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Old World

Old World spends Orders on more than unit movement: the developer lists combat, construction, events and diplomacy among their uses. Before spending, write down urgent actions that protect a city, finish a time-sensitive objective or prevent a known threat; postpone low-value moves that can wait. Legitimacy can grant additional Orders over time according to Mohawk's overview, but it is not an immediate refill button. Your actual pool and action costs in the current turn are authoritative.

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Old World reading path

Old World spends Orders on more than unit movement: the developer lists combat, construction, events and diplomacy among their uses. Before spending, write down urgent actions that protect a city, finish a time-sensitive objective or prevent a known threat; postpone low-value moves that can wait. Legitimacy can grant additional Orders over time according to Mohawk's overview, but it is not an immediate refill button. Your actual pool and action costs in the current turn are authoritative.

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Old World guides

2 articles
Old World: Plan a Turn When You Keep Running Out of Orders

Prioritize actions against the visible Orders pool, separate optional movement from urgent tasks, and use Legitimacy as a long-term lever rather than a guaranteed fix.

Updated November 6, 2026 · 3 min read
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Old World: Check Heir, Succession, and Family Risk Before a Ruler Dies

Review the visible heir, succession line and family-city balance before changing policy or assigning another city; avoid treating one family's opinion as the whole political picture.

Updated November 6, 2026 · 3 min read
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