Order

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Order[править]

The Order is perhaps the most powerful military and political structure in the game. The Order is headed and controlled by its founder - master. All other members of the order are knights of the order. The Order is similar to the lord-vassal system regarding organization and diplomatic relations between the master and knights, even the contract is absolutely identical. But the Order is good not only by this.

Create of the Order[править]

To create your order you need to have 500 gold. Open the Order entrance point Создать орден.jpg
Создать орден1.jpg
Enter the name of your order (in the future, you can change the name at any time for 200 gold) and click the Found the Order.
That is all, your order is created, you are it's master, and 500 gold, paid for its creation migrated to the treasury of the Order Новый орден.jpg
So, the order is created, all of its skills have not yet been developed, and the order contains only one master.

Menu of the Order[править]

Let's consider the order menu that has been opened.
The coat of arms is displayed on the left side of the screen.
The coat of arms is chosen randomly from among the public ones. If you want to install an individual coat of arms, then in the settings you must select the appropriate item.
Immediately above the coat of arms is the treasury (treasury) of the order.
To replenish the treasury of the order, it is enough to enter the desired amount in the line
Вложить золото.jpg
click on the "add" button. The amount of gold will be transferred from your account to the order. This can be done by any of the Knights of the Order. Nobody can take the gold from the order, not even his master. Gold can only be spent on improving the skills of the Order or on granting rights in the settings of the Order.
Also we see the buttons:
Настройки2.jpg
In the skill tab, we see information about the skills of the Order.
The log records the improvements made in the order, the amount of donations to the treasury of the order, and records of the imposition / delivery of artifacts by the Knights of the Order.
In the Repository - information about artifacts stored in the treasury of the Order
In the settings the parameters of the order can be changed - name, abbreviation, coat of arms, languages of communication, a truce can be concluded and knights called to arms. But there are other settings, but more on this later
Пфф. опять орден.jpg
In the center - information about the Order's combat rank, access to the Order's map, Information on the Ranking of the Order according to its power and development in the statistics of the Orders, as well as diplomatic relations, if they are present.
The most right panel contains a list of all members of the order and a green dot indicates those who are currently in the game. Clicking the nickname of any Knight of the Order, you will open a screen with information about him (his profile).

Adoption of the Knights[править]

Now is the time to accept to the Order new knights. To do this, you first need to increase the skill “Level” of the order, which will allow it to accept new players. Each next level (a new place in the order) will cost 25 gold more expensive than the previous one. On each server the maximum number of places in the order is different, in more detail:
El Dorado - 25
Outremer - 10
Koryo - 10
Kingdom of Bohemia - 20
Unification of Aragon - 48
Livonian Order - 10
New Beta - 70
Holy Grail Search - 73
Eurasia -20
Golden Rush - 20
Midgard - 25


Начало кача.jpg
Now the Order can accept another 1 player.

Ranks of players in the Order[править]

After acceptance of knights, the master can enter hierarchy in an award, having appropriated to each knight a rank
Ранги ордена.jpg
To assign a rank, the master in the list of knights must click on the popup image of the gear and fulfill the settings fields
Настройки титулов.jpg
We should pay your attention that for rank assignment (different from the knight) you has to pay, as well as the opening of certain rights in the Order.
Also it should be noted that the master can both raise knights in rank and lower.

Basic skills of the order[править]

But the skills of the order are still not pumped. In addition to the level of the order, the following skills are available: Knowledge (applies only to heroes), Attack, Defense, Logistics, Leadership, Vassalage (Library on servers where there is no vassalage), Artefact store, Academy and Balance.
All these skills can only be developed to level 20 (Vassalage skill and Artifact storage can be upgraded above level 20), which will increase these parameters for all Knights of the Order by 20%, and allow them to have additional mercenary points for each knight.

on servers Kingdom of Bohemia, Unification of Aragon, New Beta, Holy Grail Search, El Dorado, Gold Rush, Eurasia, Outremer, Koryo - Rise of Empire, Livonian Order, Midgard about the work of the Vassalage skill you can read here


Основные умения.jpg

  • On the example from the server without a vassalage.


And here we already see the order with fully developed basic skills..
The price of developing skills is (first the skill level, then the price):

1-5: 50 - 60 - 70 - 90 - 100
6-10: 120 - 150 - 180 - 210 - 260
11-15: 310 - 370 - 450 - 530 - 640
16-20: 770 - 920 - 1110 - 1330 - 1600


Each skill can be developed separately, independently from others. The development of some skills does not affect the price of development of others.

Additional Skills[править]


In addition to the eight basic skills of the Order, additional skills are available. There are 28 of them out of which the Order can choose only ten.
Допы.jpg
Here is a complete list of these skills:
1.Улучшенная тренировка солдат:
The time of soldiers training in barracks, stables, as well as in the workshop is reduced for each skill level by 2%. As a result, at 20th skill level, the unit's training speed is reduced by 40%.
Example: If before the swordsman trained 19:08 min, now, at the 20 level = 11:29 min.


2. Library
While investing resources in the library or in the Obelisk of Glory, the player is given an additional bonus from the invested resources in the amount of + 1% for each skill level. At the end, 20th skill level will give a bonus - 20%.
Example: investing 10,000 resources to the library, the skill will additionally invest +2000 bonus resources (at the 20th level), completely free of charge.

3. Trade
The time of all trading campaigns is reduced by -1% for each skill level.
When selling (not buying) at an auction of things, soldiers or heroes, the commission from all transactions decreases by -0.5% for each skill level (-10% at the maximum level).
For each skill level, the carrying capacity of carts increases by 1% (+ 20% at the maximum level).


4.Mercenaries
The number of available mercenaries from mercenary locations is increased by + 1% for each skill level. + 20% at the maximum skill level.
Cost in resources is reduced by -1% for each skill level. -20% at the maximum skill level.
Types of troops affected by this skill: • Barbarians; • Knight Templar; • Knight Hospitaller; • Teutonic knight; • Sword Brother; • Cataphract • Livonian Auxiliary • Russian horse archer • Vitalien Brother


5. Disguise
The composition of your army in the campaign is masked for 4% of the time of trip for each level of skill. For example, if a campaign trip takes 1 hour 40 minutes to the city of the enemy, then at 20th skill level 80% of the time while your army in the trip, the enemy will not be able to find out its composition. In other words the army will be visible to the enemy (if he has a special subscription ) only the last 20 minutes of campaign trip.


6. Teutonic knights
Such parameters as base attack and health of the Teutonic knight increase by +1% / + 0.5%, respectively, for each skill level (which gives +20% / + 10% at the maximum skill level).


7. Templar knights
Such parameters as base attack and health of the Templar knight increase by +1% / + 0.5%, respectively, for each skill level (which gives +20% / + 10% at the maximum skill level).


8. Hospitaller knights
Such parameters as base attack and health of the Hospitaller knight increase by +1% / + 0.5%, respectively, for each skill level (which gives +20% / + 10% at the maximum skill level).


9. Seige machinery
Such parameters as base attack and health of the siege weapons increase by +1%/+1%, respectively, for each skill level (which gives +20%/+20% at the maximum skill level).
Types of troops affected by this skill: • Ballista; • Ram; • Catapult; • Trebuchet.


10. Accelerated march
Such parameters as speed of movement (both in the city and in the valley) is reduced by -1% for each skill level (which gives + 20% at the maximum skill level) and 0.6% for the attack per level (12% for the maximum skill level) for disciplined infantry units, such as: • Swordsman; • Barbarian; • Royal guard; • Men-at-arms; • Sword Brother; • Norman Swordsman; • Norman Spearman; • Vitalian Brother; • Spearman.


11.Knights
Such parameters as speed of movement (both in the city and in the valley) is reduced by -1% for each skill level (which gives -20% at the maximum skill level), for cavalry detachments of close fight.
Base attack increases by + 0.4% for each skill level (which gives + 8% at maximum skill level), for cavalry detachments of close fight.
Types of troops affected by this skill: • Knight; • Horseman; • Knight Templar; • Knight Hospitaller; • Teutonic knight; • Cataphract; • Highwayman.


12. Hold the line
The health parameter increases by + 0.75% for each skill level (which gives + 15% for the maximum skill level), for certain disciplined infantry units.
The base attack parameter increases by + 1.25% for each skill level, (which gives + 25% for the maximum skill level), for certain disciplined infantry units.
Types of troops affected by this skill: • Swordsman; • Men-at-arms; • Norman Swordsman; • Norman Spearman; • Spearman.


13. Steppe peoples
The health parameter is increased by + 0.5% for each skill level (which gives + 10% at the maximum skill level) for potential steppe peoples.
The base attack parameter increases by + 0.3% for each skill level (which gives + 6% at the maximum skill level) for potential steppe peoples.
The speed of movement (both in the city and in the valley) is reduced by -1% for each level of skill (which gives -20% at the maximum skill level) for potential steppe peoples.
Types of troops affected by this skill: • foorpad; • Horseman; • Horse Archer; • Highwayman.


14. Cavalry
The skill extends to horse mounted units who hired for population: Horseman, Knight, Norman Knight.
The skill gives: + 1% to attack and + 0.5% to health for each skill level.
Maximum (20 levels): + 20% to attack + 10% to health.


15. Highwayman
The skill extends to Highwayman.
The skill gives: + 0.5% to attack and + 0.5% to health for each skill level. Maximum 20 levels: + 10% to attack + 10% to health


16. Cataphract
The skill extends to Cataphract.
The skill gives: + 0.5% to attack and + 0.5% to health for each skill level. Maximum 20 levels: + 10% to attack + 10% to health


17. Royal Guard
The skill extends to Royal Guard.
The skill gives: + 0.5% to attack, + 0.5% to health and + 0.25% to attack speed for each skill level. Maximum 20 levels: + 10% to attack + 10% to health + 5% to Attack speed


18. Sword Brother
The skill extends to Sword Brother.
The skill gives: + 1% to attack and + 0.5% to health for each level of skill. Up to 20 levels: + 20% to attack + 10% to health


19. Barbarians
The skill extends to Barbarian.
The skill gives: + 1.25% to attack and + 0.5% to health for each skill level. Maximum 20 levels: + 25% to attack + 10% to health


20. Archery
The skill is extended to the ranged soldier: • Ranger; • Norman archer; • Horse archer; • Archer; • Marksman; • Footman; • Livonian Auxiliary; • Russian Horse Archer; • Elite Archer.
The skill gives: + 1% to attack and + 1% to movement speed for each skill level. Maximum 20 levels: + 20% to attack + 20% to movement speed.


21. Accuracy
The skill applies to some ranged soldiers who train for the population: • Ranger; • Archer; • Marksman.
The skill gives: + 0.75% to attack and + 0.5% to health, + 1% to attack speed for each skill level. Maximum 20 levels: + 15% to attack + 10% to health + 20% to attack speed


22. Norman archers
Skill applies to the soldier - Norman Archer.
The skill gives: + 1% to attack and + 0.25% attack speed for each skill level. Maximum 20 levels: + 20% to attack + 5% attack speed


23. Footpads
Skill applies to the soldier - Footpad
The skill gives: + 1.25% to attack and + 1% to health for each skill level. Up to 20 levels:+ 25% to attack + 20% to health


24. Horse archers
Skill applies to the soldier - Horse archer
The skill gives: + 0.5% to attack and + 0.25% attack speed for each skill level. Maximum 20 levels: + 10% to attack + 5% attack speed


25. Livonian Auxiliaries
Skill applies to the soldier - Livonian Auxiliary.
The skill gives: + 0.75% to attack and + 0.5% to health for each skill level. Up to 20 levels: + 15% to attack + 10% to health



26. Vitalian Brothers
Skill applies to the soldier - Vitalian Brother.
The skill gives: + 1% to attack and + 0.75% to health for each skill level. Up to 20 levels: + 20% to attack + 15% health.


27. Elite Archers
Skill applies to the soldier - Elite Archer
The skill gives: + 0.75% to attack and + 0.25% attack speed for each skill level. Up to 20 levels: + 15% to attack + 5% to attack speed



28. Russian Horse Archers
Skill applies to the soldier - Russian Horse Archer.
The skill gives: + 0.50% to attack and + 0.5% to health for each skill level. Maximum 20 levels: + 15% to attack + 10% to health.


An additional skill can be discovered only after reaching a certain stage of development of the Order
The first slot - requires 25 points of development
Second slot - requires 50 points of development
Third slot - requires 75 points of development
The fourth slot - requires 100 points of development
The fifth slot - requires 125 points of development
Sixth slot - requires 150 points of development
Seventh slot - requires 175 points of development
Eighth slot - requires 200 points of development
In addition, to choose an additional skill you will have to play roulette with the god of the random.
The cost of scrolling the drum to select an additional skill:
The first attempt - 0 gold
The second attempt is 25 gold
The third attempt is 50 gold
The fourth attempt is 75 gold
The fifth attempt is 100 gold and so on a circle.

Additional skill, if necessary, can be discarded (deleted) while gold invested in its development is not returned.

Battle Rank[править]

This is a special indicator of the activity of the Order. At each battle with players of other orders, knights gain combat experience, which gradually fills the scale. When 100% is achieved, the Order is given a combat rank.
Combat rank allows you to raise an additional skill by 1 point in excess of the established limit.
For example, if the Teutonic knights are trained in the order to the maximum level of 20, then 1 combat rank will allow this skill to be raised to level 21.
With the help of combat ranks can raise additional skills by maximum 5 points.
In the event that the Order decides to drop a skill that is pumped by combat ranks above the established level 20, the combat ranks spent on its development are restored and they can be divided into other skills.

The skills of the Citadel[править]

Each of them has 20 levels of development and gives at the maximum 20 level

‎ ‎ ‎ ‎
Население.jpg
+ 10% of the total population to each knight of the Order
ОН.jpg
+10% of mercenaries points also from the total number of points of each knight
Якоря.jpg
+10% points to the possession of ships for each knight
Корабли скилл.jpg
+10% to the speed of ships movement

The main distinctive feature is that these skills are effective only so long as the Order owns the citadel, and in case of its loss these bonuses cease to be effective immediately.
In addition, to raise these skills to the next level, you can only during the possession of the citadel.
Gold for improving skills is taken from the treasury of the Order. Skills can not be reset.

Skills of the Nation[править]

On the servers Koryo and Outremer, in addition to the above skills, each order can pump a skill for its unique unit.
Read more about the unique units of the Outremer server here
Read more about the unique units of the Koryo server here
Умение королевства.jpg
This skill can be pumped in the event that a player owning the capital of the kingdom develops the skill for the nation. With the development of the skill, it is possible to raise the order skill to several levels

  • 1 level of skill development - does not allow to pump skill of the Order
  • 2 level of skill development - the ability to raise the skill of the kingdom to level 5
  • 3 level of skill development - the ability to raise the skill of the kingdom to 11 level
  • 4 level of skill development - the ability to raise the skill of the kingdom to level 16
  • 5 level of skill development - the ability to raise the skill of the kingdom to level 20

This skill affects only the unique unit of the nation. The development of the nation's ability raises the hiring, life and attack of the nation's unit. Read on skills of the kingdom, developed by the king here

Bonus of the Order[править]

The Order’s diplomacy is completely determined by its master.
Vassals of the Knights of the Order do not receive any contracts in relation to other knights.
Knights of the Order are allies for each other, and even more than by allies - they can use any city of the Order as their city, can return there from hikes and send trips from these cities. Camps of mercenaries of the Order are also considered its cities. The cities and camps of the vassals are not the cities of the order.
There is another bonus, which gives the order: mercenary camps give the whole order additional mercenary points and increase the maximum limit of available mercenaries. All the mercenary points that give the camps of the Order are put together and divided evenly among all the Knights of the Order, in addition to those points that they already give to their masters.
Example:: in the order of 10 knights, including the master, 4 templar castles (1000 points each) and 3 barbarian fortifications (700 points each) are under their control. One of the knights owns one Templar castle and two fortifications, receiving from them 1000 + 700 + 700 = 2400 mercenary points. In addition, he (and the other knights of the order too) will receive from the order more (4 * 1000 + 3 * 700) / 10 = 610 points. The number of these bonus points can be seen in the Storehouse.
The limit of recruitment of mercenaries in the obelisk and fountains of glory for all knights of the order becomes such that each of them owns all the camps of the order. In the above example, each Knight of the Order will be able to hire up to 400 knights Templars (4 * 100) and up to 750 barbarians (3 * 250).
Development and power of each order are displayed in statistics. Development is the number of developed points of the Order's skills, and the power is the total attack of all the armies of the Order.


Order settings[править]

The development of the order requires changes to its initial settings.
Such as a change of Order name, abbreviated name, coat-of-arms, the issuance of certain rights to knights.
For this the master has 2 buttons
1. Settings
Новые настройки ордена1.jpg
Новые настройки ордена2.jpg
1. Call to arms - Sending SMS to the Knights of the Order with the call to enter the game. Gold for SMS is written off from the account of the order. After activation, the countdown timer is activated, when you can again use the service.
Призыв к оружию.jpg
2.Truce - opportunity to switch on a truce. In this case all the cities and locations of the Knights of the Order will be inaccessible for campaigns with an attack, but in the case of meeting with the enemy in neutral location - the battle is inevitable. The spent days for a truce after a while again accumulate, but can not exceed 5 days. After activation, the timer is also displayed, in addition, the indicator changes its color to yellow (the standby mode of truce activation) or to green (if the truce is turned on and running).
Включено перемирие.jpg
3. Renaming the Order
4. Renaming abbreviation of the name of the order
5. Change Order coat-of-arms
6.To buy battle rank - acquisition of a special bonus, increasing the amount of experience gained for battles with a real opponent, at the expense of the treasury of the Order. After its purchase, a timer appears during which this bonus will be effective.
7 Battle Rank - This item is available if the Order has skills at the expense of combat rank. This feature allows you to reset the distributed points of rank, without nullifying the skill of the order, for a new distribution. The service is free.
8. Language installation


2.Granting of rights
Выдача прав 2.jpg
To do this, go to the repository of the artifacts of the order, then go to the tab "Issue rights" select the desired function, put a check mark on the knight (or knights) who should receive one or the other bonus from the list and click on the "give access" button.
or use the personal settings in the right pane of assigning player ranks.

Order map[править]

For 500 gold coins the master can buy order map.
Карта1.jpg
The map is an image of the valley, on which are marked all the cities, the mercenary camps of the Knights of the Order, as well as the tunnels between the objects. Карта ордена.jpg
The map is increased with a mouse scroll and moves like a valley map
Tunnels are marked with the lines on the map.
This map is available for viewing and downloading to the master of the Order
On each map there is a date of actuality of the data. If there have been significant changes, the card will have to be bought again.

Additional Information[править]

  • Before the creation of the order, the player must not be in another order or be someone else's vassal.
  • To join the order, you also need to be "free" - not to be in other orders and not to be anyone's vassal.
  • To join another order or become a vassal, the master must first disband his order. For this it is necessary to disband all knights. After the order remains only his master himself, he can enter another order or become someone else's vassal. In these cases, his order is frozen, and all his bonuses cease to work, as if such an order does not exist at all, but his treasury and improvements made will not disappear anywhere and will come into effect once the master becomes independent.
  • Change of the Master of the Order at the moment is possible only with the help of technical support and is paid.
  • Gold, invested in the treasury of the Order, can not be returned. It can only be spent on improvements.
  • To transfer the artifact to the repository of the order, you need to go to the treasury of the city where it lies and choose the function "to transfer the artifact to the treasury of the order", after selecting the desired artifact and click on the transfer button of the artifact. The cost of transferring 10 gold for the Knights of the Order, for the Master the transfer is free of charge