Orders: Difference between revisions
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== Gaining Orders == | == Gaining Orders == | ||
Each turn, orders are | Each turn, orders are produced by the following sources: | ||
* +0.1{{icon|orders|12px}} for each [[Legitimacy]] point. | * General: | ||
* +0.5{{icon|orders|12px}} for each Master Acolyte & Bishop [[Specialist]]. | ** +0.1 {{icon|orders|12px}} for each [[Legitimacy]] point. | ||
* +1{{icon|orders|12px}} for each Elder Acolyte & Bishop [[Specialist]]. | ** +0.1 {{icon|orders|12px}} for each [[Citizen]]. | ||
* +0.5{{icon|orders|12px}} for each Horses [[Improvements|pasture]]. | ** +5 {{icon|orders|12px}} with [[Laws#Serfdom]]. | ||
* +0.5{{icon|orders|12px}} for each Elephants | * Specialists: | ||
* +0.5{{icon|orders|12px}} for each Garrison, Stronghold | ** +0.5 {{icon|orders|12px}} for each Master Acolyte & Bishop [[Specialist]]. | ||
* +0.5{{icon|orders|12px}} for each [[Council|Spymaster]]'s [[Character Stats|Discipline]] point. | ** +1 {{icon|orders|12px}} for each Elder Acolyte & Bishop [[Specialist]]. | ||
* +0.5{{icon|orders|12px}} for each Forum [[project]] | * Improvements: | ||
* | ** +0.5 {{icon|orders|12px}} for each Horses [[Improvements|pasture]]. | ||
** +0.5 {{icon|orders|12px}} for each Elephants and Camels [[Improvements|camp]]. | |||
** +0.5 {{icon|orders|12px}} for each Garrison, Stronghold, and Citadel [[Improvements|improvement]]. | |||
** +0.5 {{icon|orders|12px}} for each Sun [[Improvements#Shrines|Shrine]]. | |||
** +1 {{icon|orders|12px}} for each [[Wonders|wonder]] adjacent to a Kingship [[Improvements#Shrines|Shrine]]. | |||
* Characters: | |||
** +0.5 {{icon|orders|12px}} for each [[Council|Spymaster]]'s [[Character Stats|Discipline]] point. | |||
** +0.5 {{icon|orders|12px}} for each Forum [[project]] with the Acropolis [[Wonders|wonder]]. | |||
** +1 {{icon|orders|12px}} from an Orator leader per city with a friendly family. | |||
** +1 {{icon|orders|12px}} from a Schemer leader per ongoing war. | |||
** +0.5 {{icon|orders|12px}} 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|12px}} for each [[Improvements|pasture]] with [[Nations|Persia]]. | |||
Additional orders can be bought for 100{{icon|Training|12px}} or for a variable amount of {{icon|Money|12px}} with {{Laws||Coin Debasement}}. Leaders of the [[Character Traits (Archetypes)|Schemer]] Archetype can buy 10 {{icon|orders|12px}} for two [[Legitimacy]]. | |||
[[Nations|Assyria]] gains +2 {{icon|orders|12px}} per military unit they kill. | |||
== Spending Orders == | == Spending Orders == | ||
Orders are spent on the following actions: | Orders are spent on the following actions: | ||
* 1{{icon|orders|12px}} for each [[Units|unit]] | * 1 {{icon|orders|12px}} for each [[Units|unit]] move. | ||
* 2{{icon|orders|12px}} for each [[Units|unit]] movement | * 2 {{icon|orders|12px}} for each [[Units|unit]] movement past the fatigue limit, using Forced March. | ||
* 1{{icon|orders|12px}} for each worker action (also applies to cutting | * 1 {{icon|orders|12px}} for each worker action (also applies to cutting or removing trees or scrub before placing an improvement). | ||
* 1{{icon|orders|12px}} for each improvement being constructed. | * 1 {{icon|orders|12px}} for each improvement being constructed. | ||
* 1{{icon|orders|12px}} for promoting or | * 1 {{icon|orders|12px}} for promoting, upgrading, fortifying, or healing a unit. | ||
* 1{{icon|orders|12px}} for | * 1 {{icon|orders|12px}} for adding or removing a General to a unit. | ||
* 2{{icon|orders|12px}} for appointing a [[Council]] member (Chancellor, Ambassador & Spymaster), Governor or Agent. | * 2 {{icon|orders|12px}} for appointing a [[Council]] member (Chancellor, Ambassador & Spymaster), Governor or Agent. | ||
* 2{{icon|orders|12px}} for each mission by a [[Council]] member, Courtier or Agent. | * 2 {{icon|orders|12px}} for each mission by a [[Council]] member, Courtier or Agent. | ||
[[Category:Game Concepts]] | [[Category:Game Concepts]] |
Revision as of 18:44, 27 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
Each turn, orders are produced by the following sources:
- General:
- +0.1
for each Legitimacy point.
- +0.1
for each Citizen.
- +5
with Laws#Serfdom.
- +0.1
- Specialists:
- +0.5
for each Master Acolyte & Bishop Specialist.
- +1
for each Elder Acolyte & Bishop 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 Template:Laws. Leaders of the Schemer Archetype can buy 10
for two Legitimacy.
Assyria gains +2 per military unit they kill.
Spending Orders
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.