Dominions 6 is a game of provinces. Movement still consists of going from one province to another, and depends on several things: the movement speed of the unit(s), the terrain in the province, and whether or not the province is friendly or enemy.
In general, you can only move from one province to another if they are connected. To see a province’s connections, hit the [Ctrl-8] key. These connections will be color-coded.
It is possible to move through multiple provinces of enemy territory if your movement allowance is high enough.
The basic concepts regarding movement are as follows:
- Movement takes place as a series of “half-steps”: you move out of one province and into another.
- When you do this, you pay movement costs for each half-step according to the Movement Cost Table
- Stopping in an enemy province triggers combat, unless all entering units are Stealthy (like scouts).
- Armies with multiple units move at the speed of the slowest unit.
- Only commanders may move. Armies may not move if they are not led by a commander.
- Movement into or out of difficult terrain (forest, mountains, swamp) is affected by units’ survival abilities.
General Rules Governing Movement
Movement in Dominions 6 occurs from province to province, and is determined by a unit’s map movement factor. If you right-click on any unit, you will see this factor next to the word “Map Move” in the unit attributes. A unit with “Map Move 12” has 12 movement points for moving on the strategic map. Even if a unit has a movement greater than 1, however, it is subject to certain restrictions.
Movement is calculated in “half-steps” which must be made to calculate the cost to leave, and then enter, each province. Each terrain has an associated movement cost:
Half step move cost for ground units
These are modified as follows:
- Enemy province (moving unit does not have stealth): +4
- Enemy province (moving unit has stealth): +3
- Snow: +1
- Roads: -2 (min. 2)
Note that roads are not present on the random maps, but they can be added to custom maps by map creators.
Flying units have different movement costs entirely:
Half step move cost for fliers
If a unit has a survival ability, such as forest, swamp, waste, or mountains it moves through that terrain with a -2 cost. Forest survival also helps when traversing fungus caves, mountain survival helps when traversing crystal caves and swamp survival helps when traversing drip caves.
Movement points for troops are based on the following general parameters:
Each unit has a specific map movement allowance but these are the general parameters.
There are two special terrain types which are properties of the borders between provinces rather than the provinces themselves: rivers and mountain passes.
Rivers may not be crossed unless the Cold scales in the provinces on both sides of that river border are +1 or greater (the river is frozen). Flying, floating, and swimming units may cross rivers without penalty regardless of scales, as may units with the ability to enter water.
Mountain passes may be crossed if the Heat scales in the provinces on both sides of that river border are +1 or greater (the passes are open). Flying and floating units may cross mountain passes without penalty regardless of scales, as may units with the Mountain Survival ability.
Additional details about movement are listed below.
- Unless a unit is amphibious or aquatic it cannot enter an underwater province. [Poor amphibians are included, but differ from amphibians in combat.] Amphibians (poor or otherwise) may cross rivers without penalty.
- Aquatic units cannot enter land.
- A unit with the sailing ability may cross water provinces, but may not remain in such a province at the end of the turn. This ability does not in itself allow units to cross rivers.
Commanders are the only units which can be given orders to move.
All units (both the commander and his or her troops) must have the abilities listed above in order to take advantage of them. Just because a commander can fly doesn’t mean his troops can. [Exception: some commanders can give their troops water-breathing abilities, and commanders with sailing can transport non-sailing units.] Stopping in an enemy province triggers combat. [Exception: Stealthy units]
Armies move at the speed on the slowest unit in the army. Thus, forming armies composed of units with widely varying speeds will slow the whole group down. If you want to quickly remove slow units from a squad you can mouse-over the squad and hit the ‘m’ key to select the slowest units in that squad.
Example of movement:
Aethelwald the Knight Commander of Avalon is leading his troop of knights (of Avalon) on a raid from the Canese Plain. He wants to strike into the Atlantian province of Ard. He has a map move of 22. Moving from Canese Plain to Trisia costs 3 to leave the plains province which is reduced to the minimum of 2 due to the road, and then entering Trisia costs 3 reduced to 2 (plains/road) as well. So far he has expended 4 movement points. Moving from Trisia to Sottera, however, costs 3 for the half-step to exit Trisia (total so far is 7 movement points expended), but the half-step to enter Sottera costs 3 for the plains, plus 4 for the fact that Sottera is an enemy province. That is 7 movement points to enter Sottera, making the overall total 14. To get to Ard, Aethelwald would have to spend 3 points to leave, plus 4 for the enemy province, and then 3 to enter Ard, plus 4 for the fact that Ard is an enemy province as well. That would cost 28 points, and Aethelwald only has 22 (and the Knights of Man under his command only have a move of 20). He stops in Sottera and will fight the forces of Agartha.
Stealthy Units with the Stealth ability can move unseen from province to province. All movement restrictions apply normally.
Stealthy units ordered to sneak (the default order) move as normal but do not join in combat if they enter an enemy province that turn. Units already hiding in an enemy province can be given orders to attack that province in that turn. Certain special stealthy units have the ability to perform other tasks while in an enemy province, such as Instill Uprising or Assassinate Commander.
Units moving with Stealthy commanders must also be stealthy or the commander loses his ability to sneak while with them, and moves normally.
Stealthy units can be ordered to move normally by issuing the movement order while holding down the [Ctrl] key.
Stealthy priests may preach the faith of their pretenders. In effect, they are gathering adherents and setting up subversive cults in enemy lands. The newly converted protect and hide their cult leaders. Therefore, a preaching stealthy unit gets a bonus to its stealth dependent on the population of the province. It is easier for a priest to hide in a densely populated province. This stealth bonus is only available while performing the Preach the Teachings of God order.
Glamour Units with the Glamour ability cannot be seen at all when in a friendly province.
Glamour also gives units the Mirror Image ability in combat.
Darkvision Units with the Darkvision ability are less affected by darkness, depending on the level of their Darkvision attribute. Penalties for darkness affect a unit’s Attack, Defense, and Precision. For normal units these are all reduced as follows: night -3, Utterdark -6, blind -9.
Darkvision does not help you if you are blind.
Initiation of Combat
Combat in Dominions 6 is resolved between any mutually discovered enemy forces in a province where neither side has the benefit of a fortress. This means that you can have a scout or spy in a province with the enemy, but if he remains undiscovered, combat is not initiated. If one side is in a fortress, it cannot be assailed until the fortress is besieged and broken, or the defending force chooses to sortie [Break Siege].
More than two enemies in combat. If forces from different sides occupy the same province at the end of a turn (and neither one is in a fortress), they fight. If three or more sides have forces in a province at the end of a turn, the game will determine in which order they entered, and will fight the battles sequentially, with the survivors of each battle being the defenders in the next battle. There will never be more than two sides (attacker and defender) in a single battle.
Example: Jotunheim, Marignon, and Pythium all enter Robber Home in the same turn. The game determines that Marignon got there first, followed by Pythium and Jotunheim. The first battle will therefore be Pythium attacking Marignon. Whichever side wins will then defend against the attack of Jotunheim, but only with those units that survived the first battle.
Armies which are allied can occupy the same province. The above applies to allied armies as well. However, if allied armies are attacked, and thus the defenders in a battle, the attacker will fight each battle sequentially, and if he wins the first then the survivors will fight against the second defender, and so on. The order of the defenders is random.
Units can be given a variety of orders. A movement order is given simply by left-clicking on the commander’s icon, and then left-clicking on the destination province, whereupon a movement arrow will extend between the two provinces. This arrow is point-to-point and does not mean the moving unit will enter each province the arrow crosses.
If the move is illegal (move too far, intervening rough terrain blocks, etc.) then the order will not be issued, and no arrow will be displayed. If the move order is legal but becomes illegal before hosting the turn (e.g. removing Flying Boots from a commander crossing difficult terrain), the move arrow remains, but the commander will not move, because the changed move order is validated during turn hosting.
Move to another province. If it is an enemy province, combat will occur. This is the default move for when left-clicking on another province while an active non-stealthy commander is selected. Note that a commander who is given an order to move to a province containing a fort will enter the fort.
Sneaking is movement into enemy provinces without being detected. Only Stealthy units can attempt such moves.
Their chance of success (and of staying hidden in an enemy province once they are there) depends on their Stealth rating, the number of units trying to hide, and the number of units looking for them. Provincial defense automatically searches for hidden units in its province each turn as long as the defense level is 15 or greater. A commander, however, must be set to the Patrol order. Fast units, like cavalry, or units which fly, are better at revealing hidden units than slow units or non-flying units are. Units with a Patrol bonus are also better, as you might expect. Units may also Sneak and attack, which allows stealthy units hiding in an enemy province to attack an adjacent enemy province.
Combat will not occur unless the unit is discovered by patrollers or other means. This is the default move for stealthy units. To give a stealthy commander the order to move normally (and thus attack the province it enters), hold down [Ctrl] while left-clicking on the destination province.
A stealthy commander will not sneak unless all units under his or her command are stealthy as well. Removing non-stealthy units from the commander will not automatically change his move back to sneak.
Patrolling a province both reduces unrest and has a chance to discover hidden units. Some units are better at patrolling than others (fast units, flying units, or units with patrol bonus). For each point of unrest eliminated in a province by patrollers, the population is reduced by 10. This represents the permanent elimination of the troublemakers. The larger the patrolling force, the more effective it is. A provincial defense level of 15 can act as a patrolling force for purposes of detecting stealthy units, but it is not as effective as an actual army. If there is no unrest in a province, the population will not get hurt by patrollers.
If an enemy is discovered by a patrol, the entire defending force of the province will engage the enemy to bring it down. If there is a castle in the province, those inside the castle without a patrol order will not participate in any combat.
The success of the Patrol order depends on the Stealth ability of the units that are hiding, their number, the provincial defense (if any), and the “Patrol Strength” of the patrolling units. Patrol Strength is affected by unrest. Stealth strength: Stealth value of leader -1 per stealthy unit in his army (or -0.5 if unit has >=+50 in stealth)
Patrol Strength: Sum of Patrol strength of all patrolling units – unrest/2 (capped at unrest 100) + (province defence – 14 if province defence is 15 or greater)
The stealthy units are found if the Patrol Strength + 2d25 (open-ended) > Stealth strength + 2d25 (open-ended).
The individual Patrol Strength of a given unit = (Precision + (Map Move, or 30 if flying)) / 20. Units with a Patrol bonus add the Patrol bonus to their individual Patrol Strength value. Commanders have their value doubled and undisciplined and mindless units only counts as half.
A unit’s patrol Strength can be inspected by clicking on the Precision stat when inspecting a unit. An army’s Patrol Strength is shown as a spying-glass symbol with a value after it, this is shown on the Map screen when selecting one or more commanders.
This is exactly the same as the Patrol order except that there is no patrolling going on. Units will simply enter combat against any non-Stealthy units entering the province. Unrest is not reduced, but the province is still defended. This is the default order.
Units ordered to defend in a province with a fort will not fight an enemy force entering the province containing the fort. Instead, they will become besieged. (See Combat section.)
The difference between “Patrol” and “Defend” in a province with a fort is that patrollers will engage in combat outside the fort, while defenders will concede the province and become besieged.
Stealthy units given the Defend order will fight enemies attacking the province, rather than hiding.
Movement is carried out in two steps.
- First, all units moving to a friendly province do so.
- Afterward, movement takes place in which units are moving to an enemy province.
Thus, if you are moving an army to one of your provinces, and an enemy is moving an army to that same province, your army will get there first, and thus be able to join with any forces that are already there to try and repel the invasion.
Of course, the enemy might be able to prevent your army from moving at all, through various other actions.
However, if you are each attacking the province of a third nation, one of you will get there first. This is determined randomly.
Likewise, if you give an army the order to move into an adjacent enemy province, and on the same turn an army in that province gets the order to move into yours, then one of three things can happen:
- There is a battle in the enemy province between the two armies;
- There is a battle in your province between the two armies;
- The armies miss one another and exchange places.
Which event occurs depends on the size of the armies in question and the terrain involved.
Important: If you order a force into a friendly province containing a fortress, it will automatically “enter” the fortress and behave as though it has the order “Defend Castle.” Thus, if you have one army defending a province with a castle, but it is assigned the Patrol order, and you move another army into that province to reinforce it, and then an enemy army attacks, the first army will fight, but not the second. If the first army loses, the enemy will besiege the second army in the castle.
If you want to have the second army join the first, or if you only have one army moving to a province and you don’t want to have it just go into the fortress, but want to battle in the province itself, you must use Move and Patrol.
Move and Patrol
This order becomes available to a unit once it has been given an order to move into a friendly province with a fortress in it. After giving the initial move order, you can click on the commander’s orders again, and “Move and Patrol” will now appear as a choice. You can also hold down the ‘shift’ and ‘ctrl’ keys when selecting destination to give the Move and Patrol order. Selecting this will instruct the commander to move to the province and then patrol outside a fortress.
Enemy units entering that province will be engaged in combat. The commander and his squads will not have time to patrol the province for stealthy units. Next turn the commander will have his Move the Patrol order replaced by a regular Patrol order.
This is how blood slaves are collected for the sacrifices required for blood magic. In order to successfully blood hunt in a province, a blood hunter must pass three successive checks.
- First, a level check: % chance of success = 10 + (blood level x 30)
- Second, a population check: % chance of success = province’s population / 75
- Third, an unrest check: % chance of failure = province unrest / 4
If all of these are successful, the number of slaves the blood hunter will find is: d6 + blood level and the unrest in the province will increase by d(slaves x 3 + 4). That’s a random number between 1 and three times the number of blood slaves found, plus 4.
If any of those checks fails, the result is no slaves found, and a d6 – 1 increase in unrest.
Magic site frequency other than 50% will also affect the number of blood slaves found. Every 5% adds (or subtracts) on average 0.5 blood slaves.
Beware: Some people might refuse to give up their daughters in order for them to be sacrificed. In that case a fight might occur between the upset commoners and the blood hunter and any of his bodyguards that happen to be nearby. A strong dominion and belief in the god will convince the commoners that it is an honor to be sacrificed, with a dominion strength of 10, there will be almost no one refusing to be sacrificed.
This orders units besieged in a fortress to fight a battle against the enemy units in that province. Units which retreat flee back into the castle, or into a neighboring friendly province. If both options are possible, there is a 50% chance of going into the castle and 50% chance to go somewhere else.
This is the default order for any units besieging a fortress. It does not have to be given unless you change such a commander’s order, and then need to change it back. Only units with this order contribute to siege strength. Other orders, such as Preach, can be performed by commanders in a siege, but they will not add their siege strength to the siege unless they perform the Maintain Siege order.
This order is only available if you have successfully reduced a castle’s defenses to zero. On the next turn, you will be given the opportunity to storm the castle. This initiates a battle in which the defenders begin behind their own castle walls. Because castle storming occurs after movement, a besieging force may be forced to fight a battle against an enemy relieving force arriving from outside the besieged province, and if the relieving force wins, the castle is not stormed. If the relieving force is defeated, the besieging force may still be left with a significantly reduced strength when storming the castle.
A random enemy commander in that province is targeted for assassination. The assassin will fight a battle with the commander, plus any possible guards or townsfolk that happen to be nearby when the assassination occurs.
Bodyguards explicitly assigned to the victim have a 50% chance each of being present at the time of the assassination attempt. This chance is increased by the Bodyguard ability and decreased by the Assassin’s patience value.
The target of an assassination is considered to be unprepared for the attack and will not follow any scripted orders he may have. Assassinations occur at random locations based on what buildings are present in the province and who the victim is. E.g. a priest might be assassinated in the temple when he is praying alone and a normal commander might be assassinated at the local tavern. Depending on the location there might also be townspeople or city guards present. Townspeople always start surprised and guards have a chance to start surprised that is decreased by the assassin’s patience value.
Assassins can usually operate in all provinces they are sneaking in, even provinces with forts. But if the fort is under siege, it will not be possible to assassinate into or out of the castle.
There is a special ability called Scale Walls that will negate this protection and allow the assassin to operate as if there were no walls.
The same problem with fortifications applies to most similar abilities, e.g. Seduction, Lure or Infiltration.
The assassin’s target is likely to not be mounted during the assassination in most locations, e.g. inside a tavern. In these cases the victim’s mount will be killed automatically if the assassination was successful. The assassin is assumed to sneak into the stable and kill the horse as well.
Some units can seduce and make enemy commanders of the opposite gender switch sides. Nagini and dryads have this power. The victim must succeed with a moral check or become seduced and switch sides. The seducer must be adjacent to a friendly province into which the target is taken. However a flying seducer will fly with the seduced one to her master’s capital and need not be adjacent to a friendly province. Magic items that grant beauty will make the seduction harder to resist. A failed seduction may result in an assassination battle if the morale check fails badly and the target decides to attack.
This works similar to seduction, but there is a difficult magic resistance roll to resist as well and the morale check difficulty is usually higher. Succubi have this power. Dream seducers may benefit from magic items that boost beauty (vs morale) and penetration (vs magic resistance).
Some units can corrupt enemy commanders and make them switch sides. This works similar to seduction, but beauty enhancing items have no effect.
Lure of the Sirens
This works in a similar way to seduction. First there is a difficult magic resistance check, followed by a morale check against the lure ability (10). The lure can only be used in coastal provinces. Failure doesn’t cause an assassination battle, which makes the siren’s attempt rather safe. If successful, the target drowns himself, or enters the sea and attacks the siren in an assassination attempt if he is able to breathe underwater (and returns to land if he survives).
Magic items that boost penetration will help vs magic resistance, but items that boost beauty have no effect.
This allows priests to increase dominion in a province. The formula is involved, and explained fully in the dominion chapter. In short, the chance of success depends on the level of the preacher.
Pillaging a province increases unrest and kills population in a province, decreases that province’s supplies, and gains gold and food for the pillaging army. The larger the pillaging force, the greater the chance of success. Fast units and large units are better than others at pillaging, while barbarians and units with the Fear ability are exceptionally good. The supplies gained last only one month.
A raid is a move that can only be performed by a commander with the Pillager ability if his army has a map move of 20 or more. The force under his command will do a movement followed by a pillage. It is essentially the same as the Move and Pillage orders combined, except that the pillage is performed at reduced strength. Only units with the pillager ability will contribute to the raid’s pillaging and their pillage strength will be divided by 2.
A raid will often result in a fight. In this case the fight must be won in order for any pillaging to take effect.
This is an order available to many undead priests, some nations (Ermor, Lemuria), and some units (Carrion Lords and their servants).
Most reanimator priests can choose what kind of undead they reanimate. This may vary depending on the nation. The table lists the reanimation rate for Ermor – Ashen Empire.
Ghouls are living humans transformed into undead monsters by vile rites. Reanimating ghouls reduces the population of the province. Soulless are the reanimated corpses of the newly dead and reanimation of soulless can only be performed when there are unburied corpses in the province. Reanimating soulless reduces the number of available unburied corpses in the province. The Longdead are reanimated skeletal warriors. There is no limit to the number of longdead that can be reanimated in a province.
Asphodel gets manikins and different carrion beasts instead of normal undead. If there are still human inhabitants or at least dead human corpses in the province, there is a chance for manikins and mandragoras to appear. If not there will be different kinds of carrion beasts reanimated instead. The carrion beasts are based on animals and these types can always be reanimated.
Reanimate Manikins will be much less effective if done in an enemy dominion. More powerful priests will be able to reanimate more creatures per month, but the quality is the same.
Some commanders are able to gather more troops by spending the month gathering them. Draconians are an example.
Perform Blood Sacrifice
A blood sacrifice may only be performed in a province with a temple, by a nation which has the ability to perform such sacrifices because it has been part of their history.
These nations are:
- Mictlan, Xibalba, Marverni, Sauromatia, Abysia, Pangaea, Vanheim, Hinnom, Berytos
- Abysia, Vanheim, Pyrène, Vanarus, Nidavangr
- Marignon, Mictlan, Xibalba, Abysia, Midgård, Gath
This order is available to Mictlan and Nazca. A 1d6 + 5 number of slaves are rounded up and forced to join the army. They are weak and cowardly soldiers but are free to recruit.
This order designates the unit as the one and only prophet of the nation’s pretender god. The unit’s priest level is increased by 1 or to 3, whichever is higher, and the prophet will start spreading dominion like a temple. There are other effects as well, such as increased hit points in friendly dominion (and decreased hit points in enemy dominion). If a prophet is killed, the nation must wait half a year (6 turns) before designating a new prophet.
This order is only available to units with the spy ability, such as spies and bards. It will increase the level of unrest in the enemy province they occupy.
Infiltrate the enemy capital in order to access the records and find out as much as possible about the nation. This can only be performed in the capital of an enemy nation and if successful it will reveal the mundane score graphs. If the spy is a spell caster the magic related graphs will also be revealed. If the spy is a priest the dominion graph will also be revealed. This order is only available to units with the spy ability, such as spies and bards. The infiltration attempt has about 50% chance to fail and then the enemy will get to know that someone has attempted to infiltrate.
Stealthy units who are not moving will get the default order of Hide. A unit hiding in a province (including a friendly province) will not participate in any combat in that province, unless discovered, in which case a separate battle will be fought.
Attack Current Province
This order is available to Stealthy units which are hiding in an enemy province. The unit will join with friendly units attacking the province, if there are any. It is treated as a movement order of distance zero.
In any friendly province, three types of buildings can be constructed. These are a fort, a temple and a lab. Anyone can construct a fort, a sacred commander is required to build a temple and a mage is required to build a laboratory.
Demolishing a building can be done by anyone and only takes one month, regardless of whether it is a fort or a lab. Temples cannot be demolished, however enemy temples are destroyed automatically as soon as they are conquered without taking any extra time. A fort cannot be demolished if it is under siege.
Turn Resolution Sequence
All players’ turn orders are resolved simultaneously when a turn is hosted. During the hosting process, the game resolves orders in the following order:
- Send messages
Messages sent by using the Send Messages button are dispatched. This means that gold, gems, and items are always sent, because everything that could stop this from happening occurs later in the turn.
Mages perform their research. Even if a mage is assassinated or otherwise killed, he will contribute his research points to his nation that turn.
New units and commanders are recruited. This means that recruits will always be available during the turn, as nothing that happens beforehand can stop them.
Increased magic paths due to Empowerment are conferred here.
- Forge items
New items are forged and placed in their nation’s magic item inventory.
Priests preach the word of their god, and dominion is adjusted accordingly.
- Heretic preaching
Heretics, insane commanders and commanders with shattered soul preach.
- Claim thrones
Thrones of Ascension are claimed now.
- Quick special orders
A few special orders are quicker than others, such as Enter Site to Scry and Cultivate Pearls
- Magic rituals
All mages cast their rituals in a random order.
- Remote attacks
All rituals that strike enemy armies in remote provinces (e.g. Fires from Afar) are resolved here.
- Magic battles
All battles caused by magic are resolved. For example, commanders taken away by Wind Ride or teleporting to an enemy province fight now. Retreats to adjacent provinces occur after all battles have been resolved.
- Lost in other planes
If a unit becomes lost in another plane, it happens now. This includes resolving battles fought in other planes.
- Site searches
Magic site searches are resolved.
Prophets are declared.
- Call God
Priests call their gods who have been banished.
Pretenders awaken (dormant or imprisoned)
- Blood hunting
The hunt for blood slaves takes place.
Units are visited by Horrors now, if such a misfortune should befall them.
Assassination attempts are resolved, this includes all types of seduction and spy abilities. The battles are fought immediately.
- Relinquish province
Commanders with the Relinquish Province order will relinquish the province to any non-stealthed allied commander already present in the same province.
- Claim mounts
Commanders without mounts can claim new ones here if they can find one.
- Lone mounts
If there are any riders without mounts or any smart mounts without riders they will try to make their way home here or maybe disperse.
- Friendly movement
All movement ending in a friendly province takes place now. If you are trying to get to a friendly province before an enemy does, you will do it if you are not stopped by an event that takes place in steps 1 through 21.
- Other movement
All other movement, including Break Siege, takes place.
- Resolve battles
All battle resolution from movement happens here.
- Castle storming
Castles are stormed and battles resolved. Retreats to adjacent provinces occur after all battles have been resolved (this includes units that retreated in the previous step).
- Global enchantments
Global enchantments take effect on the world. Note that the casting takes place during the Rituals step (10), though.
- Random events
Like it says. This is where those Fortune/Misfortune events happen.
- Resolve battles
Battles caused by these events happen now. Retreats to adjacent provinces occur after all battles have been resolved.
- Magic items/monsters
Special effects from magic items (or monsters) take place. The items themselves are forged during the Forge step (5) though, and any rituals cast with the help of magic items are resolved during the Rituals step (10).
- Resolve battles
Any battles caused by the previous are resolved now. Retreats to adjacent provinces occur after all battles have been resolved.
- Sneak discovery
Stealthy units have been discovered! If so, they fight now for their lives. Retreats to adjacent provinces occur after all battles have been resolved.
- Change besieger
If two allies are besieging the same castle, the one who is besieging is decided now. Larger armies take precedence.
- Building construction
Fortresses, temples, and labs are built (or demolished). Forts melting also take place here.
- Special orders
Special orders like Reanimate or Summon Allies are performed. Thus, allies summoned during a turn will not be available for that turn’s battles.
The Pillage order increases unrest and kills population.
All nations collect income for their provinces. Note that this comes after Pillage, meaning that if you pillage a province you conquered, you will gain reduced income from it, or perhaps no income at all.
- Unrest alterations
Changes in unrest from dominion, scales, and patrolling are reflected.
Units without supplies suffer starvation effects. This means that the first turn an army goes without supplies, it will fight its battles without starvation effects, since all battles occur in previous steps.
- Upkeep / Desertion
Unit upkeep is paid for. Note that this is after income is collected for the turn. Desertion happens now as well.
- Dominion spread
All dominion spread (for whatever reason) is conducted now.
- Dominion effects
Special effects of dominion (population death, insanity, spreading heat or cold etc.) are applied.
- Site effects
Magic sites spread disease, unrest, and the like, if they have such an effect.
A rare occurrence: if we get close to the limit of 600,000 units or 50000 commanders in the world, some of the most numerous ones will be killed to keep the game running smoothly.
This step only occurs during midwinter. Units age and get one year older. If they are too old they might get an affliction here, e.g. disease.
- Resolve battles
Any leftover battles caused by previous events are resolved. Retreats to adjacent provinces occur after all battles have been resolved.
- Heal / Disease
All units regain lost hit points, unless they are diseased, in which case they suffer more damage instead and may incur more afflictions.
Units may go insane, from certain dominion or other effects.
Mercenaries are bought or maintained.
- New random heroes
Heroes may appear at a nation’s capital gates.
- Kill lone units
Lone units (non-commanders) in enemy provinces are killed. If there are units without commanders inside enemy territory they will be killed here to prevent them from making any pointless attacks.
- Reclaim provinces
If a fort does not own the province it is in and it is not under siege, it will take ownership of the province. This can happen in team games where the province and the fort might have different owners from the same team. This step is resolved in favor of the owner of the fort.
Province Defence is raised to a minimum of one and Dominion and Commander effects to raise the PD take effect.
New scouting reports are generated for each player.
Players without any provinces or dominion are eliminated from the game.
If a victory condition is fulfilled, the game declares a winner and ends.
- Update stats
Hall of Fame and scoregraphs are updated.
- Heroic abilities
Units gain and improve heroic abilities.
- Reform Immortals
Immortals that are due to return will reform their bodies here.
- Reduce PD
Province defense is reduced if the population cannot support the current level. At least 10 population is required for each point of province defense.
- Yearning artifacts
If any new artifacts become yearning, it will happen now.
The game validates orders and items, changes shapes if necessary, etc.