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game_loop_screen [2010/10/15 09:15] – vicgame_loop_screen [2026/06/22 12:14] (current) – external edit 127.0.0.1
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 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 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 === === Steps ===
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 == Start of Game == == Start of Game ==
 This only happens the first time the Game Loop screen is opened. It does the following: This only happens the first time the Game Loop screen is opened. It does the following:
 +
 * Set original owners of hexes * Set original owners of hexes
-For every regime:+ 
 +And for every regime: 
 * Reset AP/Stack penalties * Reset AP/Stack penalties
 +
 * Set initial peek * Set initial peek
-* Set Recon and ZOC+ 
 +* Set Recon and ZOC for all its units. See [[Recon and ZOC]] 
 * Clear History * Clear History
 +
 +* Execute "start of game" events
  
 == End of Turn == == End of Turn ==
 If somebody just ended its regime turn. If somebody just ended its regime turn.
-* Reset recon and ZOC values of that regime+ 
 +* Reset recon and ZOC values of that regime. See [[Recon and ZOC]] 
 * Clear History of that regime * Clear History of that regime
-* Reset AP/Stack penalties 
  
 +* 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.
  
game_loop_screen.1287134135.txt.gz · Last modified: 2026/06/22 12:13 (external edit)

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