Difference between revisions of "Orders"
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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.
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:
- +0.1/Legitimacy.
- +0.5/Master Cleric.
- +0.5/Elite Cleric.
- +0.5/improved Horses.
- +0.5/improved Elephants.
- +0.5/Garrison.
- +0.5/Stronghold.
- +0.5/Citadel.
Alternatively, an order may be bought for 100 .
Spending Orders
Orders are spent on the following actions:
- 1/movement option until fatigue.
- 2/movement option after fatigue (note, an additional 50 has to be spent once per unit).
- 1/worker build option (Note: building an improvement (not lumbermill) on woods would cost 3, 2 for clearing the wood and 1 for building the improvement.
- 1/year until an improvement is finished