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
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3) Recruitment of new commanders/units
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9) "Quick" special orders: site entering, pearl cultivation, etc
10)
Rituals are cast in random order
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.
1)
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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).
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18) Gods (re-)awaken
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Horrors, Assassinations, and Raiding
Relinquish Province
Mount Admin
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
Events
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32) Events occur. These can be
random events from luck or misfortune, or caused by players.
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
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
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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
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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.
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46)
Dominion effects like innate popkill, insanity, spreading temp or turmoil happen here
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48) If your game features 600,000 units, some of the most numerous ones get deleted
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Leftover Battles
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
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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
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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
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