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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4) Recruitment
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7)
Heretic Preaching (please verify this?)
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9) 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
Movement
24) 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.
25) Movement to unfriendly provinces occurs, including breaking sieges
Battles
Events
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30) Events occur. These can be
random events from luck or misfortune, or caused by players.
31) Event battles, e.g. barbarian attacks, dark vines, Call of the Drugvant, Dark Slumber.
32) Retreating caused by battles in this phase
Item/Unit Effects
Admin Zone
35) 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.
36) Building construction and destruction
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38)
Pillaging, which comes after unrest reduction from monsters' inherent properties but before income
39) Income, which is before patrolling's unrest reduction, and also before upkeep
40) 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
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44)
Dominion effects like innate popkill, insanity, spreading temp or turmoil happen here
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46) If your game features 150,000 units, some of the most numerous ones get deleted
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Leftover Battles
Finalizing the Admin Zone
49) Units heal if able to and are affected by disease here
50) If a unit goes insane, this is where it does that
51) Mercenary bids are resolved and the troops appear where they have been recruited
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53) Units who have lost their commander are deleted if in enemy territory
54) If nothing is sieging a fort, it will take the province back
55) Scouting reports are produced
56) Defeat conditions are checked
57) Victory conditions are checked
58) Stat graphs are generated
59) Heroic Abilities are updated
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61)
Province defense levels are reduced if the population can't support it (10 people/PD point)
62) Aftermath (order validation, involuntary shape changing, etc.)
Unknown