Referenced 84 times across this site.
Referenced by
nations 10
- Assyria ยท Shrine 1 {'effect': '+2 Civics, +1 Orders per adjacent Wonder', 'shrine': {'effectStr': '+2 Civics, +1 Orders per adjacent Wonder
- Assyria ยท Shrine 4 {'effect': '+0.5 Orders, +20% adjacent Farm', 'shrine': {'effectStr': '+0.5 Orders, +20% adjacent Farm', 'effectsXml': [
- Babylonia ยท Shrine 1 {'effect': '+2 Civics, +1 Orders per adjacent Wonder', 'shrine': {'effectStr': '+2 Civics, +1 Orders per adjacent Wonder
- Egypt ยท Shrine 4 {'effect': '+0.5 Orders, +20% adjacent Farm', 'shrine': {'effectStr': '+0.5 Orders, +20% adjacent Farm', 'effectsXml': [
- Greece ยท Shrine 1 {'effect': '+2 Civics, +1 Orders per adjacent Wonder', 'shrine': {'effectStr': '+2 Civics, +1 Orders per adjacent Wonder
- Kush ยท Shrine 1 {'effect': '+2 Civics, +1 Orders per adjacent Wonder', 'shrine': {'effectStr': '+2 Civics, +1 Orders per adjacent Wonder
- Kush ยท Shrine 4 {'effect': '+0.5 Orders, +20% adjacent Farm', 'shrine': {'effectStr': '+0.5 Orders, +20% adjacent Farm', 'effectsXml': [
- Maurya ยท Shrine 1 {'effect': '+2 Civics, +1 Orders per adjacent Wonder', 'shrine': {'effectStr': '+2 Civics, +1 Orders per adjacent Wonder
- Maurya ยท Shrine 3 {'effect': '+0.5 Orders, +20% adjacent Farm', 'shrine': {'effectStr': '+0.5 Orders, +20% adjacent Farm', 'effectsXml': [
- Persia ยท Shrine 4 {'effect': '+0.5 Orders, +20% adjacent Farm', 'shrine': {'effectStr': '+0.5 Orders, +20% adjacent Farm', 'effectsXml': [
laws 7
shrines 10
projects 13
- Chola Coalition Nation Project
- Decree I Project
- Decree II Project
- Decree III Project
- Decree IV Project
- Syncretism Project
- Avesta Treasury Project
- Governor Project
- Labyrinth Project
- Patronage of the Royalty Gods Project
- Priests of God's Consort Project
- Scientific Method Project
- Ziggurat War Shrine Project
urban-improvements 15
- Garrison Improvement
- Stronghold Improvement
- Citadel Improvement
- Pillar Edict Improvement
- Theater Improvement
- Hamlet Improvement
- Barracks Improvement
- Grocer Improvement
- Fair Improvement
- Ministry Improvement
- Range Improvement
- Academy Improvement
- Cold Baths Improvement
- Warm Baths Improvement
- Heated Baths Improvement
hints 10
- Hint 6 Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.
- Hint 9 If you don't want to use all of your Orders, you can end your turn by pressing [End + Turn].
- Hint 17 Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.
- Hint 21 Roads help Units move farther with each Order spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.
- Hint 24 Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.
- Hint 33 Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.
- Hint 41 Consider dealing with Events early in your turn. Some Event options require you to spend Orders.
- Hint 66 A Forced March permits a Unit to continue moving on the current turn when Fatigued, at the cost of 100 Training and twice as many Orders per additional Move.
- Hint 72 Legitimacy is obtained by achieving Ambitions and acquiring better Cognomens (such as the Great). Higher Legitimacy improves Family Opinions and produces more Orders per turn.
- Pasture hint Provides Orders if built on Horses, or Food and Growth on other resources.