Everything below is the game's own order of operations, extracted from the
doTurn() functions in the shipped source. When two things seem
to happen "at the same time" — a build finishing and a tech completing, a
character dying and an event firing — this page tells you which one the
engine actually resolves first. Step order is source order; every step
carries its file:line.
How a round is structured
The engine advances turns from Game.testTurn()
(Game.cs:3257): once every currently-active player has ended
their turn (shouldIncrementTurn, Game.cs:3359),
nextTeamTurn() (Game.cs:4238) moves play along. A
full round looks like this:
- Players play, team by team (or all at once in simultaneous
multiplayer). When a player's turn ends, their 0-HP units die and
stunned units drop to a normal cooldown
(
processEndTurn,Player.cs:16906). - The tribe turn. After the last team, tribal and unaffiliated
characters take their character turns (
Game.cs:4381), the AI moves tribal units, every tribal unit runs its unit turn, and tribal cities act (playCurrentTurn,Game.cs:3269–3314). - The turn rollover. When the tribe turn finishes,
incrementTurn()bumps the turn counter and runsGame.doTurn()— the first band below — then checks game over (Game.cs:3175–3188,Game.cs:4247–4250). So the world updates after the tribes act and before the first player's new turn. - Each player's turn begins. As a player becomes current,
Player.doTurn()— the second band below — runs before they get control (Game.cs:4316).
Multiplayer nuances visible in the source: in simultaneous mode all
players' turn-start processing runs back-to-back in player-index order in
one pass (Game.cs:4310–4322); in play-by-cloud / server
games the save uploads and "your turn" notifications go out right after a
human's turn-start processing (Game.cs:4324–4353); hotseat
autosaves and switches the active player (Game.cs:4354–4360).
Common ordering questions
- Does a build or a tech finish first?
- City production applies and builds finish at step P18.7; Science is banked right after at step P19 — where it goes straight into the current tech and can complete it — with any remainder flushed at step P24. So builds finish first, techs immediately after, both before your units and characters are processed.
- When are ambitions checked?
- At the very end of turn-start processing: progress recomputes at step P49, expired ambitions fail at step P51, and new offers roll at step P54 — all after that turn's event rolls (step P42). 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 P34 — before the player's story-event rolls at step P42. The leader deliberately goes last (step P34), and missions resolve after all character turns (step P46) so mid-event state changes can't invalidate them.
- When do my units heal?
- During your turn-start unit processing (step P29): healing applies at sub-step P29.23, and the idle bonus only counts if the unit took no action last turn. Units heal before you move anything.
Turn rollover (start of round)
Game.doTurn() — Game.cs:12745
- 1
Combat heat decays
The recent-human-attacks counter is halved (it stretches multiplayer turn timers while fighting is hot).
Game.cs:12747 - 2
New Occurrences may start
Every Occurrence (in shuffled
Game.cs:12749
order) rolls its start chance and picks a target tile; the tile owner may get an occurrence-ready Event first. - 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.
Game.cs:12756 - 4 for each tile on the map
Every tile updates
Pillage timers, abandoned construction, resource regrowth, vegetation
Game.cs:12769
growth and spread, tribal
camp raids — the per-tile sequence below.Tile.doTurn() sequence — 16 steps Tile.cs:10913
- 4.1 improvement is pillaged
Pillage timer ticks
A pillaged improvement counts down one turn; at zero it is destroyed outright.
Tile.cs:10923 - 4.2
- 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).
Tile.cs:10940 - 4.4 loop · if pLoopPlayer.getTradeOutpostTime(getID()) > 0 && !isHostileTri…
Set trade outpost time
Tile.cs:10954 - 4.5
- 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.
Tile.cs:10971 - 4.7
- 4.8
Tribal camps act
A
Tile.cs:10982
camp may launch a raid at a nearby city (raid-prob roll, blockable by the tribe-raid event), or — for non-diplomacy tribes — convert to a neighboring tribe. - 4.9 improvement can develop
Improvements develop
Improvements that upgrade over time tick their develop counter.
Tile.cs:10986 - 4.10 spawning not paused
Unit-spawning improvements tick
Improvements that periodically produce units count down.
Tile.cs:10995 - 4.11
- 4.12 timer reached zero
Improvement spawns its unit
When the spawn timer hits zero it resets and the improvement's unit appears.
Tile.cs:11000 - 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.
Tile.cs:11016 - 4.14 the roll hits
Vegetation grows
Regrowing vegetation rolls to advance a stage; city regrowth modifiers apply.
Tile.cs:11042 - 4.15 for each direction · the roll hits
Vegetation grows
Regrowing vegetation rolls to advance a stage; city regrowth modifiers apply.
Tile.cs:11064 - 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).
Tile.cs:11075
- 4.1
- 5
Borders fill in
Rural pockets fully surrounded by urban tiles are claimed, and pending city-territory expansion tiles are assigned to their owners.
Game.cs:12773 - 6 for each tribe · tribe is alive
Every tile updates
Pillage timers, abandoned construction, resource regrowth, vegetation
Game.cs:12779
growth and spread, tribal
camp raids — the per-tile sequence below.Tribe.doTurn() sequence — 3 steps Tribe.cs:289
- 6.1
Tribal leader replaced if dead
If the tribe's leader has died, a new adult leader character is generated.
Tribe.cs:298 - 6.2
Tribal religion drifts
The tribe adopts whichever world religion is most represented among related characters.
Tribe.cs:300 - 6.3 for each tribal unit · 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.
Tribe.cs:323
- 6.1
- 7 for each player
Trade deals expire
Each player's trade agreements whose duration has run out are removed.
Game.cs:12785 - 8 for each player
Tribute deals expire
Each player's tribute arrangements whose duration has run out are removed.
Game.cs:12786 - 9
- 10
Religions spread
Each founded religion rolls its spread chance; on success it spreads to one more city.
Game.cs:12791 - 11
- 12
New religions may be founded
Religions whose prerequisites are now met get founded in the highest-scoring eligible city.
Game.cs:12793 - 13
Character opinions refresh
Every player recomputes what each character thinks of them.
Game.cs:12795 - 14
- 15
Each player's turn
Player.doTurn() — Player.cs:16887
Runs once per player as their turn begins; the bulk is inlined from
processTurn() (Player.cs:16505).
- 1 player alive
Graphs record turn rates
Military power, yield rates, family and religion opinion, victory points and
Player.cs:16893
legitimacy are logged for this turn's graphs. - 2 for each city
Cities roll for rebels
Each city (after the early-
Player.cs:16539
game grace period) rolls its rebel probability and may spawn a rebel unit. - 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.
Player.cs:16548Tile.doPlayerTurn() sequence — 1 steps Tile.cs:11464
- 3.1 for each unit · XP positive
Improvement XP awarded
Each promotable unit on this tile gains the XP its improvement (and adjacent friendly improvements) grant per turn.
Tile.cs:11483
- 3.1
- 4 nation founded, leader alive
Reign counters tick
The leader's Years Reigned stat increments (plus Years as Regent for regents).
Player.cs:16554 - 5 if leader().isRegent()
Reign counters tick
The leader's Years Reigned stat increments (plus Years as Regent for regents).
Player.cs:16557 - 6 Orders over the cap
Orders above the cap are sold
Any
Player.cs:16582
Orders past your maximum are automatically sold for
money. - 7
- 8
- 9 otherwise
Negative stockpiles clamp to zero
Any yield stockpile still below zero after debts is set to 0.
Player.cs:16606 - 10
Spreading projects propagate
Projects with a spread chance roll to copy themselves from a city that has them to another of your cities.
Player.cs:16610 - 11
Luxury assignments verified
Each luxury resource's city and family assignments are re-checked; over-assigned luxuries are pulled back.
Player.cs:16612 - 12
Opinion memories fade
Expired memories (timed opinion modifiers from past actions) are removed.
Player.cs:16614 - 13
Family supremacy check
If another family has overtaken the dominant one, the family-supremacy event fires.
Player.cs:16616 - 14 for each city · skipped on the player's very first turn
Captured tribal cities flip
Tribal cities you finished capturing last turn now transfer (or raze) — see City Capture Mechanics; the per-city capture sequence below.
Player.cs:16631City.doTribeTurn() sequence — 4 steps City.cs:8112
- 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).
City.cs:8118 - 14.2
- 14.3 diplomacy-capable tribe
Camp may add an improvement
Diplomacy-capable tribes roll to add a random improvement to the city.
City.cs:8128 - 14.4 diplomacy-capable tribe
Camp may train a unit
The tribal city rolls to produce a tribal unit nearby.
City.cs:8129
- 14.1
- 15 for each yield · 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.
Player.cs:16643 - 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
Player.cs:16648
culture's shortfall project. - 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
Player.cs:16650
Science isn't wasted. - 18 for each city · 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.
Player.cs:16662City.doPlayerTurn() sequence — 9 steps City.cs:8217
- 18.1
- 18.2 still assimilating
Assimilation progresses
A city still assimilating ticks down at its
City.cs:8228
culture's assimilation rate. - 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.
City.cs:8231 - 18.4 culture has a default project
Default project fills an empty queue
A city building nothing is given its
City.cs:8243
culture's default project so production is never wasted. - 18.5 for each yield · 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.
City.cs:8261 - 18.6 for each yield
Production applies to the build
This turn's production (plus stored overflow) goes into the current build.
City.cs:8269 - 18.7 cost met
Build completes
If the current build's cost is now met, it finishes — the unit spawns / building, project or specialist takes effect immediately.
City.cs:8282 - 18.8 owned; skipped on the first turn
Queued progress decays
Partial progress on builds sitting in the queue (not currently first) decays by a percentage.
City.cs:8285 - 18.9
Invalid builds pruned
Queued projects, specialists and units that are no longer legal are removed.
City.cs:8288
- 19 for each yield · skipped on the player's very first turn
Global yields bank
Non-city income plus every city's global yields (
Player.cs:16667
Money,
Science,
Civics,
Training,
Orders) hit the stockpiles —
Science goes straight into the current tech and can complete it here. - 20 over the cap
Global yields bank
Non-city income plus every city's global yields (
Player.cs:16675
Money,
Science,
Civics,
Training,
Orders) hit the stockpiles —
Science goes straight into the current tech and can complete it here. - 21 over the cap
Global yields bank
Non-city income plus every city's global yields (
Player.cs:16677
Money,
Science,
Civics,
Training,
Orders) hit the stockpiles —
Science goes straight into the current tech and can complete it here. - 22 over the cap
Global yields bank
Non-city income plus every city's global yields (
Player.cs:16695
Money,
Science,
Civics,
Training,
Orders) hit the stockpiles —
Science goes straight into the current tech and can complete it here. - 23 over the cap
Global yields bank
Non-city income plus every city's global yields (
Player.cs:16697
Money,
Science,
Civics,
Training,
Orders) hit the stockpiles —
Science goes straight into the current tech and can complete it here. - 24 skipped on the player's very first turn
Research progresses / tech completes
The
Player.cs:16711
Science stockpile flushes into the current tech; when progress reaches the cost, the tech is acquired on the spot. - 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.
Player.cs:16715 - 26 skipped on the player's very first turn
Debts force auto-sales
While
Player.cs:16718
money is negative, goods are sold automatically; if still short,
money resets to zero. - 27 for each yield · a stockpile is below zero
Negative stockpiles clamp to zero
Any yield stockpile still below zero after debts is set to 0.
Player.cs:16724 - 28
Stranded units bounce
Units standing where they can no longer be (e.g. lost territory) are pushed to a valid tile — or killed if there is none.
Player.cs:16729 - 29 for each unit (reverse order)
Units process
Each of your units takes its upkeep turn (wake checks, timers, work, healing, XP) — the per-unit sequence below.
Player.cs:16733Unit.doTurn() sequence — 27 steps Unit.cs:5551
- 29.1
- 29.2 a hostile unit is adjacent
Sleepers wake near hostiles
A sleeping (non-hidden) unit wakes if a hostile unit is adjacent.
Unit.cs:5570 - 29.3 for each tile in range · a hostile unit is in range
Sentry breaks on contact
A unit on sentry wakes if a hostile unit enters sentry range.
Unit.cs:5587 - 29.4
- 29.5
Timed unit effects tick
Temporary unit effects count down and expire (possibly chaining into a follow-up effect).
Unit.cs:5604 - 29.6 for each territory effect · 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.
Unit.cs:5620 - 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.
Unit.cs:5669 - 29.8
- 29.9
- 29.10
- 29.11 not yet at maximum
Fortification deepens
A fortifying unit outside a city gains a fortify turn (reset to 0 inside cities).
Unit.cs:5708 - 29.12
- 29.13
- 29.14 not yet at maximum
Formation deepens
A unit holding formation outside a city gains a formation turn (reset to 0 inside cities).
Unit.cs:5722 - 29.15
- 29.16 unit is temporarily hidden
Hidden countdown
Temporarily hidden units tick toward being revealed.
Unit.cs:5740 - 29.17 harvest possible here
Auto-harvest fires
A unit set to auto-harvest collects the resource it is standing on if it can.
Unit.cs:5759 - 29.18 unit is promotable
XP from leaders and effects
Generals and explorers grant their rating XP; player effects add per-turn (and idle) XP.
Unit.cs:5767 - 29.19 unit is promotable
XP from leaders and effects
Generals and explorers grant their rating XP; player effects add per-turn (and idle) XP.
Unit.cs:5775 - 29.20 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.
Unit.cs:5813 - 29.21
- 29.22 still damaged beyond idle healing
Auto-heal action
A unit on auto-heal spends its turn healing while still damaged (cleared once it cannot).
Unit.cs:5830 - 29.23
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.
Unit.cs:5840 - 29.24 unit is promotable
XP from leaders and effects
Generals and explorers grant their rating XP; player effects add per-turn (and idle) XP.
Unit.cs:5869 - 29.25
Caravans advance
A caravan with a mission target moves toward that capital and completes its mission on arrival. (May remove the unit.)
Unit.cs:5878 - 29.26 for each team · raid target team eliminated
Raids on dead teams end
Raiders whose target team has been eliminated stop raiding and convert to barbarians.
Unit.cs:5884 - 29.27
- 30 for each living character · Doomed and the death roll hits
Doomed characters may die
Each character with the Doomed trait rolls the death chance and can die now.
Player.cs:16748 - 31 for each living character · otherwise
Delayed trait probabilities resolve
Traits queued by events with a delayed probability roll now.
Player.cs:16752 - 32 for each living character · otherwise
Delayed random traits resolve
Random traits queued with a delay are assigned now.
Player.cs:16753 - 33 for each living character · otherwise
Delayed relationships resolve
Pending random character relationships (rivalries, friendships) are assigned now.
Player.cs:16754 - 34 for each living character · otherwise
Units process
Each of your units takes its upkeep turn (wake checks, timers, work, healing, XP) — the per-unit sequence below.
Player.cs:16778Character.doTurn() sequence — 5 steps Character.cs:7443
- 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: aging, death rolls and life events — the sequence below.
Character.cs:7447Character.doTurnYear() sequence — 9 steps Character.cs:8302
- 34.1.1 leader, not yet Doomed
Death roll → Doomed for leaders
If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.
Character.cs:8313 - 34.1.2 otherwise
Death roll resolves
A non-leader (or already-Doomed) character whose death trait fired dies here.
Character.cs:8322 - 34.1.3 a general at retirement age
Death roll → Doomed for leaders
If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.
Character.cs:8332 - 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.
Character.cs:8342 - 34.1.5
One life event
At most one fires, in priority
Character.cs:8345
order: new-year character event, trait gain, trait loss, archetype, first strength/weakness, birth, adult trait, rating change, marriage offer, religion, (AI) adoption. - 34.1.6 small random chance
Nickname roll
A small chance the character picks up a nickname.
Character.cs:8349 - 34.1.7 for each event class · probability roll hits
Character event rolls
Event classes with a per-character probability may fire, then the new-turn character event trigger runs.
Character.cs:8363 - 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.
Character.cs:8368 - 34.1.9 coin flip
AI ratings drift
When events are off (AI autoplay), young successors gain random rating points instead of tutored
Character.cs:8378
growth.
- 34.1.1
- 34.2 for each trait · 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.
Character.cs:7481 - 34.3
Occurrence traits roll
Active Occurrences can inflict traits on the character, and strip them when the Occurrence ends.
Character.cs:7500 - 34.4
Character XP accrues
XP per turn from traits, a council seat, and city governorship.
Character.cs:7518 - 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).
Character.cs:7538
- 34.1
- 35 the leader, after everyone else
Units process
Each of your units takes its upkeep turn (wake checks, timers, work, healing, XP) — the per-unit sequence below.
Player.cs:16796Character.doTurn() sequence — 5 steps Character.cs:7443
- 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: aging, death rolls and life events — the sequence below.
Character.cs:7447Character.doTurnYear() sequence — 9 steps Character.cs:8302
- 35.1.1 leader, not yet Doomed
Death roll → Doomed for leaders
If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.
Character.cs:8313 - 35.1.2 otherwise
Death roll resolves
A non-leader (or already-Doomed) character whose death trait fired dies here.
Character.cs:8322 - 35.1.3 a general at retirement age
Death roll → Doomed for leaders
If a death trait fires, a leader gains Doomed instead of dying instantly (a one-year warning); anyone else dies now.
Character.cs:8332 - 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.
Character.cs:8342 - 35.1.5
One life event
At most one fires, in priority
Character.cs:8345
order: new-year character event, trait gain, trait loss, archetype, first strength/weakness, birth, adult trait, rating change, marriage offer, religion, (AI) adoption. - 35.1.6 small random chance
Nickname roll
A small chance the character picks up a nickname.
Character.cs:8349 - 35.1.7 for each event class · probability roll hits
Character event rolls
Event classes with a per-character probability may fire, then the new-turn character event trigger runs.
Character.cs:8363 - 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.
Character.cs:8368 - 35.1.9 coin flip
AI ratings drift
When events are off (AI autoplay), young successors gain random rating points instead of tutored
Character.cs:8378
growth.
- 35.1.1
- 35.2 for each trait · 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.
Character.cs:7481 - 35.3
Occurrence traits roll
Active Occurrences can inflict traits on the character, and strip them when the Occurrence ends.
Character.cs:7500 - 35.4
Character XP accrues
XP per turn from traits, a council seat, and city governorship.
Character.cs:7518 - 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).
Character.cs:7538
- 35.1
- 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.
Player.cs:16800 - 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.
Player.cs:16802 - 38 for each family · skipped on the player's very first turn
Family heads update
Each family re-evaluates who leads it.
Player.cs:16806 - 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.
Player.cs:16809 - 40 skipped on the player's very first turn
Tribes run diplomacy at you
Each tribe evaluates its per-player diplomacy (offers, demands, attitude shifts).
Player.cs:16816 - 41 skipped on the player's very first turn
AI player diplomacy
AI players (only) evaluate diplomacy toward every other player — humans are considered first.
Player.cs:16818 - 42 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.
Player.cs:16820 - 43 skipped on the player's very first turn
Tile event timers tick
Per-tile event timers count down and expire.
Player.cs:16822 - 44 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.
Player.cs:16830 - 45 random roll hit; below the ambition cap
Reign counters tick
The leader's Years Reigned stat increments (plus Years as Regent for regents).
Player.cs:16832 - 46
Missions complete
Missions whose duration has elapsed resolve — deliberately after character turns, so mid-event state changes (e.g. a suitor marrying) invalidate cleanly.
Player.cs:16838 - 47
Occurrence effects apply
All active Occurrences apply their per-player effects and tile changes to you.
Player.cs:16840 - 48
Event links expire
Event-chain links past their turn limit (or marked immediate) are removed.
Player.cs:16844 - 49
Goals re-evaluate
All ambition and quest progress is recomputed against the new
Player.cs:16846
game state. - 50 for each goal (reverse) · no turns left
Quests time out
Unfinished quests with zero turns left are removed.
Player.cs:16855 - 51 for each goal (reverse) · no turns left
Ambitions time out
Unfinished ambitions with zero turns left are removed (failed).
Player.cs:16867 - 52
- 53
- 54
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.
Player.cs:16876 - 55 player alive
Automated cities pick builds
Cities set to auto-manage choose what to produce.
Player.cs:16901 - 56 player alive
Queued unit orders execute
Units with queued move-to / build-road
Player.cs:16903
orders carry them out (cancelled if the path is gone). - 57 player alive
Graphs record totals
Cumulative yield totals are logged for the graphs.
Player.cs:16905 - 58
- 59 human-controlled
AI advisor caches refresh
For human players: enemy lists, attack-target suggestions and new-city-site hints are recomputed for the UI.
Player.cs:16919 - 60
- 61
What this page does not pin down
- Which event fires. The order of the event rolls is exact,
but event selection inside
doEventTriggeris weighted and subject-filtered — there is no fixed priority between individual events. - AI decision details.
AI.doDecisions,doAutomatedCityBuildsand the AI diplomacy passes delegate intoPlayerAI.cs; their internal ordering isn't part of the turn skeleton shown here. - Relative order between players. Within one rollover, per-player loops run in player-index order (host's setup order); in simultaneous multiplayer that ordering is internal and not visible in-game.
Source: Game.cs doTurn() / testTurn()
/ nextTeamTurn(), Player.cs doTurn()
/ processTurn(), plus the nested Tile,
Tribe, City, Unit and
Character turn functions — extracted by
scripts/build_turn_order.py into
src/data/turn_order.json. R = rollover step, P = player step.