Difference between revisions of "Did you know X - Special mechanics"

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= Rules / Mechanics =
= Rules / Mechanics =
* "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though.
* "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though.
* Workers take an extra order to build an improvement in another families area.
* Workers from another family take one turn more to build an improvement, thus consuming 1 extra order.
* Horses give instant 250gold, if destroyed by a urban building.
* Horses give instant 250gold, if destroyed by a urban building.
* Generals get the same XP as their unit, which is an option to level them quickly. (uncertain: if xp from discipline is granted too)
* Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count)
* Family religion is based on the number of followers in the family. The religion with most followers will become the family religion. The families head counts twice.
* Family religion is based on the number of followers in the family. The religion with most followers will become the family religion. The families head counts twice.
* Invisible units (Schemer Scouts!) can enter truce-neighbour borders.
* Invisible units (Schemer Scouts!) can enter truce-neighbour borders.
* Resource gain from taking a barbarian or tribe site (source Dev Solver on discord):  
* Resource gain from taking a barbarian or tribe site (source Dev Solver on discord): Depends on the improvement level. Hovel is food/iron/stone. Outpost is food/iron/stone/wood. Encampment is food/iron/stone/wood/money. Bastion additionally has a +5 orders possibility
Depends on the improvement level.
* It is possible to "swap" a tile between two cities by placing any unit on it an "buy it for XY". It costs money and bad reputation for the family who loses the tile.
Hovel is food/iron/stone.
Outpost is food/iron/stone/wood.
Encampment is food/iron/stone/wood/money.
Bastion additionally has a +5 orders possibility


= UI =
= UI =
* There is an overview of all cities you got an agent network in -- click the agent icon on the top right of the city tab in the screen's top-right to access it.  
* There is an overview of all cities you got an agent network in -- click the agent icon on the top right of the city tab in the screen's top-right to access it.  
= Formula =
* Power: science / 100 + ~ city HP + naval base unit str * 2 + land base unit str * 3
the sum of all science you generated thus far, divided by a hundred
+ your number of cities multiplied by 10 (so half base hp), +1% per game turn
+ the sum of city HP provided by projects (walls, moats etc)
+ the sum of naval military unit strength multiplied by 2
+ the sum of land military units multiplied by 3


= Call to contribute =
= Call to contribute =
* ... add your observation ...
* ... add your observation ...

Latest revision as of 00:33, 15 March 2024

Collection of rules/mechanics easily or often overlooked.

Rules / Mechanics[edit]

  • "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though.
  • Workers from another family take one turn more to build an improvement, thus consuming 1 extra order.
  • Horses give instant 250gold, if destroyed by a urban building.
  • Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count)
  • Family religion is based on the number of followers in the family. The religion with most followers will become the family religion. The families head counts twice.
  • Invisible units (Schemer Scouts!) can enter truce-neighbour borders.
  • Resource gain from taking a barbarian or tribe site (source Dev Solver on discord): Depends on the improvement level. Hovel is food/iron/stone. Outpost is food/iron/stone/wood. Encampment is food/iron/stone/wood/money. Bastion additionally has a +5 orders possibility
  • It is possible to "swap" a tile between two cities by placing any unit on it an "buy it for XY". It costs money and bad reputation for the family who loses the tile.

UI[edit]

  • There is an overview of all cities you got an agent network in -- click the agent icon on the top right of the city tab in the screen's top-right to access it.

Formula[edit]

  • Power: science / 100 + ~ city HP + naval base unit str * 2 + land base unit str * 3

the sum of all science you generated thus far, divided by a hundred + your number of cities multiplied by 10 (so half base hp), +1% per game turn + the sum of city HP provided by projects (walls, moats etc) + the sum of naval military unit strength multiplied by 2 + the sum of land military units multiplied by 3

Call to contribute[edit]

  • ... add your observation ...