Orders

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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 (exception for Zealot leaders, which can store up to 10 orders between turns). 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:

Additional orders can be bought for 100Training.png or for a variable ammount of No Icon Found, after completing Coin Debasement Technology. Leaders of the Schemer Archetype can buy 4 additional orders for each Legitimacy point.

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.