Old World
Reference
A reference for Mohawk Games' Old World, and the successor to the old reference spreadsheet. Every page is built from the game's own data files and rebuilt each patch, so it matches what you see in game.
Nations & Tribes
Nations Bonuses, shrines, unique units, families, leaders Leaders & Dynasties Every leader on the setup screen: traits, unlocks, starting court and their events Tribes Barbarian tribes, with their levels, units, sites and diplomacy Barbarian Site Conversion When barbarian sites are adopted by a real tribe, with start turns, odds per turn and what blocks it Camp Unit Spawning When tribal camps spawn units and when the timer freezes
Families
Families Class bonuses, opinion modifiers, signature traits Family Pairs Every pair of family classes and which nations field both Family Trios Every trio of family classes and which nations can play all three (max 3 families per game) Envy and the City Split How Most Cities, Fewest Cities and Envy move family opinion when you split cities Family Head Selection How the game picks a family head, by succession priority and then a weighted roll Archetype Tendencies Which archetypes each nation's families tend to roll
Characters
Archetypes Character archetypes, ratings, and traits Traits The full trait catalog, with ratings, effects, opinions and restrictions Trait Inheritance How traits pass to children Stat Scaling What each rating point gives a leader, governor, agent or general, with and without Competitive Mode Regents Who rules when the heir is a child, with the regent candidate ladder and what regency does Opinion How character opinion is calculated Cognomens What earns each cognomen 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, what each rating yields there, and the four courtier types Grand Vizier Rulership How the Grand Vizier picks what every city without a governor builds Missions Character missions, with costs, requirements and 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
Shrines Shrine pool, yields per tier World Religion Buildings Religion-specific worship buildings Theologies Religion picks and effects Religious Spread How a religion spreads: the chance each turn, which city it picks, and the other ways it arrives Religious Conversion How families and characters choose a religion, and adopting a State Religion
Cities
Rural Improvements Tile improvements, yields, and adjacency Border Expansion The rules that expand your borders: founding, specialists, urban tiles, buying and growth bonuses Urban Improvements City buildings, with art, specialist slots and effects Rural Specialists Rural specialists, art, yields, and slots Urban Specialists Tiered urban specialists (I/II/III), art, yields, slots Specialist Cost Why the next specialist costs more: +5% of the base Civics price per specialist the city has produced Projects City projects, with cost, prerequisites and effects Autonomous Rule What autonomous cities can build, how they choose, and the events that grant and end autonomy Hurrying Production Hurry costs and yield equivalents Culture & Development City culture levels, with thresholds, VP, consumption and unlocks Terrain Terrain, vegetation and height, with movement, chop yields and valid builds Resources Map resources, with yields, harvests, luxuries and spawn rules
Wonders
Laws
Techs
Ambitions
Units
Combat
Promotions Promotion tree, prerequisites, effects Combat Damage Formula How combat math works Zone of Control Which tiles enemy units control and the one step they refuse Unit Counters at-a-glance Quick rock-paper-scissors chart Unit Damage & Counters Full unit ร unit damage table City Capture Mechanics How long a city takes to flip after you occupy it Pillage What every improvement pays when pillaged, and how Assyria doubles it
Events
Story Events Every narrative event, browsable by class, trigger and chain Event Chains Multi-event chains as flow diagrams, with branches, merges and follow-ups Harvest Events Harvest events grouped by resource, with option rewards Wonder Events Decision events fired by completing a wonder, with each choiceโs rewards Project Events Decision events fired by finishing a production project (Archive, Forum, Walls, Festivalโฆ) Building Events Decision events fired by finishing a building other than a wonder, such as a Barracks, Library or Quarry Trait Events Look up a trait to see the events only it opens, plus what it reaches through its clusters Trait Clusters The named trait groups events gate on, such as Charming, Honorable and Terrifying Trait Acquisition How to get a trait onto a character, with the options that grant it and the rolls that might 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, Huntersโฆ) Ruin Events Events from ruins tiles, with triggers, odds, options and rewards Expedition Events Explore-distant-lands expedition chains, incl. follow-ups Occurrences Calamities, world transformations, and era/crisis occurrences Subjects The roles events cast characters into, and the filters on each
Concepts
Concepts A glossary of game mechanics, with every in-game encyclopedia entry, linked automatically Hints Every loading-screen hint the game ships, with each mention linked Turn Order What happens at the start of a turn, in order, for the game and for each player Difficulty & Advantages What each difficulty preset changes, covering prosperity, AI bonuses and tribes
Tools
Order Economy Compare nations on Orders per turn, across families, starting techs, shrines and national effects Streamer Overlay Show reference cards on stream through an OBS overlay Hurry Production Calculator What Hurry Production costs, by channel, by progress and by how often you have hurried in that city Victory Point Target How many VP a game takes to win, by city sites, players, teams and the setup option Cognomens Tracker Which cognomen your leader earns, from your F5 stats Map Scripts Map generation scripts and their option chips Patch notes Mohawk's official build notes for each release, plus the data changes we found