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Event Sequencing

Posted: Tue Mar 18, 2008 4:19 pm
by Barthheart
Just to be sure I know what happens when could someone confirm or correct this logic please:

1) Round - a complete set of turn involving all players

Turn - a single players turn of actions

Example:

Round 1

Player1 = Turn 1
Player2 = Turn 2
Player3 = turn 3
etc.

Round 2

Player1 = Turn 1
Player2 = Turn 2
Player3 = turn 3
etc.

etc.



2) Round Check - happens at the start of a round before any player actions

Early Turn Check - happens just before each player's turn for every player

Late Turn Check - happens at the end of each player's turn ie right after the player hits the end turn button, for every player



3) For all events that are Round Check, the happen in the order they are in the Event List.

For all events that are Early Turn Check, the happen in the order they are in the Event List.

For all events that are Late Turn Check, the happen in the order they are in the Event List.

Example:

Round 1

Round Check Event1
Round Check Event2
etc.

Early Turn Check Event3
Early Turn Check Event4
etc.
Player1 = Turn 1
Late Turn Check Event5
Late Turn Check Event6
etc.

Early Turn Check Event3
Early Turn Check Event4
etc.
Player2 = Turn 2
Late Turn Check Event5
Late Turn Check Event6
etc.

Early Turn Check Event3
Early Turn Check Event4
etc.
Player3 = Turn 3
Late Turn Check Event5
Late Turn Check Event6
etc.

Round 2
etc.

RE: Event Sequencing

Posted: Tue Mar 18, 2008 6:03 pm
by zook08
I thought late and early meant before and after production, which would mean the opposite of what you wrote. I'm not sure, though.

RE: Event Sequencing

Posted: Tue Mar 18, 2008 7:17 pm
by Captain Cruft
This really needs clarifying. Please [:)]

RE: Event Sequencing

Posted: Tue Mar 18, 2008 7:20 pm
by Barthheart
ORIGINAL: zook08

I thought late and early meant before and after production, which would mean the opposite of what you wrote. I'm not sure, though.


Yep, that's why I asked.

When does production take place in all this anyway?!?

Vic? Tom? Beuller? Anyone? Anyone?

RE: Event Sequencing

Posted: Tue Mar 18, 2008 7:38 pm
by Vic

Order of things:

 
ROUND EVENTS
EARLY TURN EVENTS
InitialAPPenalty
Entrench
Morale
Production
Auto Recover Locations
Supply System

Unit supply consumption, Rdn growth, Ap To Subformations
LATE TURN EVENT
 
kind reg,
vic

RE: Event Sequencing

Posted: Tue Mar 18, 2008 7:39 pm
by Barthheart
Great!

Thanks a bunch Vic.

RE: Event Sequencing

Posted: Tue Mar 18, 2008 8:54 pm
by Captain Cruft
Thank you Vic :)

RE: Event Sequencing

Posted: Wed Mar 19, 2008 7:20 am
by Iron Knight
++good information [:)]

RE: Event Sequencing

Posted: Wed Mar 19, 2008 3:07 pm
by Vorsteher
Order of things:

ROUND EVENTS
EARLY TURN EVENTS
InitialAPPenalty
Entrench
Morale
Production
Auto Recover Locations
Supply System

Unit supply consumption, Rdn growth, Ap To Subformations
LATE TURN EVENT

kind reg,
vic
in some scenarios readiness modifys are wrong.
The events with readness is round events.
But my tests say only a event with LATE TURN EVENT is right.


V.




RE: Event Sequencing

Posted: Wed Mar 19, 2008 3:30 pm
by JAMiAM
ORIGINAL: Vorsteher
Order of things:

ROUND EVENTS
EARLY TURN EVENTS
InitialAPPenalty
Entrench
Morale
Production
Auto Recover Locations
Supply System

Unit supply consumption, Rdn growth, Ap To Subformations
LATE TURN EVENT

kind reg,
vic
in some scenarios readiness modifys are wrong.
The events with readness is round events.
But my tests say only a event with LATE TURN EVENT is right.
I think it really depends on the net effect that you're looking for. If you have them early turn events, then assuming sufficient supplies are available during unit supply consumption, Rdn growth, AP to SFT's, the main effect is an enhanced drain on supplies, with minimal readiness penalties for units that haven't been in battle. Depending on the design intent, this may or may not be the effect one is looking for.