Old World Reference
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🔄 Turn Order

34 rollover steps130 player steps164 total

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:

  1. 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).
  2. 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).
  3. The turn rollover. When the tribe turn finishes, incrementTurn() bumps the turn counter and runs Game.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.
  4. 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.
When do tribes and raiders act?
Tribal units and cities act in their own turn slot after all players (see "How a round is structured"). On top of that, camps 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 drift once per round during the rollover (step R3), before any player's turn. Forced debt sales (step P26) therefore trade at the already-adjusted price.

Turn rollover (start of round)

Game.doTurn()Game.cs:12745

  1. 1

    Combat heat decays

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

    Game.cs:12747
  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.

    Game.cs:12749
  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.

    Game.cs:12756
  4. 4
    for each tile on the map

    Every tile updates

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

    Game.cs:12769
    Tile.doTurn() sequence — 16 steps Tile.cs:10913
    1. 4.1
      improvement is pillaged

      Pillage timer ticks

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

      Tile.cs:10923
    2. 4.2
      if getImprovementPillageTurns() == 0

      Clear improvement

      Tile.cs:10927
    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).

      Tile.cs:10940
    4. 4.4
      loop · if pLoopPlayer.getTradeOutpostTime(getID()) > 0 && !isHostileTri…

      Set trade outpost time

      Tile.cs:10954
    5. 4.5
      an outpost timer expired here

      Set city site

      Tile.cs:10970
    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.

      Tile.cs:10971
    7. 4.7
      loop · if pLoopPlayer.getTradeOutpostTime(getID()) > 0

      Set trade outpost time

      Tile.cs:10976
    8. 4.8

      Tribal camps act

      A Campcamp 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.

      Tile.cs:10982
    9. 4.9
      improvement can develop

      Improvements develop

      Improvements that upgrade over time tick their develop counter.

      Tile.cs:10986
    10. 4.10
      spawning not paused

      Unit-spawning improvements tick

      Improvements that periodically produce units count down.

      Tile.cs:10995
    11. 4.11
      timer reached zero

      Reset improvement unit turns

      Tile.cs:10999
    12. 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
    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.

      Tile.cs:11016
    14. 4.14
      the roll hits

      Vegetation grows

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

      Tile.cs:11042
    15. 4.15
      for each direction · the roll hits

      Vegetation grows

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

      Tile.cs:11064
    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).

      Tile.cs:11075
  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.

    Game.cs:12773
  6. 6
    for each tribe · tribe is alive

    Every tile updates

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

    Game.cs:12779
    Tribe.doTurn() sequence — 3 steps Tribe.cs:289
    1. 6.1

      Tribal leader replaced if dead

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

      Tribe.cs:298
    2. 6.2

      Tribal religion drifts

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

      Tribe.cs:300
    3. 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
  7. 7
    for each player

    Trade deals expire

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

    Game.cs:12785
  8. 8
    for each player

    Tribute deals expire

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

    Game.cs:12786
  9. 9

    War scores decay

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

    Game.cs:12789
  10. 10

    Religions spread

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

    Game.cs:12791
  11. 11

    Religion heads update

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

    Game.cs:12792
  12. 12

    New religions may be founded

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

    Game.cs:12793
  13. 13

    Character opinions refresh

    Every player recomputes what each character thinks of them.

    Game.cs:12795
  14. 14

    Religion opinions refresh

    Every player recomputes each religion's opinion of them.

    Game.cs:12796
  15. 15

    Family opinions refresh

    Every player recomputes each family's opinion of them.

    Game.cs:12797

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. 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.

    Player.cs:16893
  2. 2
    for each city

    Cities roll for rebels

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

    Player.cs:16539
  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.

    Player.cs:16548
    Tile.doPlayerTurn() sequence — 1 steps Tile.cs:11464
    1. 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
  4. 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. 5
    if leader().isRegent()

    Reign counters tick

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

    Player.cs:16557
  6. 6
    Orders over the cap

    Orders above the cap are sold

    Any OrdersOrders past your maximum are automatically sold for Moneymoney.

    Player.cs:16582
  7. 7
    otherwise

    Change money

    Player.cs:16588
  8. 8
    otherwise

    Change yield stockpile whole

    Player.cs:16589
  9. 9
    otherwise

    Negative stockpiles clamp to zero

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

    Player.cs:16606
  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.

    Player.cs:16610
  11. 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. 12

    Opinion memories fade

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

    Player.cs:16614
  13. 13

    Family supremacy check

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

    Player.cs:16616
  14. 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:16631
    City.doTribeTurn() sequence — 4 steps City.cs:8112
    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).

      City.cs:8118
    2. 14.2
      damaged

      Tribal city heals

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

      City.cs:8124
    3. 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
    4. 14.4
      diplomacy-capable tribe

      Camp may train a unit

      The tribal city rolls to produce a tribal unit nearby.

      City.cs:8129
  15. 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. 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.

    Player.cs:16648
  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.

    Player.cs:16650
  18. 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:16662
    City.doPlayerTurn() sequence — 9 steps City.cs:8217
    1. 18.1
      damaged

      City heals

      A damaged city heals a percentage of its max HP.

      City.cs:8223
    2. 18.2
      still assimilating

      Assimilation progresses

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

      City.cs:8228
    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.

      City.cs:8231
    4. 18.4
      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.

      City.cs:8243
    5. 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
    6. 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
    7. 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
    8. 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
    9. 18.9

      Invalid builds pruned

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

      City.cs:8288
  19. 19
    for each yield · 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) hit the stockpiles — ScienceScience goes straight into the current tech and can complete it here.

    Player.cs:16667
  20. 20
    over the cap

    Global yields bank

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

    Player.cs:16675
  21. 21
    over the cap

    Global yields bank

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

    Player.cs:16677
  22. 22
    over the cap

    Global yields bank

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

    Player.cs:16695
  23. 23
    over the cap

    Global yields bank

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

    Player.cs:16697
  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.

    Player.cs:16711
  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.

    Player.cs:16715
  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.

    Player.cs:16718
  27. 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. 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. 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:16733
    Unit.doTurn() sequence — 27 steps Unit.cs:5551
    1. 29.1
      unit passed

      Pass order clears

      A unit told to pass last turn becomes active again.

      Unit.cs:5561
    2. 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
    3. 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
    4. 29.4
      unit is marching

      March order clears

      March status resets at turn start.

      Unit.cs:5596
    5. 29.5

      Timed unit effects tick

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

      Unit.cs:5604
    6. 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
    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.

      Unit.cs:5669
    8. 29.8
      unit is working its tile

      Act

      Unit.cs:5671
    9. 29.9
      unit is working its tile

      Increment leader stat

      Unit.cs:5672
    10. 29.10
      if pTile.hasCity()

      Set fortify turns

      Unit.cs:5704
    11. 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
    12. 29.12
      not yet at maximum

      Act

      Unit.cs:5710
    13. 29.13
      if pTile.hasCity()

      Set formation turns

      Unit.cs:5718
    14. 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
    15. 29.15
      not yet at maximum

      Act

      Unit.cs:5724
    16. 29.16
      unit is temporarily hidden

      Hidden countdown

      Temporarily hidden units tick toward being revealed.

      Unit.cs:5740
    17. 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
    18. 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
    19. 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
    20. 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
    21. 29.21
      unit is sleeping

      Wake

      Unit.cs:5820
    22. 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
    23. 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
    24. 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
    25. 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
    26. 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
    27. 29.27
      for each team · raid target team eliminated

      Convert

      Unit.cs:5885
  30. 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. 31
    for each living character · otherwise

    Delayed trait probabilities resolve

    Traits queued by events with a delayed probability roll now.

    Player.cs:16752
  32. 32
    for each living character · otherwise

    Delayed random traits resolve

    Random traits queued with a delay are assigned now.

    Player.cs:16753
  33. 33
    for each living character · otherwise

    Delayed relationships resolve

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

    Player.cs:16754
  34. 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:16778
    Character.doTurn() sequence — 5 steps Character.cs:7443
    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: aging, death rolls and life events — the sequence below.

      Character.cs:7447
      Character.doTurnYear() sequence — 9 steps Character.cs:8302
      1. 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
      2. 34.1.2
        otherwise

        Death roll resolves

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

        Character.cs:8322
      3. 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
      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.

        Character.cs:8342
      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.

        Character.cs:8345
      6. 34.1.6
        small random chance

        Nickname roll

        A small chance the character picks up a nickname.

        Character.cs:8349
      7. 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
      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.

        Character.cs:8368
      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.

        Character.cs:8378
    2. 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
    3. 34.3

      Occurrence traits roll

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

      Character.cs:7500
    4. 34.4

      Character XP accrues

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

      Character.cs:7518
    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).

      Character.cs:7538
  35. 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:16796
    Character.doTurn() sequence — 5 steps Character.cs:7443
    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: aging, death rolls and life events — the sequence below.

      Character.cs:7447
      Character.doTurnYear() sequence — 9 steps Character.cs:8302
      1. 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
      2. 35.1.2
        otherwise

        Death roll resolves

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

        Character.cs:8322
      3. 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
      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.

        Character.cs:8342
      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.

        Character.cs:8345
      6. 35.1.6
        small random chance

        Nickname roll

        A small chance the character picks up a nickname.

        Character.cs:8349
      7. 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
      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.

        Character.cs:8368
      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.

        Character.cs:8378
    2. 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
    3. 35.3

      Occurrence traits roll

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

      Character.cs:7500
    4. 35.4

      Character XP accrues

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

      Character.cs:7518
    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).

      Character.cs:7538
  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.

    Player.cs:16800
  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.

    Player.cs:16802
  38. 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. 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. 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. 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. 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. 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. 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. 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. 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. 47

    Occurrence effects apply

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

    Player.cs:16840
  48. 48

    Event links expire

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

    Player.cs:16844
  49. 49

    Goals re-evaluate

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

    Player.cs:16846
  50. 50
    for each goal (reverse) · no turns left

    Quests time out

    Unfinished quests with zero turns left are removed.

    Player.cs:16855
  51. 51
    for each goal (reverse) · no turns left

    Ambitions time out

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

    Player.cs:16867
  52. 52

    Stale decisions pruned

    Pending decisions that are no longer valid are removed.

    Player.cs:16872
  53. 53

    Map pings expire

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

    Player.cs:16874
  54. 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. 55
    player alive

    Automated cities pick builds

    Cities set to auto-manage choose what to produce.

    Player.cs:16901
  56. 56
    player alive

    Queued unit orders execute

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

    Player.cs:16903
  57. 57
    player alive

    Graphs record totals

    Cumulative yield totals are logged for the graphs.

    Player.cs:16905
  58. 58

    Victory check

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

    Player.cs:16910
  59. 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. 60
    human-controlled

    Attack targets

    Player.cs:16920
  61. 61
    human-controlled

    New city sites

    Player.cs:16921

What this page does not pin down

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.