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turn-order-sequence

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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

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
  • 12) Battles caused by being on another plane or moving out of one
  • 13) Retreating caused by battles in this phase

The Godly Intermezzo

Horrors, Assassinations, and Raiding

Relinquish Province

Movement

  • 22) 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.
  • 23) Movement to unfriendly provinces occurs, including breaking sieges

Battles

  • 24) 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.
  • 25) Fort-storming battles. Some retreating enemies from the main battle phase may be inside the fort.

Events

  • 26) Global enchantment effects.
  • 27) 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.
  • 28) Event battles, e.g. barbarian attacks, dark vines, Call of the Drugvant, Dark Slumber.

Item/Unit Effects

  • 29) Reaper, automatic summoning, item/monster enforced scales changes and so on happen here: after events but before income.
  • 30) Patrollers units find hiding units.
    • Happens after a Bane Venom Charm has already affected a province.

Admin Zone

  • 31) 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.
  • 32) Building construction and destruction
  • 34) Pillaging, which comes after unrest reduction from monsters' inherent properties but before income
  • 35) Income, which is before patrolling's unrest reduction, and also before upkeep
  • 36) Unrest modification from Dominion, dominion level, scales, and reduction by patrolling
    • 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
  • 38) Upkeep.
  • 40) Dominion effects like innate popkill, insanity, spreading temp or turmoil happen here
  • 41) Magic site effects like disease occur now
  • 42) If your game features 150,000 units, some of the most numerous ones get deleted
  • 43) Units age

Leftover Battles

  • 44) Leftover battles occur now
    • FIXME what kind of battles can happen here?

Finalizing the Admin Zone

  • 45) Units heal if able to and are affected by disease here
  • 46) If a unit goes insane, this is where it does that
  • 47) Mercenary bids are resolved and the troops appear where they have been recruited
  • 48) Heroes appear
  • 49) Units who have lost their commander are deleted if in enemy territory
  • 50) If nothing is sieging a fort, it will take the province back
  • 51) Scouting reports are produced
  • 52) Defeat conditions are checked
  • 53) Victory conditions are checked
  • 54) Stat graphs are generated
  • 55) Heroic Abilities are updated
  • 56) Immortals reform
  • 57) Province defense levels are reduced if the population can't support it (10 people/PD point)
  • 58) Aftermath (order validation, involuntary shape changing, etc.)
turn-order-sequence.1634932106.txt.gz · Last modified: 2021/10/22 19:48 by tlagnoj