AusGamers newcomer,
David Wildgoose, basically put me onto Civ and 4X gaming back when I was a snot-nosed Nintendophile (remnants of which still emerge from time to time), and so it was a no-brainer to take on board this in-depth interview feature he prepared for us on
Old World, a 4X strategy from ex-
Firaxis designer,
Soren Johnson.
For the strategy heads out there, a lot is spoken of here in terms of decision-making in a larger, more macro-focused "for the empire" sense. Here's a snippet to get your reading orders ready:
Old World's Orders system resets the way you manage the affairs of your empire. In Sid Meier's Civilization series and other similar strategy games, units are discrete entities; every archer can move and attack, every builder can move and improve a tile, every missionary can move and spread your religion, with each action drawing only from an individual unit's movement points for that turn. In Old World, all such actions draw from a collective pool of orders shared across your empire. So, if all your archers are moving and attacking, you won't have enough orders left to also move all your workers to improve tiles. You quite literally cannot do everything.
Click here for our full Old World interview feature.