==== Game Loop Screen ==== The Game loop screen is the first thing that you will see when you start a new game or end the turn of a regime that you are playing. The Game loop executes a number of steps and at the end of executing all steps for a non-sleeping regime not played by the AI the player can start playing his turn in the [[Main Screen]] === Steps === The game loop screen does the following in the order given below. == Start of Game == This only happens the first time the Game Loop screen is opened. It does the following: * Set original owners of hexes And for every regime: * Reset AP/Stack penalties * Set initial peek * Set Recon and ZOC for all its units. See [[Recon and ZOC]] * Clear History * Execute "start of game" events == End of Turn == If somebody just ended its regime turn. * Reset recon and ZOC values of that regime. See [[Recon and ZOC]] * Clear History of that regime * Reset AP/Stack penalties. See [[AP Penalties]] * Execute any "Close Turn" scripted events == Turn increase == The next regime gets the active turn. == Round increase == If game is just started a new round is started. Also a new round is started if full cycle of turn increases through the number of regimes is completed. * Redim stats * Check for winner * Execute any "Round" scripted events * // Calculate "present troops" statistics // * // Make initial models // == Sleep test == If regime is sleeping skip the turn for the regime, do not execute any further gameloop steps and back to the top of this list again. // Unless the regime that is sleeping is an uber-regime // == Setup of turn == * Reset AP penalties for enemy hexes * Set AS penalties. See [[AS Penalties]] * // Set Uber On // * Execute any "Early Turn" scripted events * Production // if not unter-regime // See [[Production]] * Set Land,Navy and Rail Cap for HQs // if not unter-regime // * // Do auto-reinforce // // if not unter-regime // and rulevar [[337]] * Supply System // if not unter-regime // See [[Supply System]] * Set units ready // if not unter-regime // See [[Readiness Increase]] * Do entrench // if not unter-regime // See [[Entrenchment Increase]] * Do morale growth // if not unter-regime // See [[Morale Increase]] * Do auto recover of locations // if not unter-regime // * Do experience growth // if not unter-regime // See [[Experience Increase]] * Do auto conquer neutral hexes // if not unter-regime // and rulevar [[79]] * // Set Uber off // == Sleep test again == //If regime was uber-regime and sleeping then now its turn is finished. and we start on top of list again// == Startup of turn continued == * Set Recon and ZOC * Execute "Late Turn" scripted events * // Do deck cards // * // Do auto events // * Set Extra Stat * Initial ZOC Conquest check * // If scenario is a campaign room then now exit Game Loop Screen and go to Campaign Screen // * Play Sound (startturn.wav, defeat.wav, victory.wav ) * Execute any "Early Open Turn" and "Late Open Turn" scripted events. "Late Open Turn" scripts only executed after correctly logging in to the turn. * During the AI play the "After AI Init Check" events are executed.