Difference between revisions of "Orders"
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via Characters: | via Characters: | ||
* Leader Archetypes and Trait: | * Leader Archetypes and Trait: | ||
# Orator + | # Orator +1 {{icon|orders|12px}} per city with friendly family | ||
# Schemer + | # Schemer +1 {{icon|orders|12px}} per ongoing war with a nation or tribe | ||
# Robust trait + | # Robust trait +0.5 {{icon|orders|12px}} for each city | ||
* Governor: | * Governor: | ||
# Robust trait + | # Robust trait +1 {{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. | 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. |
Latest revision as of 23:17, 11 December 2023
The Orders system is a key concept in Old World, determining the number of actions a nation can perform in a single turn. Orders 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[edit]
Each turn, orders are automatically gained through the following ways:
- +0.1 for each Legitimacy point.
- +0.5 for each Master Acolyte & Bishop Specialist.
- +1 for each Elder Acolyte & Bishop Specialist.
- +0.5 for each Horses pasture.
- +0.5 for each Elephants & Camels camp.
- +0.5 for each Garrison, Stronghold & Citadel Improvements.
- +0.5 for each Spymaster's Discipline point.
- +0.5 for each Forum project, if the Acropolis wonder is completed.
- Some Shrines (such as Egypt's Shrine of Ra) provide a fixed +0.5, other shrines (such as Greece's Shrine of Zeus) provide +1 for each adjacent wonder.
via Characters:
- Leader Archetypes and Trait:
- Orator +1 per city with friendly family
- Schemer +1 per ongoing war with a nation or tribe
- Robust trait +0.5 for each city
- Governor:
Additional orders can be bought for 100 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 per military unit they kill.
Spending Orders[edit]
Orders are spent on the following actions:
- 1 for each unit movement, until reaching fatigue limit.
- 2 for each unit movement while forced to march (requires spending 100 per unit).
- 1 for each worker action (also applies to cutting & removing trees or scrub before placing an improvement).
- 1 for each improvement being constructed.
- 1 for promoting or upgrading a unit.
- 1 for Adding or removing a General to a unit.
- 2 for appointing a Council member (Chancellor, Ambassador & Spymaster), Governor or Agent.
- 2 for each mission by a Council member, Courtier or Agent.