Orders
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 produced by the following sources:
- General:
- +0.1
for each Legitimacy point.
- +0.1
for each Citizen.
- +5
with Serfdom.
- +0.1
- Specialists:
- +0.5
for each Master Acolyte and Bishop Specialist.
- +1
for each Elder Acolyte and Bishop Specialist (replaces the 0.5
from a Master Specialist).
- +0.5
- Improvements:
- Characters:
- +0.5
for each Spymaster's Discipline point.
- +0.5
for each Forum project with the Acropolis wonder.
- +1
from an Orator leader per city with a friendly family.
- +1
from a Schemer leader per ongoing war.
- +0.5
for each city from a leader with the Robust trait.
- +1 for a city with a governor with the Robust trait.
- +0.5
- Nations:
Additional orders can be bought for 100 or for a variable amount of
with Coin Debasement. Leaders of the Schemer Archetype can buy 10
for two Legitimacy.
Assyria gains +2 per military unit they kill.
Spending Orders[edit]
Orders are spent on the following actions:
- 1
for each unit move.
- 2
for each unit movement past the fatigue limit, using Forced March.
- 1
for each worker action (also applies to cutting or removing trees or scrub before placing an improvement).
- 1
for each improvement being constructed.
- 1
for promoting, upgrading, fortifying, or healing 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.