Difference between revisions of "Orders"
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* 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=]]/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 | * 1[[File:Orders.png|12px|link=]]/year until an improvement is finished | ||
* 1[[File:Orders.png|12px|link=]]/action for Counselors, Ambassadors, Spymasters. | |||
* 1[[File:Orders.png|12px|link=]]/action for unit promotions. | |||
* 2[[File:Orders.png|12px|link=]]/action for Adding a General. |
Revision as of 10:55, 21 May 2020
Orders are important in Old World, every turn you can only perform certain tasks and/or move units as much as you have Orders.
NOTE: THE LIST BELOW IS INCOMPLETE - PLEASE HELP US COMPLETE IT.
Orders are gained every turn, but in principle cannot be saved for future turns.
Gaining Orders
Each turn, orders are gained through the following ways:
- +0.1/Legitimacy.
- +0.5/Master Cleric.
- +0.5/Elite Cleric.
- +0.5/improved Horses.
- +0.5/improved Elephants.
- +0.5/Garrison.
- +0.5/Stronghold.
- +0.5/Citadel.
Alternatively, an order may be bought for 100 .
Spending Orders
Orders are spent on the following actions:
- 1/movement option until fatigue.
- 2/movement option after fatigue (note, an additional 50 has to be spent once per unit).
- 1/worker build option (Note: building an improvement (not lumbermill) on woods would cost 3, 2 for clearing the wood and 1 for building the improvement.
- 1/year until an improvement is finished
- 1/action for Counselors, Ambassadors, Spymasters.
- 1/action for unit promotions.
- 2/action for Adding a General.