Difference between revisions of "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 [[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.png 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:

  • +0.1Orders.png/Legitimacy.
  • +0.5Orders.png/Master Cleric.
  • +0.5Orders.png/Elite Cleric.
  • +0.5Orders.png/improved Horses.

Alternatively, an order may be bought for 100 Training.png.

Spending Orders

Orders are spent on the following actions:

  • 1Orders.png/movement option until fatigue.
  • 2Orders.png/movement option after fatigue (note, an additional 50 Training.png has to be spent once per unit).
  • 1Orders.png/worker build option (Note: building an improvement (not lumbermill) on woods would cost 3Orders.png, 2 for clearing the wood and 1 for building the improvement.
  • 1Orders.png/year until an improvement is finished