[[..turn-order-sequence|{{:wiki:dom6_version.png?100 }}]] ======Turn Order Sequence====== When a turn is hosted, all players’ turn orders are resolved simultaneously. The game resolves orders according to the turn order sequence. =====The Turn Order Sequence===== ====Pre-Battles==== * 0) Unstealthed units switching to stealth for their upcoming sneaks * 1) Messages + attachments sent * 2) [[Research]] * 3) Recruitment of new commanders/units * 4) [[Empowerment]] * 5) [[Items]] forged * 6) Non-heretical [[preaching]] (also [[blood sacrifice]]?) * 7) [[Heretic]] preaching * 8) [[Thrones]] are claimed * 9) "Quick" special orders: site entering, pearl cultivation, etc * 10) [[Rituals]] are cast in random order ====Magic + Extra-planar Battles==== * 11) Battles caused by rituals, including spells like ??Teleport?? and ??Wind Ride??. * If a battle ensues in this phase, [[stealthy]] units set to attack the province will join. If not, battles involving those units are resolved in the 'main' battle phase. ((Confirmed with testing 2022/08/30.)) * 12) Damage suffered due to being in [[Inferno]] or [[Kokytos]] ((Found by the mighty Loggy https://discord.com/channels/477372988690268160/1019983003155431484/1022161048595341322)) * 13) Battles caused by being on another plane or moving out of one * 14) Retreating caused by battles in this phase ====The Godly Intermezzo==== * 15) [[Sites|Site]] search (not from spells). * 16) Declare [[Prophet]]s * 17) [[Call God]] * 18) Gods (re-)awaken * 19) [[Blood hunting]] ====Horrors, Assassinations, and Raiding==== * 20) [[Horror Mark|Horror Marked]] commanders can get attacked by [[Horror|Horrors]]. (FIXME does this include ??Horror Seed???) * 21) [[Assassin|Assassination]] and [[Seduction]] attempts * 22) The [[Raid]] order ====Relinquish Province==== * 23) [[relinquish|Relinquishing]] ([[Disciples]]-games only) ====Mount Admin==== * 24) Commanders without mounts can claim new ones if available * 25) Any riders without mounts or smart mounts without riders will check to return home or disperse. ====Movement==== * 26) Movement between friendly provinces. * Friendly movement occurs, before movement to enemy provinces, thus allowing defenders to group up. * If an intended middle province was taken during the Magic Phase, the armies will not move. * 27) Movement to unfriendly provinces occurs, including breaking sieges ====Battles==== * 28) Main battle phase. * Where movement has lead to opposing armies in the same province, neither hiding, battles occur. * Battles are resolved in random order. * Provinces may change hands as a result. * 29) Fort-storming battles. Some [[retreat]]ing enemies from the main battle phase may be inside the fort. * 30) Retreating caused by battles in this phase ====Events==== * 31) [[globals|Global enchantment]] effects. * 32) Events occur. These can be [[random events]] from luck or misfortune, or caused by players. * The spells ??Wolven Winter?? and ??Breath of the Desert?? cause temperature-changing events which take effect here, not in the ritual phase. * 33) Event battles, e.g. barbarian attacks, dark vines, ??Call of the Drugvant??, ??Dark Slumber??. * 34) Retreating caused by battles in this phase ====Item/Unit Effects==== * 35) ??Reaper??, automatic summoning, item/monster enforced scales changes and so on happen here: after events but before income. * 36) [[Patrolling|Patrollers]] units find [[stealth|hiding]] units. * Happens after a ??Bane Venom Charm?? has already affected a province. ====Admin Zone==== * 37) Sieging armies damage the wall of the fortress they are trying to take down. In [[Disciples]] games, the larger (siegier?) army gets to siege now. * 38) Building construction and destruction * 39) [[Reanimation]] and [[Summon Allies]] * 40) [[Pillaging]], which comes after unrest reduction from monsters' inherent properties but before income * 41) Income, which is before patrolling's unrest reduction, and also before upkeep * 42) Unrest modification from Dominion, dominion level, scales, and reduction by patrolling * 43) [[Starvation]] * calculated after battles etc, so you can walk into a wasteland if your belly's full, once, and not want to run away or get diseased * 44) [[Upkeep]] is paid for. Units may desert if insufficient gold in treasury. * 45) [[dominion|Dominion spreads]] * 46) [[Dominion effects]] like innate popkill, insanity, spreading temp or turmoil happen here * 47) [[sites|Magic site]] effects like disease occur now * 48) If your game features 600,000 units, some of the most numerous ones get deleted * 49) [[unit-age|Units grow older]] ====Leftover Battles==== * 50) Leftover battles occur now * FIXME what kind of battles can happen here? ====Finalizing the Admin Zone==== * 51) Units heal if able to and are affected by disease here * 52) If a unit goes insane, this is where it does that * 53) Mercenary bids are resolved and the troops appear where they have been recruited * 54) [[Heroes]] appear * 55) Units who have lost their commander are deleted if in enemy territory * 56) If nothing is sieging a fort, it will take the province back * 57) Conscription: Province Defence is raised to a minimum of 1. Dominion and Commander effects to raise PD take effect. * 58) Scouting reports are produced * 59) Players without any provinces or dominion are eliminated * 60) Victory conditions are checked, and a winner declared if a victory condition is fulfilled. * 61) Hall of Fame and scoregraphs are updated. * 62) Heroic Abilities are gained and updated * 63) [[Immortal]]s reform * 64) [[Province defense]] levels are reduced if the population can't support it (10 people/PD point) * 65) If any new artifacts become [[yearning]], it happens here. * 66) Aftermath (order validation, involuntary shape changing, etc.) ==== Unknown ==== * Change in temperature resulting from season changes happens after the battles. As a result from this and above mentioned event based temperature rituals, a good rule is "What you see is what you will fight in on the next turn." =====See More===== [[http://ulm.illwinter.com/dom6/dom6manual.pdf|Dominions 6 Manual, 55-57]]