The Orders system is a key concept in Old World, determining the number of actions a nation can perform in a single turn. Orders are gained in the beginning of every turn, based on a variety of factors (listed below) and are used to move & take actions with units, appoint Council members etc. Remaining orders at the end of a turn will be sold to the market for 10 gold each. Orders may also be traded between nations in a trade agreement. Some Events can also affect the number of orders in a certain turn.
Each turn, orders are automatically gained through the following ways:
- +0.1 for each Legitimacy point.
- +0.5 for each Master Acolyte & Bishop Specialist.
- +1 for each Elder Acolyte & Bishop Specialist.
- +0.5 for each Horses pasture.
- +0.5 for each Elephants & Camels camp.
- +0.5 for each Garrison, Stronghold & Citadel Improvements.
- +0.5 for each Spymater's Discpline point.
- +0.5 for each Forum project, if completed the Acropolis wonder.
- Some Shrines (such as Egypt's Shrine of Ra) provide a fixed +0.5, other shrines (such as Greece's Shrine of Zeus) provide +1 for each adjacent wonder.
Additional orders can be bought for 100 or for a variable amount of No Icon Found, after completing Coin Debasement Technology. Leaders of the Schemer Archetype can buy 6 additional orders for each Legitimacy point.
Orders are spent on the following actions:
- 1 for each unit movement, until reaching fatigue limit.
- 2 for each unit movement while forced to march (requires spending 100 per unit).
- 1 for each worker action (also applies to cutting & removing trees or scrub before placing an improvement).
- 1 for each improvement being constructed.
- 1 for promoting or upgrading a unit.
- 1 for Adding or removing a General to a unit.
- 2 for appointing a Council member (Chancellor, Ambassador & Spymaster), Governor or Agent.
- 2 for each mission by a Council member, Courtier or Agent.