Did you know X - Special mechanics

From Old World Wiki
Revision as of 07:57, 13 March 2024 by Halavus (talk | contribs) (Clearing up the source of the extra order consumption.)
Jump to navigation Jump to search

Collection of rules/mechanics easily or often overlooked.

Rules / Mechanics

  • "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

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.

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

  • ... add your observation ...