Order of Events

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  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, refuel at bases, 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
  14. Population grows/dies
  15. Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
  16. Random events (comet strikes, etc.)
  17. Fleet battles (w/possible tech gain)
  18. AR Viral bombing *see note
  19. Bombing
    1. Player 1 bombing calculated
      1. Retro Bomb, delayed effect.
      2. Normal/LBU Bomb Damage 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
  • 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 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 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.
  • 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