Turn order
The order in which the game resolves a turn once everyone has sent orders, and what that order means for gold, spells, movement, battles and supplies.
verified 6.37updated 2026-10-02 · Jake6 min read
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When every player has finished giving orders and the host runs, all the orders are resolved together, but not all at once: the game works through a fixed list of stages, and each stage is finished for every nation before the next one begins. That list is the turnturn · One month of game time. Every player gives orders, then all orders are carried out together. Full article ’s order of play. It decides questions that come up constantly, such as whether a spell lands before an army arrives, whether a pillaged province still pays, and whether an army that has just run out of food fights at full strength.
Every rule here is one the game’s manual states. We have not re-measured any of it, so this page reports what Illwinter says the order is. The manual does not group the stages, so the eight groups on the timeline below are our own way of making a long list readable. Only the order is stated: the stages are not numbered here, because we have not yet checked the numbering and the count against the game. Each stage has a link of its own, so you can point to the exact moment you mean.
For the fight itself once a battle starts, see Combat. For how armies get to the same province in the first place, see Map movement.
The timeline
Orders and preparation
Messages you sent with the Send Messages button go out first. Gold, gems and items attached to them always arrive, because nothing that could stop a delivery has happened yet.
Mages add their research points. A mage who is killed later in the turn still counts for this turn's research.
New commanders and troops are recruited. Nothing earlier in the sequence can prevent it, so recruits are always there.
Extra magic path levels from Empowerment are granted.
Newly forged items are put into the nation's stock of magic items.
Priests preach for their gods, and the dominion is adjusted.
Heretics, insane commanders and commanders with a shattered soul preach.
Thrones of Ascension are claimed.
A few special orders are resolved ahead of the rest, for example entering a site to scry and cultivating pearls.
Rituals and magic
Every mage casts the ritual he or she was ordered to cast, in random order among all nations.
Rituals that strike an enemy army in a distant province, such as Fires from Afar, take effect.
Battles caused by magic are fought, such as those of commanders carried into an enemy province by Wind Ride or a teleport. Retreats happen once every battle of this kind is over.
A unit that becomes lost in another plane is lost now, and battles in other planes are resolved.
Magic site searches are resolved.
Gods, hunts and plots
Prophets are declared.
Priests call back a god who has been banished.
Dormant or imprisoned pretenders awaken.
The hunt for blood slaves takes place.
Units that are due a visit from a Horror receive it.
Assassination attempts are settled, including every kind of seduction and spy ability. Any fight they cause is fought on the spot.
A commander ordered to relinquish a province hands it to any allied commander in it who is not stealthed.
Commanders who have no mount may claim one now, if one can be found.
Riders without mounts and smart mounts without riders try to get home, or scatter.
Movement and battle
Every move that ends in a friendly province is carried out. You win the race to a friendly province against an enemy unless something earlier in the sequence stops you.
All remaining movement happens, Break Siege included.
The battles caused by movement are fought.
Castles are stormed and the battles fought. Retreats follow once all battles are done, including units that retreated in the previous step.
World effects and events
Global enchantments take effect. They were cast during the rituals, but their effect on the world comes here.
Random events, good and bad, happen.
Battles caused by random events are fought, and retreats follow.
The special effects of magic items and monsters take place. The items were forged earlier, and rituals cast with an item's help were resolved with the other rituals.
Battles caused by the item and monster effects are fought, and retreats follow.
Stealthy units that have been found fight now, and retreats follow.
When two allies besiege the same castle, the one that counts as the besieger is decided here, and the larger army takes precedence.
Provinces and economy
Forts, temples and laboratories are built or demolished, and forts that are melting are dealt with.
Special orders such as Reanimate and Summon Allies are carried out. Allies summoned this way cannot take part in the battles of the same turn, which were fought earlier.
The Pillage order raises unrest and kills population.
Every nation collects income from its provinces. This comes after pillage, so a province you pillaged this turn pays less, or nothing.
Unrest changes from dominion, scales and patrolling are applied.
Units without supplies suffer starvation. Because every battle of the turn is already over, an army that runs out of supplies fights its first starving turn without the penalty.
Unit upkeep is paid, after the turn's income has been collected, and desertion takes place.
Dominion and ageing
All spreading of dominion, from any cause, is carried out.
The special effects of a dominion are applied, such as population dying, insanity and spreading heat or cold.
Magic sites that spread disease, unrest or similar effects do so.
Near the world-wide limit on units and commanders, the most numerous kinds are culled so the game keeps running. The manual calls this rare.
Only in midwinter: units grow a year older, and one that is too old may suffer an affliction such as disease.
Battles still pending from the events above are fought, and retreats follow.
Units regain lost hit points. Diseased units lose more instead, and may pick up further afflictions.
Units may go insane, from certain dominion or other effects.
Housekeeping and closing
Mercenaries are hired or kept.
Heroes may turn up at a nation's capital gates.
Troops without a commander in enemy territory are killed, so they cannot make pointless attacks.
A fort that does not own its province and is not under siege takes ownership of it. This arises in team games, and the fort's owner wins.
Province defence is raised to at least one, and dominion and commander effects that raise it apply.
New scouting reports are made for each player.
A player with no provinces and no dominion is eliminated.
If a victory condition is met, the game names a winner and ends.
The Hall of Fame and the score graphs are updated.
Units gain and improve heroic abilities.
Immortals that are due back reform their bodies.
Province defence falls if the population cannot support it. The manual asks for at least ten population per point.
Any artifact that has newly become yearning does so now.
The game checks orders and items, changes shapes where needed, and similar tidying.
What the order means for you
The manual adds a number of remarks to individual stages. Together with the order itself they give a handful of practical rules.
Things that always get through
Anything that happens before the first thing that can interfere with it is safe. The manual points out three of these. Gold, gems and items sent in a message are always delivered, because send messages comes first. New recruits are always available, because nothing before recruitment can stop it. A mage’s research always counts, even if he or she is killed later in the same turn, since research is paid out early.
Spells come before movement
Magic rituals are cast long before any army marches, and the battles they cause are fought before movement starts. So a teleport or a Wind Ride that drops a commander into an enemy province gives a battle at that stage, and an army that was about to march from the target province may already be dead or gone by the time its move would have happened. A global enchantment is the exception to the rule that a ritual does its work immediately: it is cast with the other rituals, but its effect on the world is applied later, at global enchantments.
Moving to your own province beats moving to an enemy one
Moves that end in a friendly province are all carried out in friendly movement, before the other movement stage, where everything else goes, including Break Siege. If you want to reach a friendly province before an enemy gets there, you will manage it unless something between the start of the turn and that stage stops you: an assassination, a battle caused by magic, or another early event. The same two-wave idea is described from the point of view of the map on the Map movement page.
Battles come in several rounds
The game does not have one battle phase. Fights are settled after magic, after assassination attempts, after movement, at castle storming, after random events, after the effects of magic items, when hidden units are found, and once more after ageing. The manual says retreats happen after all the battles of a stage are done, which matters when the same units may fight twice in one stage.
Summoned allies and reanimated dead come late, at special orders, after the main battles. The manual draws the consequence itself: allies summoned during a turn cannot fight in that turn’s battles.
Money: pillage, then income, then upkeep
The economic stages run in a fixed sequence: pillage, then income, then unrest alterations, then starvation, then upkeep and desertion. Three consequences follow, all stated in the manual:
- A province you pillage in a turn pays less income that same turn, or nothing, because pillage precedes income. That includes a province you conquered this turn and then pillaged.
- Income is collected before upkeep, so the treasury has the new money in it when units are paid, and desertion is decided at the same stage as the upkeep payment.
- Starvation comes after every battle, so an army that first runs out of supplies this turn fights this turn’s battles without starvation effects. The penalty shows up in the following turn’s fights.
Dominion, then population, then healing
Dominion is spread at dominion spread, and its effects on the province (population dying, insanity, heat or cold spreading) are applied immediately after, at dominion effects. Magic sites that make disease or unrest do their work in site effects. Healing comes near the end: units regain hit points at heal and disease, after all the turn’s fighting, and a diseased unit loses hit points instead. Aging happens only in midwinter and sits just before the last of the battle stages.
Province defence at the end
Conscription lifts a province’s defence to at least one and applies any dominion and commander bonuses, and reduce province defence lowers it again if the population is too small to sustain it. The manual gives ten population per point of defence as the requirement. Both stages are late, after every battle of the turn, so the defence a province brings to a fight is the one it ended the previous turn with.
What the manual does not say
The manual lists the stages and adds remarks to a few, but it does not say:
- how the random order of ritual casting is drawn, only that it is random;
- in which order battles are fought inside one battle stage, or in which order the provinces are handled;
- what the exact effect of each late stage is, beyond the one-line description given for it: the list is a schedule, not a rule book;
- whether the sequence differs for nations or game modes with special rules.
We expect to check the numbering and the count of the list against a version of the game before stating them. Until then this page makes no claim about either.
Terms on this page
Generated from the terms used above. This block is what prints.
- turn
- One month of game time. Every player gives orders, then all orders are carried out together. · Full article · back to text
Last updated 2026-10-02 by JakeVerified for 6.37 (current)