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 (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:
- +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 Spymater's Discpline point.
- +0.5 for each Forum project, if completed the Acropolis wonder.
- 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.
Additional orders can be bought for 100 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:
- 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.