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game_loop_screen [2010/10/15 09:37] – 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 * Execute any "Close Turn" scripted events
  
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 == Round increase == == 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. 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 * Redim stats
 +
 * Check for winner * Check for winner
 +
 * Execute any "Round" scripted events * Execute any "Round" scripted events
 +
 * // Calculate "present troops" statistics // * // Calculate "present troops" statistics //
 +
 * // Make initial models // * // Make initial models //
  
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 * Reset AP penalties for enemy hexes * Reset AP penalties for enemy hexes
-* Set AS penalties+ 
 +* Set AS penalties. See [[AS Penalties]] 
 * // Set Uber On // * // Set Uber On //
 +
 * Execute any "Early Turn" scripted events * Execute any "Early Turn" scripted events
-* Production // if not unter-regime // + 
-* Set Cap for HQs // if not unter-regime //+* 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]] * // Do auto-reinforce // // if not unter-regime // and rulevar [[337]]
-* Supply System // if not unter-regime // + 
-* Set units ready // if not unter-regime // +* Supply System // if not unter-regime // See [[Supply System]] 
-* Do entrench // if not unter-regime // + 
-* Do morale growth // if not unter-regime // +* Set units ready // if not unter-regime // See [[Readiness Increase]] 
-* Do auto recover of locations // if not unter-regime // + 
-* Do experience growth // if not unter-regime //+* 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]] * Do auto conquer neutral hexes // if not unter-regime // and rulevar [[79]]
 +
 * // Set Uber off // * // Set Uber off //
  
-//== Sleep test again == +== Sleep test again == 
-If regime was uber-regime and sleeping then now its turn is finished. and we start on top of list 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.1287135441.txt.gz · Last modified: 2026/06/22 12:13 (external edit)

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