Old World Reference
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๐Ÿ”„ Turn Order

34 rollover steps135 player steps169 total

When two things seem to happen at once, such as a build finishing while a tech completes, or a character dying while an event fires, this page tells you which one the game resolves first.

How a round is structured

A full round runs in this order.

  1. Players play, team by team, or all at once in simultaneous multiplayer. When your turn ends, your units on 0 HP die and stunned units drop to a normal cooldown.
  2. The tribes play. After the last team, tribal and unaffiliated characters take their turns, tribal units move and take their unit turn, and tribal cities act.
  3. The turn rollover. The turn counter goes up, the world updates (the first list below), and the game checks for game over. So the world updates after the tribes act and before the first player's new turn.
  4. Each player's turn begins. Your turn start (the second list below) runs before you get control.

In simultaneous mode every player's turn start runs one after another, in player order. In play by cloud and server games the save uploads and the "your turn" notice goes out right after a human's turn start. Hotseat autosaves and switches the active player.

Common ordering questions

Does a build or a tech finish first?
Builds finish first, then techs, both before your units and characters. Builds finish at step P18.9. Science goes straight into the current tech at step P19 and can complete it, and any remainder is applied at step P24.
When are ambitions checked?
At the very end of your turn start. Progress is recomputed at step P50, expired ambitions fail at step P52, and new offers roll at step P55, all after that turn's event rolls at step P43. Whatever you finished last turn is already counted.
Do characters die before or after events fire?
Death rolls happen inside each character's yearly tick during step P29, before the player's story event rolls at step P43. The leader goes last, at step P29, and missions resolve after all character turns, at step P47.
When do my units heal?
At your turn start, before you move anything: step P29, sub-step P29.21. The idle bonus counts only when the unit took no action last turn.
When do tribes and raiders act?
Tribal units and cities act in their own turn after all players. Camps also roll raids during the rollover at step R4.8, and each of your cities rolls for distant raids at step P18.3.
When does the market move?
Prices move once per round during the rollover, at step R3, before any player's turn. So a forced sale to cover debt, at step P26, trades at the new price.

Turn rollover (start of round)

  1. 1

    Combat heat decays

    The recent-human-attacks counter is halved (it stretches multiplayer turn timers while fighting is hot).

  2. 2

    New Occurrences may start

    Every Occurrence (in shuffled Ordersorder) rolls its start chance and picks a target tile; the tile owner may get an occurrence-ready Event first.

  3. 3
    per point of demand

    Market prices drift

    Each yield's price moves one tick per point of built-in demand, then the turn's price is recorded for the history graph.

  4. 4
    for each tile on the map

    Every tile updates

    Pillage timers, abandoned construction, resource regrowth, vegetation Growthgrowth and spread, and tribal camp raids, in the per-tile sequence below.

    16 steps inside
    1. 4.1
      improvement is pillaged

      Pillage timer ticks

      A pillaged improvement counts down one turn; at zero it is destroyed outright.

    2. 4.2
      if getImprovementPillageTurns() == 0

      Clear improvement

    3. 4.3
      progress was made, no worker

      Abandoned construction regresses

      An unfinished improvement with no worker on it loses one turn of progress (back up to its original cost).

    4. 4.4
      loop ยท if pLoopPlayer.getTradeOutpostTime(getID()) > 0 && !isHostileTriโ€ฆ

      Set trade outpost time

    5. 4.5
      an outpost timer expired here

      Set city site

    6. 4.6
      an outpost timer expired here

      Trade outpost founds a city

      On an active city site, a player whose trade-outpost timer just expired founds a free city there.

    7. 4.7
      loop ยท if pLoopPlayer.getTradeOutpostTime(getID()) > 0

      Set trade outpost time

    8. 4.8

      Tribal camps act

      A camp may launch a raid at a nearby city, from a raid probability roll that the tribe-raid event can block. A camp of a tribe without diplomacy may instead convert to a neighboring tribe.

    9. 4.9
      improvement can develop

      Improvements develop

      Improvements that upgrade over time tick their develop counter.

    10. 4.10
      spawning not paused

      Unit-spawning improvements tick

      Improvements that periodically produce units count down.

    11. 4.11
      timer reached zero

      Reset improvement unit turns

    12. 4.12
      timer reached zero

      Improvement spawns its unit

      When the spawn timer hits zero it resets and the improvement's unit appears.

    13. 4.13
      the roll hits (odds improve over time)

      Harvested resources regrow

      A harvested resource rolls to come back; odds improve every turn after the first two.

    14. 4.14
      the roll hits

      Vegetation grows

      Regrowing vegetation rolls to advance a stage; city regrowth modifiers apply.

    15. 4.15
      for each direction ยท the roll hits

      Vegetation grows

      Regrowing vegetation rolls to advance a stage; city regrowth modifiers apply.

    16. 4.16
      no damaged city/settlement here

      Tile combat memory fades

      Recent-attack heat on the tile decays (paused while a damaged city or settlement sits on it).

  5. 5

    Borders fill in

    Rural pockets fully surrounded by urban tiles are claimed, and pending city-territory expansion tiles are assigned to their owners.

  6. 6
    for each tribe ยท tribe is alive

    Every tile updates

    Pillage timers, abandoned construction, resource regrowth, vegetation Growthgrowth and spread, and tribal camp raids, in the per-tile sequence below.

    3 steps inside
    1. 6.1

      Tribal leader replaced if dead

      If the tribe's leader has died, a new adult leader character is generated.

    2. 6.2

      Tribal religion drifts

      The tribe adopts whichever world religion is most represented among related characters.

    3. 6.3
      for each tribal unit ยท a target city exists

      Site-less tribes turn raider

      If the tribe has no settlements left (and no player ally), each unit rolls 1-in-10 to become raiders targeting the best nearby city.

  7. 7
    for each player

    Trade deals expire

    Each player's trade agreements whose duration has run out are removed.

  8. 8
    for each player

    Tribute deals expire

    Each player's tribute arrangements whose duration has run out are removed.

  9. 9

    War scores decay

    Every team-vs-team and tribe-vs-team war score loses 5% (ร—19/20).

  10. 10

    Religions spread

    Each founded religion rolls its spread chance; on success it spreads to one more city.

  11. 11

    Religion heads update

    Each religion re-evaluates which character should be its head.

  12. 12

    New religions may be founded

    Religions whose prerequisites are now met get founded in the highest-scoring eligible city.

  13. 13

    Character opinions refresh

    Every player recomputes what each character thinks of them.

  14. 14

    Religion opinions refresh

    Every player recomputes each religion's opinion of them.

  15. 15

    Family opinions refresh

    Every player recomputes each family's opinion of them.

Each player's turn

Runs once for each player as their turn begins.

  1. 1
    player alive

    Graphs record turn rates

    Military power, yield rates, family and religion opinion, victory points and Legitimacylegitimacy are logged for this turn's graphs.

  2. 2
    for each city

    Cities roll for rebels

    Each city (after the early-game grace period) rolls its rebel probability and may spawn a rebel unit.

  3. 3
    for each owned tile

    Owned tiles grant unit XP

    Units standing on XP-granting improvements (or adjacent to them) gain XP; half-elapsed pillage repairs are logged.

    1 steps inside
    1. 3.1
      for each unit ยท XP positive

      Improvement XP awarded

      Each promotable unit on this tile gains the XP its improvement (and adjacent friendly improvements) grant per turn.

  4. 4
    nation founded, leader alive

    Reign counters tick

    The leader's Years Reigned stat increments (plus Years as Regent for regents).

  5. 5
    if leader().isRegent()

    Reign counters tick

    The leader's Years Reigned stat increments (plus Years as Regent for regents).

  6. 6
    Orders over the cap

    Orders above the cap are sold

    Any OrdersOrders past your maximum are automatically sold for Moneymoney.

  7. 7
    otherwise

    Change money

  8. 8
    otherwise

    Civics above the cap โ†’ Science

    Excess CivicsCivics converts into ScienceScience at the CivicsCIVICS_PER_ScienceSCIENCE rate.

  9. 9
    otherwise

    Negative stockpiles clamp to zero

    Any yield stockpile still below zero after debts is set to 0.

  10. 10

    Spreading projects propagate

    Projects with a spread chance roll to copy themselves from a city that has them to another of your cities.

  11. 11

    Luxury assignments verified

    Each luxury resource's city and family assignments are re-checked; over-assigned luxuries are pulled back.

  12. 12

    Opinion memories fade

    Expired memories (timed opinion modifiers from past actions) are removed.

  13. 13

    Family supremacy check

    If another family has overtaken the dominant one, the family-supremacy event fires.

  14. 14
    for each city ยท skipped on the player's very first turn

    Captured tribal cities flip

    Tribal cities you finished capturing last turn now transfer, or are razed, as covered on City Capture Mechanics. The per-city capture sequence is below.

    4 steps inside
    1. 14.1
      a unit is capturing the city

      Capture counter ticks

      +1 while a unit is occupying the city; the city flips at its capture threshold (see City Capture Mechanics).

    2. 14.2
      damaged

      Tribal city heals

      An un-besieged tribal city heals a percentage of max HP.

    3. 14.3
      diplomacy-capable tribe

      Camp may add an improvement

      Diplomacy-capable tribes roll to add a random improvement to the city.

    4. 14.4
      diplomacy-capable tribe

      Camp may train a unit

      The tribal city rolls to produce a tribal unit nearby.

  15. 15
    for each yield ยท output positive

    City output tallies toward goals

    Each city's positive yield output is added to the yields-produced counters that ambitions and quests track.

  16. 16
    skipped on the player's very first turn

    Shortfall projects forced

    While a shortfall yield would go negative, the best-suited city is forced onto its Cultureculture's shortfall project.

  17. 17
    skipped on the player's very first turn

    Empty research slot auto-filled

    If nothing is being researched, the AI's best tech is slotted temporarily so incoming ScienceScience isn't wasted.

  18. 18
    for each city ยท skipped on the player's very first turn

    Owned tiles grant unit XP

    Units standing on XP-granting improvements (or adjacent to them) gain XP; half-elapsed pillage repairs are logged.

    13 steps inside
    1. 18.1
      damaged

      City heals

      A damaged city heals a percentage of its max HP.

    2. 18.2
      still assimilating

      Assimilation progresses

      A city still assimilating ticks down at its Cultureculture's assimilation rate.

    3. 18.3

      Distant raid roll

      From the raid start turn, the city rolls difficulty-based odds to spawn a raider party on a distant valid tile aimed at it.

    4. 18.4

      Invalid builds pruned

      Queued projects, specialists and units that are no longer legal are removed.

    5. 18.5
      culture has a default project

      Default project fills an empty queue

      A city building nothing is given its Cultureculture's default project so production is never wasted.

    6. 18.6
      for each yield ยท local yields only

      City yields accrue

      Local yields add to their progress bars; global yields are handed up to the player to bank after all cities run.

    7. 18.7
      for each yield

      Change yield total

    8. 18.8
      for each yield

      Production applies to the build

      This turn's production (plus stored overflow) goes into the current build.

    9. 18.9
      cost met

      Build completes

      If the current build's cost is now met, it finishes, so the unit spawns, or the building, project or specialist takes effect immediately.

    10. 18.10
      owned; skipped on the first turn

      Queued progress decays

      Partial progress on builds sitting in the queue (not currently first) decays by a percentage.

    11. 18.11

      Invalid builds pruned

      Queued projects, specialists and units that are no longer legal are removed.

    12. 18.12
    13. 18.13
  19. 19
    for each yield ยท skipped on the player's very first turn

    Global yields bank

    Non-city income plus every city's global yields (MoneyMoney, ScienceScience, CivicsCivics, TrainingTraining, OrdersOrders) reach the stockpiles, and ScienceScience goes straight into the current tech, which can complete it here.

  20. 20
    over the cap

    Global yields bank

    Non-city income plus every city's global yields (MoneyMoney, ScienceScience, CivicsCivics, TrainingTraining, OrdersOrders) reach the stockpiles, and ScienceScience goes straight into the current tech, which can complete it here.

  21. 21
    over the cap

    Global yields bank

    Non-city income plus every city's global yields (MoneyMoney, ScienceScience, CivicsCivics, TrainingTraining, OrdersOrders) reach the stockpiles, and ScienceScience goes straight into the current tech, which can complete it here.

  22. 22
    over the cap

    Global yields bank

    Non-city income plus every city's global yields (MoneyMoney, ScienceScience, CivicsCivics, TrainingTraining, OrdersOrders) reach the stockpiles, and ScienceScience goes straight into the current tech, which can complete it here.

  23. 23
    over the cap

    Global yields bank

    Non-city income plus every city's global yields (MoneyMoney, ScienceScience, CivicsCivics, TrainingTraining, OrdersOrders) reach the stockpiles, and ScienceScience goes straight into the current tech, which can complete it here.

  24. 24
    skipped on the player's very first turn

    Research progresses / tech completes

    The ScienceScience stockpile flushes into the current tech; when progress reaches the cost, the tech is acquired on the spot.

  25. 25
    research was auto-picked

    Auto-picked tech un-selected

    If research was auto-slotted two steps ago, the choice is cleared again so a human can pick freely.

  26. 26
    skipped on the player's very first turn

    Debts force auto-sales

    While Moneymoney is negative, goods are sold automatically; if still short, Moneymoney resets to zero.

  27. 27
    for each yield ยท a stockpile is below zero

    Negative stockpiles clamp to zero

    Any yield stockpile still below zero after debts is set to 0.

  28. 28

    Stranded units bounce

    Units standing where they can no longer be, such as on territory you have lost, are pushed to a valid tile, or killed when there is none.

  29. 29
    for each unit (reverse order)

    Units process

    Each of your units takes its upkeep turn, covering wake checks, timers, work, healing and XP, in the per-unit sequence below.

    26 steps inside
    1. 29.1
      unit passed

      Pass order clears

      A unit told to pass last turn becomes active again.

    2. 29.2
      a hostile unit is adjacent

      Sleepers wake near hostiles

      A sleeping (non-hidden) unit wakes if a hostile unit is adjacent.

    3. 29.3
      for each tile in range ยท a hostile unit is in range

      Sentry breaks on contact

      A unit on sentry wakes if a hostile unit enters sentry range.

    4. 29.4
      unit is marching

      March order clears

      March status resets at turn start.

    5. 29.5

      Timed unit effects tick

      Temporary unit effects count down and expire (possibly chaining into a follow-up effect).

    6. 29.6
      for each territory effect ยท effect not already on the unit

      Territory effects may apply

      City-territory effects roll their chance to put a timed effect on the unit standing there.

    7. 29.7
      unit is working its tile

      Workers advance construction

      A unit improving its tile progresses the build one turn (consuming its action); completion is announced.

    8. 29.8
      unit is working its tile

      Act

    9. 29.9
      unit is working its tile

      Increment leader stat

    10. 29.10
      if pTile.hasCity()

      Set fortify turns

    11. 29.11
      not yet at maximum

      Fortification deepens

      A fortifying unit outside a city gains a fortify turn (reset to 0 inside cities).

    12. 29.12
      not yet at maximum

      Act

    13. 29.13
      not yet at maximum

      Formation deepens

      A unit holding formation outside a city gains a formation turn (reset to 0 inside cities).

    14. 29.14
      unit is temporarily hidden

      Hidden countdown

      Temporarily hidden units tick toward being revealed.

    15. 29.15
      harvest possible here

      Auto-harvest fires

      A unit set to auto-harvest collects the resource it is standing on if it can.

    16. 29.16
      unit is promotable

      XP from leaders and effects

      Generals and explorers grant their rating XP; player effects add per-turn (and idle) XP.

    17. 29.17
      unit is promotable

      XP from leaders and effects

      Generals and explorers grant their rating XP; player effects add per-turn (and idle) XP.

    18. 29.18
      was damaged (or is taking damage)

      Healing and attrition apply

      Effect-based heal/damage plus idle healing (if the unit did nothing and can heal here); then terrain and height attrition.

    19. 29.19
      unit is sleeping

      Wake

    20. 29.20
      still damaged beyond idle healing

      Auto-heal action

      A unit on auto-heal spends its turn healing while still damaged (cleared once it cannot).

    21. 29.21

      Healing and attrition apply

      Effect-based heal/damage plus idle healing (if the unit did nothing and can heal here); then terrain and height attrition.

    22. 29.22
      if pTile.getHeight() != HeightType.NONE

      Healing and attrition apply

      Effect-based heal/damage plus idle healing (if the unit did nothing and can heal here); then terrain and height attrition.

    23. 29.23
      unit is promotable

      XP from leaders and effects

      Generals and explorers grant their rating XP; player effects add per-turn (and idle) XP.

    24. 29.24

      Caravans advance

      A caravan with a mission target moves toward that capital and completes its mission on arrival. (May remove the unit.)

    25. 29.25
      for each team ยท raid target team eliminated

      Raids on dead teams end

      Raiders whose target team has been eliminated stop raiding and convert to barbarians.

    26. 29.26
      for each team ยท if canConvert(PlayerType.NONE, BARBARIANS_TRIBE)

      Convert

  30. 30
    for each living character ยท Doomed and the death roll hits

    Doomed characters may die

    Each character with the Doomed trait rolls the death chance and can die now.

  31. 31
    for each living character ยท otherwise

    Delayed trait probabilities resolve

    Traits queued by events with a delayed probability roll now.

  32. 32
    for each living character ยท otherwise

    Delayed random traits resolve

    Random traits queued with a delay are assigned now.

  33. 33
    for each living character ยท otherwise

    Delayed relationships resolve

    Pending random character relationships (rivalries, friendships) are assigned now.

  34. 34
    for each living character ยท otherwise

    Units process

    Each of your units takes its upkeep turn, covering wake checks, timers, work, healing and XP, in the per-unit sequence below.

    5 steps inside
    1. 34.1
      on the character's year turn

      Yearly tick (the character's "birthday")

      Runs only when turn % year-divisions matches the character's ID, and covers aging, death rolls and life events, in the sequence below.

      9 steps inside
      1. 34.1.1
        leader, not yet Doomed

        Death roll โ†’ Doomed for leaders

        If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.

      2. 34.1.2
        otherwise

        Death roll resolves

        A non-leader (or already-Doomed) character whose death trait fired dies here.

      3. 34.1.3
        a general at retirement age

        Death roll โ†’ Doomed for leaders

        If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.

      4. 34.1.4
        past fertile age / failed the roll

        Infertility check

        Past maximum fertile age (hard cutoff with margin, or per-year odds), the character becomes infertile.

      5. 34.1.5

        One life event

        At most one fires, in priority Ordersorder: new-year character event, trait gain, trait loss, archetype, first strength/weakness, birth, adult trait, rating change, marriage offer, religion, (AI) adoption.

      6. 34.1.6
        small random chance

        Nickname roll

        A small chance the character picks up a nickname.

      7. 34.1.7
        for each event class ยท probability roll hits

        Character event rolls

        Event classes with a per-character probability may fire, then the new-turn character event trigger runs.

      8. 34.1.8
        events enabled

        Character event rolls

        Event classes with a per-character probability may fire, then the new-turn character event trigger runs.

      9. 34.1.9
        coin flip

        AI ratings drift

        When events are off (AI autoplay), young successors gain random rating points instead of tutored Growthgrowth.

    2. 34.2
      for each trait ยท turn limit reached

      Expiring traits removed

      Traits with a turn limit (or marked remove-always) fall off; a lose-trait event may fire instead of the plain notice.

    3. 34.3

      Occurrence traits roll

      Active Occurrences can inflict traits on the character, and strip them when the Occurrence ends.

    4. 34.4

      Character XP accrues

      XP per turn from traits, a council seat, and city governorship.

    5. 34.5
      on the turn the character becomes an adult

      Coming of age

      A character reaching adult age fires the adulthood event (or just a log entry if no event takes).

  35. 35
    the leader, after everyone else

    Units process

    Each of your units takes its upkeep turn, covering wake checks, timers, work, healing and XP, in the per-unit sequence below.

    5 steps inside
    1. 35.1
      on the character's year turn

      Yearly tick (the character's "birthday")

      Runs only when turn % year-divisions matches the character's ID, and covers aging, death rolls and life events, in the sequence below.

      9 steps inside
      1. 35.1.1
        leader, not yet Doomed

        Death roll โ†’ Doomed for leaders

        If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.

      2. 35.1.2
        otherwise

        Death roll resolves

        A non-leader (or already-Doomed) character whose death trait fired dies here.

      3. 35.1.3
        a general at retirement age

        Death roll โ†’ Doomed for leaders

        If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.

      4. 35.1.4
        past fertile age / failed the roll

        Infertility check

        Past maximum fertile age (hard cutoff with margin, or per-year odds), the character becomes infertile.

      5. 35.1.5

        One life event

        At most one fires, in priority Ordersorder: new-year character event, trait gain, trait loss, archetype, first strength/weakness, birth, adult trait, rating change, marriage offer, religion, (AI) adoption.

      6. 35.1.6
        small random chance

        Nickname roll

        A small chance the character picks up a nickname.

      7. 35.1.7
        for each event class ยท probability roll hits

        Character event rolls

        Event classes with a per-character probability may fire, then the new-turn character event trigger runs.

      8. 35.1.8
        events enabled

        Character event rolls

        Event classes with a per-character probability may fire, then the new-turn character event trigger runs.

      9. 35.1.9
        coin flip

        AI ratings drift

        When events are off (AI autoplay), young successors gain random rating points instead of tutored Growthgrowth.

    2. 35.2
      for each trait ยท turn limit reached

      Expiring traits removed

      Traits with a turn limit (or marked remove-always) fall off; a lose-trait event may fire instead of the plain notice.

    3. 35.3

      Occurrence traits roll

      Active Occurrences can inflict traits on the character, and strip them when the Occurrence ends.

    4. 35.4

      Character XP accrues

      XP per turn from traits, a council seat, and city governorship.

    5. 35.5
      on the turn the character becomes an adult

      Coming of age

      A character reaching adult age fires the adulthood event (or just a log entry if no event takes).

  36. 36
    skipped on the player's very first turn

    Families replenish

    Families short on adults or children (relative to the cities they hold) spawn new characters.

  37. 37
    skipped on the player's very first turn

    Old royals retire

    If the royal roster exceeds roughly year/25 + 5, the character furthest down the succession retires; the leader, heirs and family heads are always un-retired.

  38. 38
    for each family ยท skipped on the player's very first turn

    Family heads update

    Each family re-evaluates who leads it.

  39. 39
    skipped on the player's very first turn

    Families may adopt religions

    From turn 10, each family (staggered, every 4 turns) adopts whichever religion is most common among its members.

  40. 40
    skipped on the player's very first turn

    Family neglect counters tick

    Every family the current leader does not belong to increments its turns-without-a-leader counter.

  41. 41
    skipped on the player's very first turn

    Tribes run diplomacy at you

    Each tribe evaluates its per-player diplomacy (offers, demands, attitude shifts).

  42. 42
    skipped on the player's very first turn

    AI player diplomacy

    AI players, and only AI players, evaluate diplomacy toward every other player, and humans are considered first.

  43. 43
    skipped on the player's very first turn

    Story event rolls

    Event-class probability rolls fire first, then up to the per-turn cap of new-turn events, then event-level bonus rolls.

  44. 44
    skipped on the player's very first turn

    Tile event timers tick

    Per-tile event timers count down and expire.

  45. 45
    random roll hit; below the ambition cap

    AI free-ambition roll

    AIs that simulate ambitions occasionally bank a finished-ambition credit to keep pace with humans.

  46. 46
    random roll hit; below the ambition cap

    Reign counters tick

    The leader's Years Reigned stat increments (plus Years as Regent for regents).

  47. 47

    Missions complete

    Missions whose duration has elapsed resolve, deliberately after character turns, so that a state change during an event, such as a suitor marrying, invalidates cleanly.

  48. 48

    Occurrence effects apply

    All active Occurrences apply their per-player effects and tile changes to you.

  49. 49

    Event links expire

    Event-chain links past their turn limit (or marked immediate) are removed.

  50. 50

    Goals re-evaluate

    All ambition and quest progress is recomputed against the new game state.

  51. 51
    for each goal (reverse) ยท no turns left

    Quests time out

    Unfinished quests with zero turns left are removed.

  52. 52
    for each goal (reverse) ยท no turns left

    Ambitions time out

    Unfinished ambitions with zero turns left are removed (failed).

  53. 53

    Stale decisions pruned

    Pending decisions that are no longer valid are removed.

  54. 54

    Map pings expire

    Old map pins and reminders are cleared or re-announced.

  55. 55

    New ambition may be offered

    If you have a free ambition slot and nothing pending, threshold-goal offers fire first, then a standard ambition offer can roll.

  56. 56
    player alive

    Leftover decisions auto-resolve

    Decisions still pending from your previous turn are resolved by the AI before you regain control.

  57. 57
    player alive

    Automated cities pick builds

    Cities set to auto-manage choose what to produce.

  58. 58
    player alive

    Queued unit orders execute

    Units with queued move-to / build-road Ordersorders carry them out (cancelled if the path is gone).

  59. 59
    player alive

    Graphs record totals

    Cumulative yield totals are logged for the graphs.

  60. 60

    Victory check

    Victory conditions, defeats and game-over states are evaluated.

  61. 61
    human-controlled

    AI advisor caches refresh

    For human players: enemy lists, attack-target suggestions and new-city-site hints are recomputed for the UI.

  62. 62
    human-controlled

    Attack targets

  63. 63
    human-controlled

    New city sites

What this page does not cover

R marks a rollover step and P marks a player step.