Orders Sequence

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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.

  1. new default orders are set
  2. GROUP, MAKE TEMP
  3. NAME, DESCRIBE, GUARD NOT, HELP, COMBAT, COMBATSPELL, HIDE, ORIGIN, SHOW
  4. BANNER, EMAIL, OPTION, PASSWORD
  5. CONTACT
  6. MESSAGE
  7. ENTER; 1st attempt
  8. USE
  9. LEAVE
  10. ENTER; 2nd attempt
  11. ATTACK
  12. RESERVE, CLAIM
  13. ENTER; 3rd attempt
  14. GIVE CONTROL
  15. FORGET
  16. GIVE
  17. RECRUIT*
  18. DESTROY
  19. FOLLOW is set
  20. PROMOTE
  21. PAY NOT; stops operation and maintenance costs for the corresponding building.
  22. maintenance costs for buildings are accounted for. If they cannot be raised, the building has no effect for that turn!
  23. QUIT
  24. CAST
  25. TEACH
  26. LEARN
  27. MAKE *
  28. RESEARCH, PLANT, SPY, GROW
  29. ENTERTAIN *
  30. WORK *
  31. TAX *
  32. BUY *
  33. SELL *
  34. STEAL *
  35. ships with insufficient crew suffer damage
  36. ENTER; 4th attempt
  37. MOVE and ROUTE, including RIDE and CARRY are executed, and units ordered to FOLLOW other units do so
  38. GUARD; this only works if the unit has not moved.
  39. ships drift on the high seas
  40. DEFAULT
  41. empty units are removed
  42. peasants, horses and trees grow, if possible; the remaining peasants move into other regions
  43. silver for units maintenance is subtracted
  44. SORT
  45. 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.

For orders where the result has an upper limit, for example the maximum number of trees in the region for MAKE wood, the maximum number of recruits to RECRUIT or the region's money for ENTERTAIN and TAX, it may happen that several units are in competition. In this case, we try to distribute the scarce good in proportion to the quantity that each unit could produce if it were unlimited. In this case, there may be gaps and a unit may end up with nothing. The SELL, BUY and WORK orders are also affected.

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


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