Difference between revisions of "Orders"

From Old World Wiki
Jump to navigation Jump to search
Line 3: Line 3:
''NOTE: THE LIST BELOW IS INCOMPLETE - PLEASE HELP US COMPLETE IT.''
''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 based on a variety of factors. Orders cannot be saved after a turn end (exception with [[Leaders#Archetype|Zealot]] trait), but will instead be 'sold' to the market
[[File:Orders sold.png|thumb|right]]


=== Gaining Orders ===
=== Gaining Orders ===
Line 16: Line 17:
* +0.5[[File:Orders.png|12px|link=]]/Stronghold.
* +0.5[[File:Orders.png|12px|link=]]/Stronghold.
* +0.5[[File:Orders.png|12px|link=]]/Citadel.
* +0.5[[File:Orders.png|12px|link=]]/Citadel.
* +0.5[[File:Orders.png|12px|link=]]/Forum with [[Wonders|Acropolis]].


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=]] or after Coin Debasement for a variable {{icon|gold}} price.


=== Spending Orders ===
=== Spending Orders ===
Line 27: Line 29:
* 1[[File:Orders.png|12px|link=]]/worker build option (Note: building an improvement (not lumbermill) on woods would cost 3[[File:Orders.png|12px|link=]], 2 for clearing the wood and 1 for building the improvement.
* 1[[File:Orders.png|12px|link=]]/worker build option (Note: building an improvement (not lumbermill) on woods would cost 3[[File:Orders.png|12px|link=]], 2 for clearing the wood and 1 for building the improvement.
* 1[[File:Orders.png|12px|link=]]/year until an improvement is finished
* 1[[File:Orders.png|12px|link=]]/year until an improvement is finished
* 1[[File:Orders.png|12px|link=]]/action for Counselors, Ambassadors, Spymasters.
* 1[[File:Orders.png|12px|link=]]/action for Chancellors, Ambassadors, Spymasters.
* 1[[File:Orders.png|12px|link=]]/action for unit promotions.
* 1[[File:Orders.png|12px|link=]]/action for unit promotions.
* 2[[File:Orders.png|12px|link=]]/action for Adding a General.
* 1[[File:Orders.png|12px|link=]]/action for Adding a General.
* 1[[File:Orders.png|12px|link=]]/action for Removing a General.
* X[[File:Orders.png|12px|link=]]/event (variable amount based on the [[Events|event]])

Revision as of 06:48, 6 June 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 based on a variety of factors. Orders cannot be saved after a turn end (exception with Zealot trait), but will instead be 'sold' to the market

Orders sold.png

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.
  • +0.5Orders.png/Forum with Acropolis.

Alternatively, an order may be bought for 100 Training.png or after Coin Debasement for a variable No Icon Found price.

Spending Orders

Orders are spent on the following actions:

  • 1Orders.png/movement option until fatigue.
  • 2Orders.png/movement option after fatigue (note, an additional 100 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
  • 1Orders.png/action for Chancellors, Ambassadors, Spymasters.
  • 1Orders.png/action for unit promotions.
  • 1Orders.png/action for Adding a General.
  • 1Orders.png/action for Removing a General.
  • XOrders.png/event (variable amount based on the event)