turn-order-sequence
Table of Contents
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.
- 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) Site search (not from spells).
- 16) Declare Prophets
- 17) Call God
- 18) Gods (re-)awaken
- 19) Blood hunting
Horrors, Assassinations, and Raiding
- 21) Assassination and Seduction attempts
- 22) The Raid order
Relinquish Province
- 23) 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 retreating enemies from the main battle phase may be inside the fort.
- 30) Retreating caused by battles in this phase
Events
- 31) 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) Patrollers units find 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 spreads
- 46) Dominion effects like innate popkill, insanity, spreading temp or turmoil happen here
- 47) Magic site effects like disease occur now
- 48) If your game features 600,000 units, some of the most numerous ones get deleted
- 49) Units grow older
Leftover Battles
- 50) Leftover battles occur now
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) Immortals 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
1)
Confirmed with testing 2022/08/30.
2)
Found by the mighty Loggy https://discord.com/channels/477372988690268160/1019983003155431484/1022161048595341322
turn-order-sequence.txt · Last modified: by migration

