Compara los precios de Old World - Wrath of Gods en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Mohawk Games. Publicado por Hooded Horse. Lanzado el 3/3/2025. Disponible en PC. Géneros: Simulation, Strategy.

Old World gets divine punishment and a new African kingdom. Natural disasters, mythic scenarios, and Aksum make an already deep 4X even harder to put down.

Old World - Wrath of Gods is a content expansion for Mohawk Games' turn-based historical 4X, Old World. If you have not played the base game, the short version is this: Old World takes the per-turn action economy of something like Civilization, then layers on a character-driven dynasty system, orders-per-turn limits, and a genuinely demanding tech and civics tree. Wrath of Gods does not rebuild that foundation. It adds weight to it, specifically through natural disasters, a mythology-flavored scenario, and the playable kingdom of Aksum. The result is a package that rewards experienced players while giving newcomers a vivid reason to start now rather than later. The headline feature is disasters. Floods, droughts, locusts, and similar calamities are not cosmetic events that pop a notification and vanish. They hit your tile yields, stress your characters, and can cascade into political instability at exactly the wrong moment. In a game where your orders-per-turn budget is already razor thin, being forced to reroute workers and generals because a river province just flooded is a genuine strategic disruption. It punishes sprawl. Wide empires that ignored infrastructure flexibility will feel this more than compact, well-roaded ones. That is good design: the disasters interact with existing systems rather than sitting on top of them as a difficulty slider. The Aksum scenario and the new kingdom itself are the other main draw. Aksum (the historical empire centered in what is now Ethiopia and Eritrea) brings a distinct unit roster, a unique civics path, and starting conditions that push you toward Red Sea trade dynamics rather than the Mediterranean-centric defaults most Old World scenarios lean on. Playing Aksum feels different enough to justify the expansion price for veteran players who have already cycled through Rome, Egypt, and Assyria. The mythology scenario is shorter and more narrative in structure, closer to a curated challenge run than a full campaign, which makes it a strong entry point for players who want a guided experience before throwing themselves into the full sandbox. Where the expansion is thin is in sheer content volume. Fifty-six Steam reviews at launch is a small sample, but the Very Positive rating (93 percent) suggests the existing Old World audience is satisfied rather than underwhelmed. The caveat is that 56 reviews means edge cases, balance quirks, and late-game disaster frequency tuning have not been stress-tested by a large population yet. Mohawk Games has a strong patch history with the base game, so that is less a red flag than a note to check patch notes a few weeks post-launch if disaster event pacing feels off in your playthrough. For the strategy newcomer worried about entry complexity: Old World with Wrath of Gods is a more forgiving starting point than it looks. The character and dynasty systems sound intimidating in a wiki article but reveal themselves naturally over the first 30 turns. The disasters actually help new players understand resource dependency because they make the consequences visible and immediate rather than abstract. If you are comfortable with the basic loop of any Civilization-style 4X, you have enough foundation. Start on a standard difficulty, pick Aksum for a fresh perspective, and let the first flood teach you more about tile improvement priorities than any tutorial tooltip will. Wrath of Gods is a focused, well-integrated expansion rather than a landmark content drop. It makes Old World more punishing, more varied, and marginally more replayable. Experienced players get a new civilization worth mastering and a disaster system that genuinely reshapes mid-game decision trees. New players get a reason to start with a scenario structure that eases them in. Neither group is getting a full second game, but both are getting something that justifies the catalog entry. Diego, Scout Team

Old World - Wrath of Gods

Old World - Wrath of Gods

3 mar 2025Mohawk GamesHooded Horse
GamerScout opina

Old World gets divine punishment and a new African kingdom. Natural disasters, mythic scenarios, and Aksum make an already deep 4X even harder to put down.

PC
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Acerca de Old World - Wrath of Gods

Old World - Wrath of Gods is a content expansion for Mohawk Games' turn-based historical 4X, Old World. If you have not played the base game, the short version is this: Old World takes the per-turn action economy of something like Civilization, then layers on a character-driven dynasty system, orders-per-turn limits, and a genuinely demanding tech and civics tree. Wrath of Gods does not rebuild that foundation. It adds weight to it, specifically through natural disasters, a mythology-flavored scenario, and the playable kingdom of Aksum. The result is a package that rewards experienced players while giving newcomers a vivid reason to start now rather than later. The headline feature is disasters. Floods, droughts, locusts, and similar calamities are not cosmetic events that pop a notification and vanish. They hit your tile yields, stress your characters, and can cascade into political instability at exactly the wrong moment. In a game where your orders-per-turn budget is already razor thin, being forced to reroute workers and generals because a river province just flooded is a genuine strategic disruption. It punishes sprawl. Wide empires that ignored infrastructure flexibility will feel this more than compact, well-roaded ones. That is good design: the disasters interact with existing systems rather than sitting on top of them as a difficulty slider. The Aksum scenario and the new kingdom itself are the other main draw. Aksum (the historical empire centered in what is now Ethiopia and Eritrea) brings a distinct unit roster, a unique civics path, and starting conditions that push you toward Red Sea trade dynamics rather than the Mediterranean-centric defaults most Old World scenarios lean on. Playing Aksum feels different enough to justify the expansion price for veteran players who have already cycled through Rome, Egypt, and Assyria. The mythology scenario is shorter and more narrative in structure, closer to a curated challenge run than a full campaign, which makes it a strong entry point for players who want a guided experience before throwing themselves into the full sandbox. Where the expansion is thin is in sheer content volume. Fifty-six Steam reviews at launch is a small sample, but the Very Positive rating (93 percent) suggests the existing Old World audience is satisfied rather than underwhelmed. The caveat is that 56 reviews means edge cases, balance quirks, and late-game disaster frequency tuning have not been stress-tested by a large population yet. Mohawk Games has a strong patch history with the base game, so that is less a red flag than a note to check patch notes a few weeks post-launch if disaster event pacing feels off in your playthrough. For the strategy newcomer worried about entry complexity: Old World with Wrath of Gods is a more forgiving starting point than it looks. The character and dynasty systems sound intimidating in a wiki article but reveal themselves naturally over the first 30 turns. The disasters actually help new players understand resource dependency because they make the consequences visible and immediate rather than abstract. If you are comfortable with the basic loop of any Civilization-style 4X, you have enough foundation. Start on a standard difficulty, pick Aksum for a fresh perspective, and let the first flood teach you more about tile improvement priorities than any tutorial tooltip will. Wrath of Gods is a focused, well-integrated expansion rather than a landmark content drop. It makes Old World more punishing, more varied, and marginally more replayable. Experienced players get a new civilization worth mastering and a disaster system that genuinely reshapes mid-game decision trees. New players get a reason to start with a scenario structure that eases them in. Neither group is getting a full second game, but both are getting something that justifies the catalog entry.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steam4X ExpansionDynasty ManagementNatural DisastersHistorical CivilizationsScenario ModeOrders SystemAfrica SettingMid-Game Disruption

Requisitos del sistema

Mínimos

Processor
Intel® Core™ i5-4570 (quad-core) / AMD® Ryzen™ 3 2200G (quad-core)
Memory
8 GB RAM
Graphics
NVIDIA® GeForce® GTX 750 (2 GB) / AMD® Radeon™ HD 7950 (3 GB)
DirectX
Version 11
Storage
10…

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Reseñas y valoraciones

Steam
93%(56)

Información del juego

Desarrolladora
Mohawk Games
Distribuidora
Hooded Horse
Fecha de lanzamiento
3 mar 2025

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Old World - Wrath of Gods está disponible en PC.

¿Cuándo se lanzó Old World - Wrath of Gods?

Old World - Wrath of Gods se lanzó el 3 de marzo de 2025.

¿Quién desarrolló Old World - Wrath of Gods?

Old World - Wrath of Gods fue desarrollado por Mohawk Games y publicado por Hooded Horse.