Difference between revisions of "Orders"

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(Added note)
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* +0.5[[File:Orders.png|12px|link=]]/Elite Cleric.
* +0.5[[File:Orders.png|12px|link=]]/Elite Cleric.
* +0.5[[File:Orders.png|12px|link=]]/improved Horses.
* +0.5[[File:Orders.png|12px|link=]]/improved Horses.
* +0.5[[File:Orders.png|12px|link=]]/improved Elephants.
* +0.5[[File:Orders.png|12px|link=]]/Garrison.
* +0.5[[File:Orders.png|12px|link=]]/Stronghold.
* +0.5[[File:Orders.png|12px|link=]]/Citadel.


Alternatively, an order may be bought for 100 [[File:Training.png|12px|link=]].
Alternatively, an order may be bought for 100 [[File:Training.png|12px|link=]].

Revision as of 10:53, 21 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.
  • +0.5Orders.png/improved Elephants.
  • +0.5Orders.png/Garrison.
  • +0.5Orders.png/Stronghold.
  • +0.5Orders.png/Citadel.

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