Orders: Difference between revisions
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Orders | [[File:Orders sold.png|thumb|right|Selling remaining orders]] | ||
'''The Orders system''' is a key concept in [[Old World]], determining the number of actions a [[Nations|nation]] can perform in a single turn. Orders{{icon|orders|12px}} 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. | |||
Orders | == Gaining Orders == | ||
Each turn, orders are produced by the following sources: | |||
* General: | |||
** +0.1 {{icon|orders}} for each [[Legitimacy]] point. | |||
** +0.1 {{icon|orders}} for each [[Citizen]]. | |||
** +5 {{icon|orders}} with [[Laws#Serfdom|Serfdom]]. | |||
* Specialists: | |||
** +0.5 {{icon|orders}} for each Master Acolyte and Bishop [[Specialist]]. | |||
** +1 {{icon|orders}} for each Elder Acolyte and Bishop [[Specialist]] (replaces the 0.5 {{icon|orders}} from a Master Specialist). | |||
* Improvements: | |||
** +0.5 {{icon|orders}} for each Horses [[Improvements|pasture]]. | |||
** +0.5 {{icon|orders}} for each Elephants and Camels [[Improvements|camp]]. | |||
** +0.5 {{icon|orders}} for each Garrison, Stronghold, and Citadel [[Improvements|improvement]]. | |||
** +0.5 {{icon|orders}} for each Sun [[Improvements#Shrines|Shrine]]. | |||
** +1 {{icon|orders}} for each [[Wonders|wonder]] adjacent to a Kingship [[Improvements#Shrines|Shrine]]. | |||
* Characters: | |||
** +0.5 {{icon|orders}} for each [[Council|Spymaster]]'s [[Character Stats|Discipline]] point. | |||
** +0.5 {{icon|orders}} for each Forum [[project]] with the Acropolis [[Wonders|wonder]]. | |||
** +1 {{icon|orders}} from an Orator leader per city with a friendly family. | |||
** +1 {{icon|orders}} from a Schemer leader per ongoing war. | |||
** +0.5 {{icon|orders}} for each city from a leader with the [[Traits|Robust]] trait. | |||
** +1 for a city with a governor with the [[Traits|Robust]] trait. | |||
* Nations: | |||
** +0.5 {{icon|orders}} for each [[Improvements|pasture]] with [[Nations#Persia|Persia]]. | |||
Additional orders can be bought for 100{{icon|Training}} or for a variable amount of {{icon|Money}} with [[Laws#Coin Debasement|Coin Debasement]]. Leaders of the [[Character Traits (Archetypes)#Schemer|Schemer]] Archetype can buy 10 {{icon|orders}} for two [[Legitimacy]]. | |||
[[Nations#Assyria|Assyria]] gains +2 {{icon|orders|12px}} per military unit they kill. | |||
== Spending Orders == | |||
Orders are spent on the following actions: | |||
* 1 {{icon|orders}} for each [[Units|unit]] move. | |||
* 2 {{icon|orders}} for each [[Units|unit]] movement past the fatigue limit, using Forced March. | |||
* 1 {{icon|orders}} for each worker action (also applies to cutting or removing trees or scrub before placing an improvement). | |||
* 1 {{icon|orders}} for each improvement being constructed. | |||
* 1 {{icon|orders}} for promoting, upgrading, fortifying, or healing a unit. | |||
* 1 {{icon|orders}} for adding or removing a General to a unit. | |||
* 2 {{icon|orders}} for appointing a [[Council]] member (Chancellor, Ambassador & Spymaster), Governor or Agent. | |||
* 2 {{icon|orders}} for each mission by a [[Council]] member, Courtier or Agent. | |||
[[Category:Game Concepts]] | |||
Latest revision as of 15:19, 28 February 2025

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.
Gaining Orders[edit]
Each turn, orders are produced by the following sources:
- General:
- +0.1
for each Legitimacy point.
- +0.1
for each Citizen.
- +5
with Serfdom.
- +0.1
- Specialists:
- +0.5
for each Master Acolyte and Bishop Specialist.
- +1
for each Elder Acolyte and Bishop Specialist (replaces the 0.5
from a Master Specialist).
- +0.5
- Improvements:
- Characters:
- +0.5
for each Spymaster's Discipline point.
- +0.5
for each Forum project with the Acropolis wonder.
- +1
from an Orator leader per city with a friendly family.
- +1
from a Schemer leader per ongoing war.
- +0.5
for each city from a leader with the Robust trait.
- +1 for a city with a governor with the Robust trait.
- +0.5
- Nations:
Additional orders can be bought for 100 or for a variable amount of
with Coin Debasement. Leaders of the Schemer Archetype can buy 10
for two Legitimacy.
Assyria gains +2 per military unit they kill.
Spending Orders[edit]
Orders are spent on the following actions:
- 1
for each unit move.
- 2
for each unit movement past the fatigue limit, using Forced March.
- 1
for each worker action (also applies to cutting or removing trees or scrub before placing an improvement).
- 1
for each improvement being constructed.
- 1
for promoting, upgrading, fortifying, or healing 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.