Orders: Difference between revisions

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* Specialists:
* Specialists:
** +0.5 {{icon|orders}} for each Master Acolyte and Bishop [[Specialist]].
** +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).
** +1 {{icon|orders}} for each Elder Acolyte and Bishop [[Specialist]] (replaces the 0.5 {{icon|orders}} from a Master Specialist).
* Improvements:
* Improvements:
** +0.5 {{icon|orders}} for each Horses [[Improvements|pasture]].
** +0.5 {{icon|orders}} for each Horses [[Improvements|pasture]].
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** +0.5 {{icon|orders}} for each [[Improvements|pasture]] with [[Nations#Persia|Persia]].
** +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]].
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.
[[Nations#Assyria|Assyria]] gains +2 {{icon|orders|12px}} per military unit they kill.

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.