turn-order-sequence
Table of Contents
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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
- 1) Messages + attachments sent
- 2) Research
- 3) Empowerment
- 4) Recruitment
- 5) Items forged
- 6) Non-heretical preaching (also blood sacrifice?)
- 7) Heretic Preaching (please verify this?)
- 8) Thrones are claimed
- 9) 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
- 12) Battles caused by being on another plane or moving out of one
- 13) Retreating caused by battles in this phase
The Godly Intermezzo
- 14) Site search (not from spells).
- 15) Declare Prophets
- 16) Call God
- 17) Gods (Re-)awaken
- 18) Blood hunting
Horrors, Assassinations, and Raiding
- 20) Assassination and Seduction attempts
- 21) The Raid order
Relinquish Province
- 22) Relinquishing (Disciples-games only)
Movement
- 23) 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.
- 24) Movement to unfriendly provinces occurs, including breaking sieges
Battles
- 25) 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.
- 26) Fort-storming battles. Some retreating enemies from the main battle phase may be inside the fort.
- 27) Retreating caused by battles in this phase
Events
- 28) Global enchantment effects.
- 29) 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.
- 30) Event battles, e.g. barbarian attacks, dark vines, Call of the Drugvant, Dark Slumber.
- 31) Retreating caused by battles in this phase
Item/Unit Effects
- 32) Reaper, automatic summoning, item/monster enforced scales changes and so on happen here: after events but before income.
- 33) Patrollers units find hiding units.
- Happens after a Bane Venom Charm has already affected a province.
Admin Zone
- 34) 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.
- 35) Building construction and destruction
- 36) Reanimation and Summon Allies
- 37) Pillaging, which comes after unrest reduction from monsters' inherent properties but before income
- 38) Income, which is before patrolling's unrest reduction, and also before upkeep
- 39) Unrest modification from Dominion, dominion level, scales, and reduction by patrolling
- 40) 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
- 41) Upkeep.
- 42) Dominion spreads
- 43) Dominion effects like innate popkill, insanity, spreading temp or turmoil happen here
- 44) Magic site effects like disease occur now
- 45) If your game features 150,000 units, some of the most numerous ones get deleted
- 46) Units age
Leftover Battles
- 47) Leftover battles occur now
what kind of battles can happen here?
Finalizing the Admin Zone
- 48) Units heal if able to and are affected by disease here
- 49) If a unit goes insane, this is where it does that
- 50) Mercenary bids are resolved and the troops appear where they have been recruited
- 51) Heroes appear
- 52) Units who have lost their commander are deleted if in enemy territory
- 53) If nothing is sieging a fort, it will take the province back
- 54) Scouting reports are produced
- 55) Defeat conditions are checked
- 56) Victory conditions are checked
- 57) Stat graphs are generated
- 58) Heroic Abilities are updated
- 59) Immortals reform
- 60) Province defense levels are reduced if the population can't support it (10 people/PD point)
- 61) 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."
turn-order-sequence.1641651517.txt.gz · Last modified: by dude
