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

From Old World Wiki
Jump to navigation Jump to search
(added power formula)
 
(3 intermediate revisions by 3 users not shown)
Line 3: Line 3:
= 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. (XP from Discipline doesn't count)
* Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count)
Line 9: Line 9:
* 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): 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
* 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 =
= UI =
Line 14: Line 15:


= Formula =
= Formula =
* Power:  
* 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
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
+ 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 city HP provided by projects (walls, moats etc)
+ the sum of naval military unit strength multiplied by 2
+ the sum of naval military unit strength multiplied by 2
+ the sum of land military units multiplied by 3  
+ 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 ...