Difference between revisions of "Orders"
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''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 | 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 === | ||
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* +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 === | ||
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* 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 | * 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. | ||
* | * 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.
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
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.
- +0.5/Forum with Acropolis.
Alternatively, an order may be bought for 100 or after Coin Debasement for a variable No Icon Found price.
Spending Orders
Orders are spent on the following actions:
- 1/movement option until fatigue.
- 2/movement option after fatigue (note, an additional 100 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
- 1/action for Chancellors, Ambassadors, Spymasters.
- 1/action for unit promotions.
- 1/action for Adding a General.
- 1/action for Removing a General.
- X/event (variable amount based on the event)