Host order of events
Updated April 2005.
This
list was compiled starting with the "host.log" file generated each
turn,
and a lot of annotations contributed by Diverse Folk from their
observations
within games, and subtle experiments to resolve issues.
- Book keeping...
- Calculate resource points (moved hereabouts in Host 209)
- AgeMessages
- Count Global People
- Count Wings and Limit
- Count Ships
- Read TRN
- Filter Out Bad Incoming Commands in the TRN
files
- Outfit pod launching moved to
before ship building to prevent quick build ships from using the parts
that were suppose to be on outfit pods causing all sorts of
strangeness, like pods not launching and then launching a few turns
later after the required parts are built.
- Ship Building (normal and Quick Build). No,
this happens after minefield detonation - as proved by Dan
Hammond with Host 178 because minefields detonated round a base
building ships do not damage the new ships.But it is not clear whether
I should move just "Ship Building" to after item 20 (Minefields
Detonate), or all the stages in between too. Note: a Slayer, or other ship with a
Dry Dock capable of building other ships, builds ships before
it moves or HYPs. They will appear floating in space where it started
its
turn. If the Slayer moves during that turn, it will leave behind a
ship(s)
with just 30 fuel each, and the Ord, Repair Units etc may not be
distributed
as you wish. Note: Since Quick Build happens
at the very beginning of the turn, before any transfers are carried
out, metals and money must be in place at the beginning of
the turn.
- Pod Launching. Freshly
launched Pods can sometimes dock with ships about to Hyperjump in the
same
turn, but they can't dock with ships which Chunnel. I say "sometimes"
because
there is a long-standing bug which seems to make this
dock-the-same-turn-you're-launched
feature only work about 50% of the time. So I usually leave a ship in
orbit
an extra turn to make sure the pods are definitely docked. Apparently
there are two pod docing phases, one before hyperjumps.
- Contraband buy and sell
- Wings are formed
- Tax Collection and transfer of some to the Central Account.
Borg Kings' Palaces probably create mc at this time
too. My experiments (Host 199) imply cities generate cash AFTER gov centres transfer cash so if you have 1000mc on your base, but will generate 2000mc with cities, you can only transfer 1000mc that turn.
- CrewReport, HostReport
- Exotic Tech maintenence happens now -
BEFORE your
central account is topped up from the government center
transfers
[confirmed by David O in a test game] - so make sure you have a float
of
cash in your central account at the end of each turn, to cover ET
maintenance
at this point next turn. But ET maintenance happens after the
central
account gets a boost from normal taxation.
- The introduction of new Exotic Tech occurs before combat,
so you can
turn on a new one just before a decisive battle. See note
1. But new ET
purchases occur BEFORE Government
Centers transfer cash to the central account [confirmed by David O in
test
game], so make sure your central account 'float' covers them. Fortunately
new ET purchases occur after normal taxation transfers some
money
to the central account.
- Money is transferred by government centres
to
the Central Account
- Normal techs are purchased after
all money has been transferred to the central account.
- Pop growth on all bases and planets (after the
Crew Report
- so that report is always a turn behind!)
- Certain ship devices and actions - boarding
lasers, etc - but most happen after movement.
- Borg Assimilation of Natives (the normal way, where Borg
colonists simply assimilate a percentage Natives on the same planet)
- Transfer fuel and cargo to / from planets to ships (but
Admiral Quixote
suspects that ship-to-ship transfers occur after chunnel). Azuremonster
found that ships transfer personnel
before Wing formation (stage 6), so this entire step (16) may be placed
too late in this list.
- X Fields Steal repair units after transfers (but it is not clear if this is after ship-to-ship
transfers too).
- Minefield Decloaking, Deactivating,
or re-cloaking
and re-activating seems to come at the start of a turn before ships can
move (reports David Ouimet)
- Fighters and weapons are
made.
(I'm not really sure if this happens before or after tax collection,
which
would affect how many you could build if you were desperate for a few.)
- Minefields detonate before warp
chunnel
and other movement. If you lay a cloaked
barbitic minefield the next turn you can detonate it an clear the area
of all minefields and not have to worry about hitting a mine during
movement.
This makes it much easier to blast through enemy minefields. However,
this
also means that if you are in a minefield the owner of the minefield
has
the power to detonate the minefield before you can sweep it.
- Wings dock with ships. (Mark
MacWilliam pointed out this phase was missing
off this list. We're not sure quite where it happens, but by
experiment,
he and I agree Wings dock before hyperjump.)
- Dustoff device works before movement (note it also works
after movement)
- Movement:
- Ship to ship transfer happens before
chunnel
as I have often transferred fuel to a firecloud and then chunneled with
it. I know this works. - Andrew de Boer - Question:
does anyone know if
it happens before Hyperjumps?
- Note: Boarding laser ships
transport attempts take
place before ships that do not have boarding lasers if they both are
within
transporter range at the same time.
- Warp Chunnel (ships, not ground base chunnel). See
note 2
- Grav Well generators work to block bypassing
hyperships throughout movement.
- Set Scanner Levels and Sensor Images
- TachyonScan (Loki) decloaks ships: one of the
very few devices which works befor emovement. (Throughout movement, I suspect.)
- Planet Hides Ships
- DetectSelf ( I can see my own stuff)
- Shared data is sent to friends before and after
movement
- Pods can undock before hyperjump, if they are at their
Drop target
- MOVEMENT PHASES: movement is split into 200 sub phases.
During
each of these, the following is checked:
- All transfers, movement, pod docking
- Special hyperdrive rule
for "fast" ships: Rebel Falcon and Privateer MCBR hyperjump on movement
phase
zero, then move normally for the remaining 200 phases.
- Most Hyderdrive / all Jumppoint ships jump
on movement phase 100 (of 200). That means a HYP ship can move
a bit, then
HYP. However HYP ships cannot move in the last 100 movement phases.
They
can Intercept whilst using normal warp drive in the first 100 movement
phases,
ie half their rated distance under normal warp drive. If they choose
not
to turn on their hyperdrive, they can move for the entire 200 phases
under
normal drive. If you choose to use
hyperdrive,
your scanners only work at one quarter normal efficiency afterwards,
and
so you often can't see anything.
- Ships only sent out 40 scanning pulses
during the 200 movement phases. For
more info see Tim's help files, here
. However, Roger Norris points out that a detailed
analysis
and knowledge pooling on the Newsgroup ages ago, concluded that there's
actually
a "1 in 40 chance of sending out a pulse every movement phase, so even
though
the doc files say 40 pulses, it's actually an average of 5 pulses per
ship
per turn".
- COMBAT. See note 3.
- Virgo Light Speed: this is just
very fast "normal" movement at 400 LY / turn. It
happens at the same time, over ticks 1-200, like using a Gravitonic
Accelerator.
- Bases merge, so that landing pods can
gather together
to face amorphous worms and other threats. (Introduced in
Host 136.) Host.exe 4.000.137:
Base
merge event moved to just after movement ends, so that landing pods can
gather
together quickly to face amorphous worms and other threats.
- Ships repair themselves - see note 5 .
Note that ships repair themselves BEFORE devices such as, crucially,
the Crystal X-Field work. (X-Field sucks 500 repair units out of
ships.) (source: Azuremonster)
- After movement phases the following items happen. The order that ships take actions are based
on the ship's skill, experience, and high guard on the ship. Ships with
more skill, experience and high guard will take their actions last.
They
will sweep mines last, they will lay mines last. The
order is no longer
determined by ship ID number, which led to people manipulating the
system, or random, which didn't reward good players.
- Most Ship Devices [includes minesweeping / laying
devices, minefield destabilisers,
glory devices, Mind Crushers, Borg Assimilation Beams, Siren HAARP...].
Actually
Devices may act nearer the point when Ground (Base) chunnel occurs, but
the
important thing is that it's after Movement!
- Dustoff device works after movement (note it also works
before movement)
- Like most Devices, Crystal X Fields capture ships
after movement.Ships need to have >100% engine damage.This
happens before ships have a chance to repair themselves.
- Alchemy [a ship device] will use supplies
before
a planet can build structures with them
- Ship Happiness calculations
- Ship LifeSupport calculations
- Ships Undock Pods
- Ship Command Codes are processed
- Ships with Borlox Armour (an Exotic Tech)
auto-repair
it
- Protomatter Cannons build new planets
- Superlasers kill planets
- Protomatter cannons
rebuild planets.
A planet can get destroyed by superlaser and rebuilt by PMC in a single
turn.
- Antimatter Mauls recover metals and destroy
jumpgates
- Cyborg ships do Cyborgy things (repair armour
for free
with Duranium?)
- Bird ships do Birdy things
- Ships auto-BeamUpOrd (using the BUO command
code)
- Ships auto-BeamUpS (using the BUS command code)
- Ships Replenish Fighters
- Recycle ships
- Pod Landing At Base. (Remember to switch their
orbital thrusters off.)
This can't be right. Jon Nunn reports "I've been able to safely land
pods
before detonating glory devices which would have otherwise destroyed
them."
Also Drew Sullivan has seen ship Devices acting on Bases formed by
dropping
Pods the same turn. So this may happen within the 200 Movement phases?
- Detect Self
- Fire World Crusher
- Ground Combat. Note:
Assault Pods and Dustoff
Pods which form bases cannot ground assault the same
turn.
They used to - but this led to abuses where people would sacrifice a
cheap
ship to land an assault force on an enemy homeworld, and take over the
homeworld
with (say) the EE's free assault Bots. Nothing wrong
with that per se, except that any defending ships in orbit never got a
chance to fire on the enemy ground base before it
attacked their home base, because all ship combat is finished by this
phase. If you land assault pods on an enemy world, use
KKK mode to capture. Pods
containing just High Guard (and maybe troops and mechs) will
automatically
create a base set to KKK, but the presence of Colonists or Crew in your
pod
will make the resultant base Peaceful.
- Base Jobs ( Build new buildings, building do
their jobs
) Buildings are built first
- Soil Reformers improve soil rating of planets
[Determined from experiments by Martin Pedersen]
- Bases Scan Planets
- High Guard Return Home - see
note 6
- Hide Docked Pods
- Base Scans Own Planet
- Delete Hull Plans
- Instant Assimilation of Natives (Humanoids, Ghips)
by the Borg King takes place somewhere between Movement and Ground Base
Chunnelling.
- Jumpgate movement (definitely
before ground
chunnel). If someone creates a jumpgate over a planet
– which
I recommend AGAINST – you can send a firestorm to appear at that
jumpgate
and base chunnel to that planet. See
note
4.
- Wormhole movement
- Chunnel Bases
- Lock Bases To Planets
- Victory points calculated (Azuremonster's tests show it is
sometime after movement. I'm guessing it's after chunnelling, wormhole
and jumpgate movement too.)
- Check Spy
- Share Data With Friends
- Check Boost Targets (If they are still there)
- Auto pilot
- Contraband Maintain
- Advance To Next Turn
- Delete Old Vcr Files
- SaveYig
- ZIPYIG
Unanswered questions - anyone know the answers so we can post
'em here?
- Exactly which ship devices work before movement and which after?
For
example the Crew Abductor could have a major influence on combat if
it's
before.
Note 1. Money is
dropped
into the central account before you upgrade normal techs, so you can
actually
buy an upgrade for a NON exotic tech (eg Hull tech) when you don't have
the cash on hand. But
EXOTIC tech is paid BEFORE
you transfer money with government centers. Fortunately Taxes are
collected
before exotic spending. So you should get a few thousand in your
central
account from normal taxation, to cover ET maintenance. But it's still
advisable
to keep a "float" of a few thousand in the central account at
the end of the turn, if you are spending more on ET's than you can
support
from simple taxation.
Note 2. You can
hyp
or Warp Chunnel then move via normal space drive into
combat. Ie
you can Warp Chunnel ships to a new location and then move further
through
normal space, to attack a target some way from the Firecloud you
chunnel
to. Alternatively they can be set to Intercept or Escort a ship near
the
Firecloud you a chunnelling to.
"Ships are not suppose to move after chunnel. . . if
there
were you were taking advantage of a flaw in the system." - Tim,
newsgroup
posting Nov 2003
The chunnelling ship has to be at speed zero (but
can
be towed by another ship at the far end). The one at the end point does
not need to be.
What does work very nicely is to tow the receiving
base
chunnel firestorm with a cube. That way you have a base with a mobility
of 190 LY a turn. If you manage to borrow a PAX from one of your good
friends
that goes up to 650+ LY a turn.
Ground Chunnelling a Base does not move the ships
and
vice-versa: you need 2 Firestorms to do that: one for the base, one for
the ships.
I think ships emerging from a
chunnel have half strength shields that turn, so they are weaker in a
fight.
Note 3. Combat
only occurs if 2 units are within attack range (5LY) for at least 20
movement
phases, otherwise they fly by too fast. Note also that combat does not
occur until phase 50, so capturing ships by transferring troops are
best
done before then, or you may engage in combat instead. So if a HYP ship
arrives on movement phase 0, the defender has 50 movement phases for
reinforcements
to arrive, perhaps because they are on auto-intercept, before combat
begins.
It's not possible to say if warp chunnel happens before or after HYP,
but
for combat purposes it is probably irrelevant. Note also that Cloakers
will only initiate combat if ATTACK SHIPS is ON (unless set to Flee
too,
so don't do that).
Note 4. This
means that
you can move to a Jumpgate, end your movement phase at the gate, and
then
jump to a different gate all in the same turn. It also means that you
can
find you have chunnelled a base, or moved ships with a jumpgate to a
position
occupied by hostile forces, but no combat will occur: you all stare at
each other over the barrels of your lasers until next turn.
A tactic someone has used is to build a Jumpgate
during
their turn as an escape route for a fleet in dire straights. By setting
their command codes to the "address" of another gate, their fleet
fell through the new gate and reappeared in a safe area at the end of
the
turn!
Note 5. Ships
repair
with repair units AFTER movement. So if they hit mines during movement,
and have a fight, they will be fighting while damaged - they only get a
chance to repair if they survive the entire 200 movement phases plus
any
fights.
Note 6. Like
Captain
Kirk, these heroes rarely die, they have personal escape pods and show
up a few turns later on nearby bases. (However they can be
killed
during the hand-to-hand combat of ship captures.)
Author: Paul Honigmann. Based on Sidewinder's list
version
4 (date 042700) with added info plundered from comments by Deneb, David
Ouimet, Don Humes, Andrew de Boer, Al Evans, Martin Schuster, Admiral
Quixote, Mark MacWilliam, Tim et alia in the mailing
list; experiments, examining host logs etc. And
lots
of extra help and tests from David Ouimet.
Fabian's alternative Host Order
Fabian wrote to the news
group in February 2003:
Although Paul's site is a great source for any kind of information, I
do
not think that his host-order section is up-to-date... It seems as if
some
changes that took place in the last couple of months aren't in
there
yet...
I hope these are in the new version above. But I reproduce Fabian's
list
below, because it's simpler and easier to grasp than the full thing
above
- Paul Honigmann
Some points are not listed at all (when do pods transfer cargo to
ships? when does outfit happen?)
A friend of mine and myself had too much time last night so we ran some
tests and discussed "what-happens-when" and this was the result:
(Please
tell us we were wrong at many points!)
1. Ship building
2. Pod Launching
3. Contraband buy and sell
4. Wings are formed
5. Tax Collection, CB-Taxes are transfered
6. Crew Report
7. Exotic Tech Maintance
8. Exotic Tech upgrade
9. Money transfers via Government Centers or similar
devices
10. Normal Techs are purchased
11. Growth
12. SOME ship devices/actions: Boarding Laser,
Assimilation, maybe others
13. Base-Ship transfers (not CC-transfers!)
14. MF cloaking / decloaking, activating /
deactivating, detonating
15. Fighters, mechs & parts are made
16. Ship-ship transfer
17. Fast-HYP-ships jump (Falcon, MCBR)
18. Ship-Warp Chunnel
19. Grav Well generators / Rift generators / etc
20. Set scanner levels / Sensor images
21. Tachyon scan / Loki / decloaking
22. MOVEMENT PHASES 1-50: Transfer, move, pod docking)
23. MOVEMENT PHASES 50-200: Transfer, move, pod
docking, combat)
Exceptions:
Phase 100 – HYP-Ships jump
Every couple of phases ships emit a scanner-pulse
(six times total)
24. Most ship devices at random order.
Exception: Minelaying /
sweeping – low-exp-ships lay/sweep first
25. Alchemy
26. Happyness & Life support calculations
27. Pods are undocked
28. Ship CCs
29. Auto repair
30. Super Weapons in following Order: Super Laser,
PMC, Maul, World Crusher
31. Recycle Ships
32. Selfrepair (others than auto repair)
33. pod landing
34. Ground Attack
35. Build Base Structures / Buildings do things
36. High Guard Return
37. Jumpgates, Wormholes, Chunnel Bases
38. Native Migration
39. Base Merging
40. Spying