Difference between revisions of "Orders"

From Old World Wiki
Jump to navigation Jump to search
(Created page with "Orders are important in Old World, every turn you can only perform certain tasks and/or move units as much as you have 28px|link= Orders.")
 
(9 intermediate revisions by 6 users not shown)
Line 1: Line 1:
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.
 
== Gaining Orders ==
Each turn, orders are automatically gained through the following ways:
 
* +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]].
 
via Characters:
* 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}}
 
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.
 
Assyria gains +2 {{icon|orders|12px}} per military unit they kill.
 
== Spending Orders ==
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.
 
[[Category:Game Concepts]]

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.