"playerIndex" is always 0 for single player game (i.e. Probably because you can do it straight through the editor without the hassel of figuring If you don’t see a command listed below, it’s While you have probably found lots of console commands listed on the web, most appear Through a lot of trial and error though I have found that there isĬompletely no need for external trainers as the console and editor can accomplish Nothing has frustrated me more than the lack of documentation on the on game consoleįor Old World. Result: The unit used 1 order and spent its 1mp to move on a hill. Result: The unit used 1 order and spent its 1mp to move 2 tiles.īattering ram with 1mp per order moves on a hillġ.Hill – using its remaining 1mp (even if the hill in general cost 2mp) Result: The unit used 1 order and spent its 2mp to move 3 tiles.īattering ram having 1mp per order moves on riverġ.Forest tile with adjacent river – costs 0,67 mp moves toĢ.Forest tile – using the remaining 0,33mp (even though the hill in general cost 2mp) Slinger (2mp) ending up on a hill even having less than 2mp for the final moveĢ.Flat tile with roads – costs 0,67mp moves toģ.Hill tile – using the remaining 0,33mp (even if the hill in general cost 2mp) ![]() More specific, rule 6 is already applied here) Result: The unit used 1 order and spent its 2mp to move 3 tiles (to be Slinger (2mp) using roads on various terrain typesġ.Flat tile with roads – costs 0,67mp moves toĢ.Forest tile with roads – costs 0,67mp moves to Result: The unit used 1 order and spent its 2mp to move 2 tiles Slinger having 2mp per order moves 2 tiles The examples are always based on usingġ order because the rules are the same for all additional orders you might That cost more mp than the unit has remaining Mp left after moving one or more tiles, it is allowed to end up on a tile Roads on friendly or neutral territory change movement costs to 0,67mp,įor each order, a unit can at least move one tile. This also valid for rivers on neutral territory. Rivers in own territory change movement costs for adjacent tiles no matter Tiles in own territory (including water tiles provided by anchored ships) Matter their available movement points, always move 9 tiles within coastal/ Flat or neutralĬoastal/ocean terrain costs 1mp, Hills/Forest/Scrub cost 2mp. This can be done as along as you have orders left.ĭifferent terrain types cost respective movement points. Unit can be “ordered” again to spend its movement points but it consumes 2 You can spend 100training to “force march” the unit. Respective movement points per order until it is fatigued. This tells us, how often a unit can be “ordered” to spend the This number tells us how many movement points (mp)Įvery unit has a “fatigue limit” (represented by the “dots” in the unitsĬard). How Do I Know How Far a Unit Can Move? Here Are The Rules!įirst: Keep in mind that the rules apply to movement per one (!) order.Īll rules are then just repeatable for any additional orders you use toĮvery unit has a “movement range” (the number next to the footstep symbolĪt the units card). Do not forget that to build any cavalry units youĦ.Happiness, discontent, luxuries, religion, culture are not critical early.Ī few early science techs can be useful for faster progress but science rushįor the cost of rest is not a solid plan. They unlock your unique units - the strongest ones in Important early as you usually can use your single initial unit to fightīarbarians early and you are normally too weak to fight major nationsĥ.For successful military you want to beeline science into Stronghold/Ĭitadel buildings. Used to train specialists from free citizens. Growth makes citizens (like food in Civ), civic hummers You can improve family happinessĪ bit and usually can share family workers if you settle each family’sĤ.Rural specialists on food and marble resources are the most importantĬity early projects. So plan your empire for exact 3/6/9 cities. So send the military unit towardsĬonnected areas before you completely scout neighborhood lands.ģ.It is advantageous to have equal number of cities for each your family. Cities naturally connect on rivers and sea shores before Tribe outposts early before settling empty city sites. It is good idea to clean and occupy strategically important barbarian and Unit, growth bonus, civics bonus, extra citizens.Ģ.Unless you are too close to another nation (very tough start in general) The best 2 nation families available with the best early bonuses: extra To get the desired effect, press one of the keyboard combinationsġ.First and second cities will naturally grow faster. Press ALT+D to bring up the Debug Menu while playing the game. ![]() Old World Cheats, Codes, Hints and Walkthroughs for PC Games. ![]() Old World Cheats, Cheat Codes, Hints, Tips
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