Orders: Difference between revisions

From Old World Wiki
Jump to navigation Jump to search
Wobzter (talk | contribs)
Added note
mNo edit summary
 
(16 intermediate revisions by 8 users not shown)
Line 1: Line 1:
Orders are important in [[Old World]], every turn you can only perform certain tasks and/or move units as much as you have [[File:Orders.png|28px|link=]] 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.


''NOTE: THE LIST BELOW IS INCOMPLETE - PLEASE HELP US COMPLETE IT.''
== Gaining Orders ==
Each turn, orders are produced by the following sources:


Orders are gained every turn, but in principle cannot be saved for future turns.  
* 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]].


=== Gaining Orders ===
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]].
Each turn, orders are gained through the following ways:


* +0.1[[File:Orders.png|12px|link=]]/Legitimacy.
[[Nations#Assyria|Assyria]] gains +2 {{icon|orders|12px}} per military unit they kill.
* +0.5[[File:Orders.png|12px|link=]]/Master Cleric.
* +0.5[[File:Orders.png|12px|link=]]/Elite Cleric.
* +0.5[[File:Orders.png|12px|link=]]/improved Horses.


Alternatively, an order may be bought for 100 [[File:Training.png|12px|link=]].
== Spending Orders ==
Orders are spent on the following actions:


=== Spending Orders ===
* 1 {{icon|orders}} for each [[Units|unit]] move.
 
* 2 {{icon|orders}} for each [[Units|unit]] movement past the fatigue limit, using Forced March.
Orders are spent on the following actions:
* 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.


* 1[[File:Orders.png|12px|link=]]/movement option until fatigue.
[[Category:Game Concepts]]
* 2[[File:Orders.png|12px|link=]]/movement option after fatigue (note, an additional 50 [[File:Training.png|12px|link=]] has to be spent once per unit).
* 1[[File:Orders.png|12px|link=]]/worker build option (Note: building an improvement (not lumbermill) on woods would cost 3[[File:Orders.png|12px|link=]], 2 for clearing the wood and 1 for building the improvement.
* 1[[File:Orders.png|12px|link=]]/year until an improvement is finished

Latest revision as of 15:19, 28 February 2025

Selling remaining orders

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:
  • 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).
  • Improvements:
    • +0.5 for each Horses pasture.
    • +0.5 for each Elephants and Camels camp.
    • +0.5 for each Garrison, Stronghold, and Citadel improvement.
    • +0.5 for each Sun Shrine.
    • +1 for each wonder adjacent to a Kingship Shrine.
  • 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.
  • 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.