Orders: Difference between revisions
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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. | 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. | ||
''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. | Orders are gained every turn, but in principle cannot be saved for future turns. |
Revision as of 12:17, 16 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.
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