spawn units and when the timer freezes
Families
Characters
Archetypes Character archetypes, ratings, and traits Traits Full trait catalog — ratings, effects, opinions, restrictions Trait Inheritance How traits pass to children Stat Scaling Per-rating yield/combat scaling by role, Non-competitive vs Competitive Regents Who rules when the heir is a child — the regent candidate ladder and what regency does Opinion How character opinion is calculated Cognomens Title/cognomen unlock conditions Study Events Tutor study event outcomes Tutor Events Study events grouped by course of study
Court
Jobs Court/governor/general assignments and effects Council & Courtiers Council seats (triangular rating yields) and the four courtier types Missions Character missions — costs, requirements, outcomes Diplomacy States, war score, truces, alliances, tribute Rally Troops Leader mission: Training yields, dice outcomes Hold Court Judge mission: Civics, courtier chance, event chance Steal Research Spymaster mission: Science from rival, with exposure risk
Religion
Cities
Rural Improvements Tile improvements, yields, and adjacency Urban Improvements City buildings — art, specialist slots, and effects Rural Specialists Rural specialists, art, yields, and slots Urban Specialists Tiered urban specialists (I/II/III), art, yields, slots Projects City projects — cost, prerequisites, and effects Hurrying Production Hurry costs and yield equivalents Culture & Development City culture levels — thresholds, VP, consumption, and unlocks Terrain Terrain, vegetation, height — movement, chop yields, valid builds Resources Map resources — yields, harvests, luxuries, and spawn rules
Wonders
Laws
Techs
Ambitions
Units
Combat
Events
Story Events Every narrative event — browsable by class, trigger, and chain Event Chains Multi-event chains as flow diagrams — branches, merges, follow-ups Harvest Events Harvest events grouped by resource, with option rewards Wonder Events Decision events fired by completing a wonder, with each choice’s rewards Project Events Decision events fired by finishing a production project (Archive, Forum, Walls, Festival…) Building Events Decision events fired by finishing a (non-wonder) building — Barracks, Library, Quarry… Trait Removal Every event that can take a trait off a character, grouped by trait Blessed Events Stories that require, grant or remove the Blessed trait Cursed Events Stories that require, grant or remove the Cursed trait — including the four that lift it Family Events Stories tied to a specific family class (Champions, Clerics, Hunters…) Ruin Events Ruins-tile events — triggers, odds, options, rewards Expedition Events Explore-distant-lands expedition chains, incl. follow-ups Occurrences Calamities, world transformations, and era/crisis occurrences Subjects Event-system casting roles — 2,062 subject templates and their filters
Concepts
Tools
Order Economy Compare nations on Orders/turn — families, starting techs, shrines, national effects Streamer Overlay Push reference cards to an OBS overlay — units, techs, traits, events Hurry Production Calculator What Hurry Production costs — by channel, progress, and how often you have hurried in that city Cognomens Tracker Interactive calculator: which title your leader earns Map Scripts Map generation scripts and their option chips Patch notes Mohawk's official build notes per release, plus the XML changes we detected