Orders

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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 Orders.

NOTE: THE LIST BELOW IS INCOMPLETE - PLEASE HELP US COMPLETE IT.

Orders are gained every turn based on a variety of factors. Orders cannot be saved after a turn end (exception with Zealot trait), but will instead be 'sold' to the market

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.
  • +0.5/Forum with Acropolis.

Alternatively, an order may be bought for 100 or after Coin Debasement for a variable No Icon Found price.

Spending Orders

Orders are spent on the following actions:

  • 1/movement option until fatigue.
  • 2/movement option after fatigue (note, an additional 100 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 Chancellors, Ambassadors, Spymasters.
  • 1/action for unit promotions.
  • 1/action for Adding a General.
  • 1/action for Removing a General.
  • X/event (variable amount based on the event)