Orders Sequence
Eressea's orders are evaluated in a fixed sequence. Orders with the same number are executed at the same time or the exact sequence is irrelevant.
- new default orders are set
- GROUP, MAKE TEMP
- NAME, DESCRIBE, GUARD NOT, HELP, COMBAT, COMBATSPELL, HIDE, ORIGIN, SHOW
- BANNER, EMAIL, OPTION, PASSWORD
- CONTACT
- MESSAGE
- ENTER; 1st attempt
- USE
- LEAVE
- ENTER; 2nd attempt
- ATTACK
- RESERVE, CLAIM
- ENTER; 3rd attempt
- GIVE CONTROL
- FORGET
- GIVE
- RECRUIT*
- DESTROY
- FOLLOW is set
- PROMOTE
- PAY NOT; stops operation and maintenance costs for the corresponding building.
- maintenance costs for buildings are accounted for. If they cannot be raised, the building has no effect for that turn!
- QUIT
- CAST
- TEACH
- LEARN
- MAKE *
- RESEARCH, PLANT, SPY, GROW
- ENTERTAIN *
- WORK *
- TAX *
- BUY *
- SELL *
- STEAL *
- ships with insufficient crew suffer damage
- ENTER; 4th attempt
- MOVE and ROUTE, including RIDE and CARRY are executed, and units ordered to FOLLOW other units do so
- GUARD; this only works if the unit has not moved.
- ships drift on the high seas
- DEFAULT
- empty units are removed
- peasants, horses and trees grow, if possible; the remaining peasants move into other regions
- silver for units maintenance is subtracted
- SORT
- NUMBER
* Orders marked like this are divided "fairly"; see notes below.
However, the orders do not necessarily have to be entered in this order. It is perfectly permissible to enter the following:
GIVE TEMP 5 300 Silver MAKE TEMP 5 RECRUIT 1 COMBAT NOT LEARN FORESTRY END
Here the orders sequence is: The new unit is first created, no longer joins combats, receives 300 silver, recruits 1, and finally learns forestry - although this is not the sequence in which the orders were written.
Notes
Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. The item pool also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, this sequence can be changed by certain commands. These include ENTER, LEAVE, MAKE TEMP, GIVE CONTROL and GIVE SHIP. The exact behavior is not guaranteed! Therefore, if in doubt, give orders in such a way that the unit sequence does not matter.
Some orders are first added to list until all units in the region have given the order. Only then are they executed in batch. This applies to ENTERTAIN, WORK, TAX, RECRUIT, BUY, SELL, as well as MAKE of raw materials. Raw material applies to stones, iron, laen, adamantium, wood, mallorn, herbs, and horses. MAKE CASTLE and MAKE SHIP will instead be executed immediately. The point of this is that all factions are "served" fairly and avoids that the first unit in the region gets all the raw materials, for example. Instead, things (silver pieces, luxury goods, raw materials) are distributed piece by piece until all units had a turn, then it starts from the beginning again.
Im Moment scheint es aber so auszusehen:
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- About ENTER 1st/2nd/3rd/4th attempt
- This means that you can still enter a castle before an attack. After the fight, a unit may try to enter again, as the former owner might be dead or has fled in the meantime.
- It does not mean that units leaving a ship can still attack in the same turn, as the server remembers who left ships and intercepts it accordingly.
See also
Continue reading: | Short Description |