Difference between revisions of "Order of Events"

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m (Added CA Permaforming as per https://starsautohost.org/sahforum2/index.php?t=msg&th=5596&start=0&rid=1560)
 
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## Planets hit that end up with 0 colonists become uninhabited
 
## Planets hit that end up with 0 colonists become uninhabited
 
#* (Player order -lower- determines whose packets hit first)
 
#* (Player order -lower- determines whose packets hit first)
# Fleets move (run out of [[fuel]], refuel at [[starbase|bases]], hit [[minefields]] (fields reduce as they are hit, lowest # fleets hits mines first), [[stargate]], [[wormhole]] travel)
+
# Fleets move (run out of [[fuel]], hit [[minefields]] (fields reduce as they are hit, lowest # fleets hits mines first), [[stargate]], [[wormhole]] travel)
 
# [[Inner Strength]] colonists grow in fleets. Overflows to player owned planets.
 
# [[Inner Strength]] colonists grow in fleets. Overflows to player owned planets.
 
# Mass Packets still in space and Salvage decay
 
# Mass Packets still in space and Salvage decay
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# [[Mining]]. Including [[AR]] waypoint 1 remote mining of colonized worlds.
 
# [[Mining]]. Including [[AR]] waypoint 1 remote mining of colonized worlds.
 
# Production (incl. research, packet launch, fleet/starbase construction)
 
# Production (incl. research, packet launch, fleet/starbase construction)
# [[SS]] Spy bonus obtained
+
# [[SS]] Spy bonus obtained and [[CA]] [[Permaforming]]
 
# Population grows/dies
 
# Population grows/dies
 
# Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
 
# Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
 +
# Fleets refuel at [[starbase|bases]]
 
# Random events (comet strikes, etc.)
 
# Random events (comet strikes, etc.)
 
# Fleet [[battles]] (w/possible tech gain)
 
# Fleet [[battles]] (w/possible tech gain)
# [[AR]] [[Viral bombing]] *see note
 
# Meet MT
 
 
# [[Bombing]]
 
# [[Bombing]]
 
## Player 1 bombing calculated  
 
## Player 1 bombing calculated  
 
### Retro Bomb, delayed effect.
 
### Retro Bomb, delayed effect.
### Normal/LBU Bomb Damage Calculated  
+
### Normal/LBU Bomb Damage/[[OCM]] Calculated  
 
### Smart Bomb Damage Calculated
 
### Smart Bomb Damage Calculated
 
### Defences Recalculated (Retro Bombing takes effect).
 
### Defences Recalculated (Retro Bombing takes effect).
 
## Player 2 bombing calculated and so on in order with players 3, 4...  
 
## Player 2 bombing calculated and so on in order with players 3, 4...  
 
## Planets with 0 pop lose defenses, planetary scanner, invasion tech gain possibility, the production queue, and the insta-terraforming of CA's.
 
## Planets with 0 pop lose defenses, planetary scanner, invasion tech gain possibility, the production queue, and the insta-terraforming of CA's.
 +
# Meet [[MT]]
 
# [[Remote mining]]
 
# [[Remote mining]]
 
# Waypoint 1 unload tasks
 
# Waypoint 1 unload tasks
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# Remote (De)[[Terraforming]]
 
# Remote (De)[[Terraforming]]
  
 +
==Notes==
 
*refueling happens after movement and before battle
 
*refueling happens after movement and before battle
==Notes==
 
*AR viral bombing ''does not happen'' at any planet where the AR is also using any other bombs at the same planet. Other players bombing does not affect it.
 
 
*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 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).  
 
*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).  
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*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 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).  
 
*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).  
*Note that fleet scrapping can only be carried out as a waypoint zero tasks.  This means that if a ship has orders to move, and then scrap itself at the destination, the scrapping will not take place until the next turn.  
+
*Note that fleet scrapping, remote mining and minelaying can only be carried out as waypoint zero tasks.  This means that if a ship has orders to move, and then (eg)scrap itself at the destination, the (eg)scrapping will not take place until the next turn. Exceptions:
 +
** AR remote mining fleets arriving at an inhabited planet
 +
** SD minelayers set to lay mines at WP1 will lay half the mines they would normally lay each year they move
 
*Smart bombing occurs after nomal/LBU bombing but before defences are taken down. This means smarts cannot get a 1 year kill even when combined, and are best used alone or not at all.
 
*Smart bombing occurs after nomal/LBU bombing but before defences are taken down. This means smarts cannot get a 1 year kill even when combined, and are best used alone or not at all.
 +
  
 
==See Also==
 
==See Also==
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* See also [http://starsautohost.org/sahforum/index.php?t=tree&th=2379&start=0&rid=21&S=3655577339203c5300a8444b27d7cd45 Order of Events discussion thread in the Academy] at [[HWF]]
 
* See also [http://starsautohost.org/sahforum/index.php?t=tree&th=2379&start=0&rid=21&S=3655577339203c5300a8444b27d7cd45 Order of Events discussion thread in the Academy] at [[HWF]]
 
* This wiki page created from the above Must Know OOE at HWF.
 
* This wiki page created from the above Must Know OOE at HWF.
** That OOE courtesy of [http://www.starsfaq.com/advfaq/q_and_a.htm#3.1 this] section of [[Stars! FAQ]] which included additions by [[James McGuigan]] and credit to [[Stephen Posey|SB Posey]]
+
** That OOE courtesy of [http://www.starsfaq.com/advfaq/q_and_a.htm#3.1 this] section of [[Stars! FAQ]] which included additions by [[James McGuigan]] and credit to [[Stephen Posey|SB Posey]]'s [http://members.aol.com/sbposey/stars/events.html Stars! Order of Events]
  
 
==Library Articles==
 
==Library Articles==
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[[Category:FAQ]]
 
[[Category:FAQ]]
 +
[[fr:Ordre des événements]]

Latest revision as of 09:43, 16 August 2018

  1. Scrapping fleets (w/possible tech gain)
  2. Waypoint 0 load tasks (if done by hand)
  3. Way point 0 Tasks
    1. Waypoint 0 unload tasks (By hand)
    2. Waypoint 0 Colonization/Ground Combat resolution (w/possible tech gain)
    3. Waypoint 0 load tasks (Random player order)
    • Other Waypoint 0 tasks
  4. MT moves
  5. In-space packets move. Packets that will hit planets decay pro-rated by distance traveled.
    1. PP packets (de)terraform
    2. Packets cause damage (Packets impact, oldest first, in planet-id order)
    3. Planets hit that end up with 0 colonists become uninhabited
    • (Player order -lower- determines whose packets hit first)
  6. Fleets move (run out of fuel, hit minefields (fields reduce as they are hit, lowest # fleets hits mines first), stargate, wormhole travel)
  7. Inner Strength colonists grow in fleets. Overflows to player owned planets.
  8. Mass Packets still in space and Salvage decay
  9. Wormhole endpoints jiggle/degrade/jump
  10. SD Minefields detonate (possibly damaging again fleet that hit minefield during movement)
  11. Mining. Including AR waypoint 1 remote mining of colonized worlds.
  12. Production (incl. research, packet launch, fleet/starbase construction)
  13. SS Spy bonus obtained and CA Permaforming
  14. Population grows/dies
  15. Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
  16. Fleets refuel at bases
  17. Random events (comet strikes, etc.)
  18. Fleet battles (w/possible tech gain)
  19. Bombing
    1. Player 1 bombing calculated
      1. Retro Bomb, delayed effect.
      2. Normal/LBU Bomb Damage/OCM Calculated
      3. Smart Bomb Damage Calculated
      4. Defences Recalculated (Retro Bombing takes effect).
    2. Player 2 bombing calculated and so on in order with players 3, 4...
    3. Planets with 0 pop lose defenses, planetary scanner, invasion tech gain possibility, the production queue, and the insta-terraforming of CA's.
  20. Meet MT
  21. Remote mining
  22. Waypoint 1 unload tasks
  23. Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)
  24. Planets with 0 pop become uninhabited
  25. Waypoint 1 load tasks (Random player order)
  26. Minefields Decay
  27. Mine Laying
  28. Fleet Transfer
  29. Waypoint 1 Fleet Merge
  30. CA Instaforming
  31. Mine sweeping
  32. Starbase and fleet repair
  33. Remote (De)Terraforming

Notes

  • refueling happens after movement and before battle
  • 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).
  • Note that fleet scrapping, remote mining and minelaying can only be carried out as waypoint zero tasks. This means that if a ship has orders to move, and then (eg)scrap itself at the destination, the (eg)scrapping will not take place until the next turn. Exceptions:
    • AR remote mining fleets arriving at an inhabited planet
    • SD minelayers set to lay mines at WP1 will lay half the mines they would normally lay each year they move
  • Smart bombing occurs after nomal/LBU bombing but before defences are taken down. This means smarts cannot get a 1 year kill even when combined, and are best used alone or not at all.


See Also

Library Articles