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🎚️ Difficulty & Advantages

9 difficulties7 prosperity levels8 AI handicap steps

A named difficulty is a preset bundle of six dials: your Prosperity (stockpile, base yields, discontent), AI Development, AI Aggression, Tribal Level, AI Handicap, and Calamities. All six can also be set individually in advanced setup. AI nations always run at Prosperity Thriving (the Strong baseline) no matter which difficulty you pick — what changes for them is their head start and handicap.

Setting The New easy The Able easy The Just default (SP) The Good default (MP) The Strong   The Noble   The Glorious   The Magnificent   The Great  
Your start — Prosperity
Prosperity AffluentAffluentAbundantAbundantThrivingComfortableSufficientModestFragile
Starting stockpile
Civics 400 Training 400 Orders 8 Food 400 Wood 400 Iron 400 Stone 400
Civics 400 Training 400 Orders 8 Food 400 Wood 400 Iron 400 Stone 400
Civics 300 Training 300 Orders 8 Food 200 Wood 200 Iron 200 Stone 200
Civics 300 Training 300 Orders 8 Food 200 Wood 200 Iron 200 Stone 200
Civics 300 Training 300 Orders 8 Food 100 Wood 100 Iron 100 Stone 100
Civics 200 Training 200 Orders 8 Food 100 Wood 100 Iron 100 Stone 100
Civics 200 Training 200 Orders 8 Food 50 Wood 50 Iron 50 Stone 50
Civics 100 Training 100 Orders 8 Food 50 Wood 50 Iron 50 Stone 50
Civics 100 Training 100 Orders 8
Extra starting units Worker, Scout, MilitiaWorker, Scout, Militia
Base player yields
  • 20 Civics/Turn
  • 20 Training/Turn
  • 12 Science/Turn
  • 10 Orders/Turn
  • 3 Discontent/City
  • 16 Money/City
  • 20 Civics/Turn
  • 20 Training/Turn
  • 12 Science/Turn
  • 10 Orders/Turn
  • 3 Discontent/City
  • 16 Money/City
  • 12 Science/Turn
  • 10 Orders/Turn
  • 5 Discontent/City
  • 12 Money/City
  • 12 Science/Turn
  • 10 Orders/Turn
  • 5 Discontent/City
  • 12 Money/City
  • 11 Science/Turn
  • 9 Orders/Turn
  • 6 Discontent/City
  • 10 Money/City
  • 10 Science/Turn
  • 8 Orders/Turn
  • 7 Discontent/City
  • 8 Money/City
  • 9 Science/Turn
  • 7 Orders/Turn
  • 9 Discontent/City
  • 6 Money/City
  • 8 Science/Turn
  • 6 Orders/Turn
  • 10 Discontent/City
  • 4 Money/City
  • 7 Science/Turn
  • 5 Orders/Turn
  • 12 Discontent/City
  • 2 Money/City
Family rebellions
  • Furious Family cities: +5% Rebel chance
  • Furious Family cities: +5% Rebel chance
  • Angry Family cities: +5% Rebel chance
  • Furious Family cities: +5% Rebel chance
  • Angry Family cities: +5% Rebel chance
  • Upset Family cities: +5% Rebel chance
The world
Empty city sites nearby 4 (100% of nearby sites) 4 (100% of nearby sites) 3 (75% of nearby sites) 3 (75% of nearby sites) 2 (50% of nearby sites) 2 (50% of nearby sites) 1 (25% of nearby sites) 1 (25% of nearby sites) 1 (25% of nearby sites)
Distant raids on your cities 1% chance · up to 2 extra units1% chance · up to 2 extra units3% chance · up to 4 extra units3% chance · up to 4 extra units4% chance · up to 5 extra units
Calamities Very RareVery RareVery RareRareRareRareDefaultDefaultDefault
AI nations
AI handicap High PenaltyModerate PenaltySmall PenaltySmall AdvantageSmall AdvantageModerate Advantage
AI development Fledgling
  • ~2 Cities at start
  • 2 Techs researched
  • Capital starts at 2 Citizens
  • No Wonders for 5 turns
  • No Religions for 4 turns
Fledgling
  • ~2 Cities at start
  • 2 Techs researched
  • Capital starts at 2 Citizens
  • No Wonders for 5 turns
  • No Religions for 4 turns
Established
  • ~3 Cities at start
  • 3 Techs researched
  • Capital starts at 3 Citizens
  • No Wonders for 10 turns
  • No Religions for 8 turns
Established
  • ~3 Cities at start
  • 3 Techs researched
  • Capital starts at 3 Citizens
  • No Wonders for 10 turns
  • No Religions for 8 turns
Advanced
  • ~4 Cities at start
  • 4 Techs researched
  • Capital starts at 4 Citizens
  • No Wonders for 15 turns
  • No Religions for 12 turns
Advanced
  • ~4 Cities at start
  • 4 Techs researched
  • Capital starts at 4 Citizens
  • No Wonders for 15 turns
  • No Religions for 12 turns
AI aggression Passive
  • -100% AI war desire
  • No AI wars vs humans before turn 50
  • AI fights at least 2 turns before peace
  • AI skips Wonders for 20 turns
  • AI skips Religions for 20 turns
  • AI never uses Forced March
  • AI never expands to new sites
Passive
  • -100% AI war desire
  • No AI wars vs humans before turn 50
  • AI fights at least 2 turns before peace
  • AI skips Wonders for 20 turns
  • AI skips Religions for 20 turns
  • AI never uses Forced March
  • AI never expands to new sites
Peaceful
  • -50% AI war desire
  • No AI wars vs humans before turn 40
  • AI fights at least 4 turns before peace
  • AI skips Wonders for 16 turns
  • AI skips Religions for 16 turns
  • AI never uses Forced March
Peaceful
  • -50% AI war desire
  • No AI wars vs humans before turn 40
  • AI fights at least 4 turns before peace
  • AI skips Wonders for 16 turns
  • AI skips Religions for 16 turns
  • AI never uses Forced March
Normal
  • No AI wars vs humans before turn 30
  • AI fights at least 6 turns before peace
  • AI skips Wonders for 12 turns
  • AI skips Religions for 12 turns
Normal
  • No AI wars vs humans before turn 30
  • AI fights at least 6 turns before peace
  • AI skips Wonders for 12 turns
  • AI skips Religions for 12 turns
Aggressive
  • +25% AI war desire
  • No AI wars vs humans before turn 20
  • AI fights at least 8 turns before peace
  • AI skips Wonders for 8 turns
  • AI skips Religions for 8 turns
Aggressive
  • +25% AI war desire
  • No AI wars vs humans before turn 20
  • AI fights at least 8 turns before peace
  • AI skips Wonders for 8 turns
  • AI skips Religions for 8 turns
Competitive
  • +50% AI war desire
  • No AI wars vs humans before turn 10
  • AI fights at least 10 turns before peace
  • AI skips Wonders for 4 turns
  • AI skips Religions for 4 turns
Tribes
Tribal level Passive
  • 4 Tribal sites near each player
  • -100% Tribal war desire
  • -80% Tribal site development
  • +80% time between Tribal units
Weak
  • 4 Tribal sites near each player
  • -50% Tribal war desire
  • -40% Tribal site development
  • +40% time between Tribal units
  • +1 defender at Tribal sites
  • Raids from turn 35
  • 3% Raid chance/site/turn
  • Sites can convert to Tribes after turn 60 (3%/turn)
  • Distant raids from turn 65
Weak
  • 4 Tribal sites near each player
  • -50% Tribal war desire
  • -40% Tribal site development
  • +40% time between Tribal units
  • +1 defender at Tribal sites
  • Raids from turn 35
  • 3% Raid chance/site/turn
  • Sites can convert to Tribes after turn 60 (3%/turn)
  • Distant raids from turn 65
Weak
  • 4 Tribal sites near each player
  • -50% Tribal war desire
  • -40% Tribal site development
  • +40% time between Tribal units
  • +1 defender at Tribal sites
  • Raids from turn 35
  • 3% Raid chance/site/turn
  • Sites can convert to Tribes after turn 60 (3%/turn)
  • Distant raids from turn 65
Normal
  • 4 Tribal sites near each player
  • -20% Tribal site development
  • +20% time between Tribal units
  • +2 defenders at Tribal sites
  • Raids from turn 30
  • 6% Raid chance/site/turn
  • Sites can convert to Tribes after turn 50 (4%/turn)
  • Distant raids from turn 60
Normal
  • 4 Tribal sites near each player
  • -20% Tribal site development
  • +20% time between Tribal units
  • +2 defenders at Tribal sites
  • Raids from turn 30
  • 6% Raid chance/site/turn
  • Sites can convert to Tribes after turn 50 (4%/turn)
  • Distant raids from turn 60
Strong
  • 4 Tribal sites near each player
  • +10% Tribal war desire
  • -10% Tribal site development
  • +10% time between Tribal units
  • +3 defenders at Tribal sites
  • Raids from turn 25
  • 8% Raid chance/site/turn
  • Sites can convert to Tribes after turn 40 (5%/turn)
  • Distant raids from turn 55
Strong
  • 4 Tribal sites near each player
  • +10% Tribal war desire
  • -10% Tribal site development
  • +10% time between Tribal units
  • +3 defenders at Tribal sites
  • Raids from turn 25
  • 8% Raid chance/site/turn
  • Sites can convert to Tribes after turn 40 (5%/turn)
  • Distant raids from turn 55
Raging
  • 3 Tribal sites near each player
  • +20% Tribal war desire
  • +4 defenders at Tribal sites
  • Raids from turn 20
  • 10% Raid chance/site/turn
  • Sites can convert to Tribes after turn 30 (6%/turn)
  • Distant raids from turn 50

AI Handicap ladder

The AI Handicap (advantage) is the per-AI-player thumb on the scale: penalties weaken AI nations on easy difficulties, advantages strengthen them on hard ones. Custom games can pick any step — including High Advantage and Very High Advantage, which no preset uses.

High Penalty

used by The New
  • +25% Unit Consumption
  • 3 Discontent/City
  • -25% Growth
  • -25% Civics
  • -25% Training
  • -25% Science
  • -25% Orders
  • -25% Strength Modifier
  • -25% Unit Strength

Moderate Penalty

used by The Able
  • +10% Unit Consumption
  • 2 Discontent/City
  • -10% Growth
  • -10% Civics
  • -10% Training
  • -10% Science
  • -10% Orders
  • -10% Strength Modifier
  • -10% Unit Strength

Small Penalty

used by The Just
  • +5% Unit Consumption
  • 1 Discontent/City
  • -5% Growth
  • -5% Civics
  • -5% Training
  • -5% Science
  • -5% Orders
  • -5% Strength Modifier
  • -5% Unit Strength

None

used by The Good, The Strong, The Noble

Small Advantage

used by The Glorious, The Magnificent
  • 10 Civics/Turn
  • 10 Training/Turn
  • 1 Orders/Turn
  • 1 Happiness/City
  • +10% Science
  • -5% Maintenance
  • -5% Improvement Cost
  • -5% Project Goods Costs
  • -5% Specialist Cost
  • -5% Project Cost

Moderate Advantage

used by The Great
  • -5% Unit Consumption
  • 25 Civics/Turn
  • 25 Training/Turn
  • 2.5 Orders/Turn
  • 2 Happiness/City
  • +20% Science
  • -10% Maintenance
  • -10% Improvement Cost
  • -10% Project Goods Costs
  • +10 XP for New Units
  • -10% Specialist Cost
  • -10% Project Cost
  • +10 XP for new Units

High Advantage

no preset — custom setup only
  • -10% Unit Consumption
  • 50 Civics/Turn
  • 50 Training/Turn
  • 5 Orders/Turn
  • 3 Happiness/City
  • +50% Science
  • -25% Maintenance
  • -20% Improvement Cost
  • -20% Project Goods Costs
  • +20 XP for New Units
  • -20% Specialist Cost
  • -20% Project Cost
  • +20 XP for new Units

Very High Advantage

no preset — custom setup only
  • -20% Unit Consumption
  • 100 Civics/Turn
  • 100 Training/Turn
  • 10 Orders/Turn
  • 4 Happiness/City
  • +100% Science
  • -50% Maintenance
  • -50% Improvement Cost
  • -50% Project Goods Costs
  • +50 XP for New Units
  • -50% Specialist Cost
  • -50% Project Cost
  • +50 XP for new Units

In the game's words

The New

Suitable for a first experience. You begin with a healthy stockpile of resources and will only end up at war if you want to. AI Nations are significantly weakened.

The Able

Suitable for an easy experience. You begin with a healthy stockpile of resources and will only end up at war if you want to. AI Nations are somewhat weakened.

The Just

A good choice for learning the game mechanics. You start in a better position than AI Nations, who will rarely attack and whose Units are slightly weakened.

The Good

AI Nations start with some development, according to the game's premise that you are a new nation in a world of established nations. AI Nations at this difficulty are inclined to be peaceful but may eventually declare war.

The Strong

This is the baseline difficulty of the game and the first difficulty level at which AI Nations are not restricted in warfare. They will declare war more freely and will use March. Tribal raids also become more common, and Cities near the map edges are no longer safe from distant tribal raids. Your baseline economy is the same as that of AI nations.

The Noble

Harder difficulties begin here. AI Nations begin the game with more Cities and with a slightly stronger economy.

The Glorious

AI Nations are more aggressive than on lower difficulties and can attack earlier. They also gain a small advantage to Research and economy. Tribal Units get an additional Fatigue point, making raiders considerably more dangerous than at lower difficulties.

The Magnificent

A very challenging difficulty in which your economy is weaker than that of AI Nations, who begin the game with multiple Cities and researched Technologies. Avoiding early war is critical, as AI Nations start with enough power to easily crush you.

The Great

The highest difficulty. AI Nations get a moderate economy bonus in addition to being well established at the game's start. They will not wait long before demanding tribute or attacking you outright. You will face many tribal raids and an increased chance of domestic rebels.