"Stars! Order of Events" by S. Posey 1997 v2.6/7

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Stars! Order of Events

by: S. Posey

Stars! Order of Events

  1. Scrapping fleets (w/possible tech gain)
  2. Waypoint 0 unload tasks
  3. Waypoint 0 Colonization/Ground Combat resolution (w/possible tech gain)
  4. Waypoint 0 load tasks
  5. * Other Waypoint 0 tasks *
  6. In-space packets (packets that hit decay) and the MT move
  7. Wormhole entry points jiggle
  8. Fleets move (run out of fuel, hit minefields, stargate, wormhole travel)
  9. Inner Strength colonists grow in fleets
  10. Mass Packets still in space and Salvage decay
  11. Wormhole exit points jiggle
  12. Wormhole endpoints degrade/jump
  13. SD Minefields detonate (possibly damaging again fleet that hit minefield during movement)
  14. Mining
  15. Production (incl. research, packet launch, fleet/starbase construction)
  16. SS Spy bonus obtained
  17. Population grows/dies
  18. Random events (comet strikes, etc.)
  19. Fleet battles (w/possible tech gain)
  20. Meet MT
  21. Bombing
  22. Waypoint 1 unload tasks
  23. Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)
  24. Waypoint 1 load tasks
  25. Mine Laying
  26. Fleet Transfer
  27. CA Instaforming
  28. Mine sweeping
  29. Starbase and fleet repair
  30. Remote Terraforming


Notes: If you see a packet will hit your planet next turn and you don't have a freighter already in orbit, there is nothing you can do; the packet will hit before you can build a mass driver or defenses and before you can get any freighter there to move the pop.

If you plan on abandoning a planet to an ally by moving a freighter to the planet with orders to Set Waypoint to 1(00) on the same turn that the ally moves a freighter to the planet with orders to Unload All, the ally will face your entire population, not just the 100 colonists you had intended (a very painful lesson).

Remote Terraformers are very effective against narrow-hab CAs since they terraform *after* the CA instaforms.

Since SD mine detonation occurs between fleet movement and production, the arriving enemy fleet can be damaged while the fleet that you produce that turn can enter combat undamaged.

If you intercept an enemy freighter going to meet the MT, you can prevent him from trading.

A fleet that you give away will still be yours until the end of combat (pre-"i" patch allowed waypoint 0 fleet transfers).

A fleet with a waypoint 0 load task in orbit around a planet that you don't own will not proceed to waypoint 1 (very painful Robber Baron lesson).

S. Posey