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.  
[[File:Orders sold.png|thumb|right|Selling remaining orders]]
'''The Orders system''' is a key concept in [[Old World]], determining the number of actions a [[Nations|nation]] can perform in a single turn. Orders{{icon|orders|12px}} are gained in the beginning of every turn, based on a variety of factors (listed below) and are used to move & take actions with [[units]], appoint [[Council]] members etc. Remaining orders at the end of a turn will be sold to the market for 10 gold each. Orders may also be traded between nations in a trade agreement. Some [[Events]] can also affect the number of orders in a certain turn.


''NOTE: THE LIST BELOW IS INCOMPLETE - PLEASE HELP US COMPLETE IT.''
== Gaining Orders ==
Each turn, orders are automatically gained through the following ways:


Orders are gained every turn, but in principle cannot be saved for future turns.  
* +0.1{{icon|orders|12px}} for each [[Legitimacy]] point.
* +0.5{{icon|orders|12px}} for each Master Acolyte & Bishop [[Specialist]].
* +1{{icon|orders|12px}} for each Elder Acolyte & Bishop [[Specialist]].
* +0.5{{icon|orders|12px}} for each Horses [[Improvements|pasture]].
* +0.5{{icon|orders|12px}} for each Elephants & Camels [[Improvements|camp]].
* +0.5{{icon|orders|12px}} for each Garrison, Stronghold & Citadel [[Improvements]].
* +0.5{{icon|orders|12px}} for each [[Council|Spymater]]'s [[Character Stats|Discpline]] point.
* +0.5{{icon|orders|12px}} for each Forum [[project]], if completed the Acropolis [[Wonders|wonder]].
* Some [[Improvements|Shrines]] (such as [[Nations|Egypt]]'s Shrine of Ra) provide a fixed +0.5{{icon|orders|12px}}, other shrines (such as [[Nations|Greece]]'s Shrine of Zeus) provide +1{{icon|orders|12px}} for each adjacent [[Wonders|wonder]].


=== Gaining Orders ===
via Characters:
Each turn, orders are gained through the following ways:
* Leader Archetypes and Trait:
# Orator +2 {{icon|orders|12px}} per city with friendly family
# Schemer +2 {{icon|orders|12px}} per ongoing war with a nation or tribe
# Robust trait +1 {{icon|orders|12px}} for each city
* Governor:
# Robust trait +2 {{icon|orders|12px}}


* +0.1[[File:Orders.png|12px|link=]]/Legitimacy.
Additional orders can be bought for 100{{icon|Training|12px}} or for a variable amount of {{icon|gold|12px}}, after completing Coin Debasement Technology. Leaders of the [[Character Traits (Archetypes)|Schemer]] Archetype can buy 6 additional orders for each Legitimacy point.
* +0.5[[File:Orders.png|12px|link=]]/Master 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 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=]].
Assyria gains +2 {{icon|orders|12px}} per military unit they kill.


=== Spending Orders ===
== Spending Orders ==
Orders are spent on the following actions:


Orders are spent on the following actions:
* 1{{icon|orders|12px}} for each [[Units|unit]] movement, until reaching fatigue limit.
* 2{{icon|orders|12px}} for each [[Units|unit]] movement while forced to march (requires spending 100{{icon|Training|12px}} per unit).
* 1{{icon|orders|12px}} for each worker action (also applies to cutting & removing trees or scrub before placing an improvement).
* 1{{icon|orders|12px}} for each improvement being constructed.
* 1{{icon|orders|12px}} for promoting or upgrading a unit.
* 1{{icon|orders|12px}} for Adding or removing a General to a unit.
* 2{{icon|orders|12px}} for appointing a [[Council]] member (Chancellor, Ambassador & Spymaster), Governor or Agent.
* 2{{icon|orders|12px}} for each mission by a [[Council]] member, Courtier or Agent.


* 1[[File:Orders.png|12px|link=]]/movement option until fatigue.
[[Category:Game Concepts]]
* 2[[File:Orders.png|12px|link=]]/movement option after fatigue (note, an additional 100 [[File:Training.png|12px|link=]] has to be spent once per unit).
* 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=]]/action for Counselors, Ambassadors, Spymasters.
* 1[[File:Orders.png|12px|link=]]/action for unit promotions.
* 2[[File:Orders.png|12px|link=]]/action for Adding a General.

Revision as of 15:51, 10 July 2022

Selling remaining orders

The Orders system is a key concept in Old World, determining the number of actions a nation can perform in a single turn. OrdersOrders.png are gained in the beginning of every turn, based on a variety of factors (listed below) and are used to move & take actions with units, appoint Council members etc. Remaining orders at the end of a turn will be sold to the market for 10 gold each. Orders may also be traded between nations in a trade agreement. Some Events can also affect the number of orders in a certain turn.

Gaining Orders

Each turn, orders are automatically gained through the following ways:

via Characters:

  • Leader Archetypes and Trait:
  1. Orator +2 Orders.png per city with friendly family
  2. Schemer +2 Orders.png per ongoing war with a nation or tribe
  3. Robust trait +1 Orders.png for each city
  • Governor:
  1. Robust trait +2 Orders.png

Additional orders can be bought for 100Training.png or for a variable amount of No Icon Found, after completing Coin Debasement Technology. Leaders of the Schemer Archetype can buy 6 additional orders for each Legitimacy point.

Assyria gains +2 Orders.png per military unit they kill.

Spending Orders

Orders are spent on the following actions:

  • 1Orders.png for each unit movement, until reaching fatigue limit.
  • 2Orders.png for each unit movement while forced to march (requires spending 100Training.png per unit).
  • 1Orders.png for each worker action (also applies to cutting & removing trees or scrub before placing an improvement).
  • 1Orders.png for each improvement being constructed.
  • 1Orders.png for promoting or upgrading a unit.
  • 1Orders.png for Adding or removing a General to a unit.
  • 2Orders.png for appointing a Council member (Chancellor, Ambassador & Spymaster), Governor or Agent.
  • 2Orders.png for each mission by a Council member, Courtier or Agent.