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Longshanks
AGEod Grognard
Posts: 842
Joined: Wed Apr 13, 2011 11:48 pm
Location: Fairfax Virginia

Turn Phases

Sat Feb 25, 2012 6:06 pm

I'm a bit embarrassed to post this ... :o

... but I can't find the answer in either the Wiki or the Manual.

Does anyone have a list of the phases of a turn?

This arose from the question of one of the tourney players about when does a unit draw supply - at the beginning or at the end of a turn. It's during the Hosting Phase at the end, but I couldn't find a definite list of the phases, which would be handy.

I'm sure I'm simply overlooking it .... :bonk:

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rattler01
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Location: Phx, AZ

Sat Feb 25, 2012 8:54 pm

All I know is it is before hits are taken phase :wacko: . Cause I've had units arrive at depots while spending the last of their supplies to get there, but don't take hits because the distribution "must" happen before any lack of supply hits happens.
"To fallen comrades. And Winged Warriors; past, present, and future. One team, one fight. Winged Warriors."

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lodilefty
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Sat Feb 25, 2012 9:17 pm

Set your Full Debug to "on" and set Verbosity_Supp = 1 [in \Settings\System.opt]

Then the !HostLog.txt will list most of the cchecks and actions prior to and after day-by-day execution.

Scripts [events] occcur near the end, but not last..
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Longshanks
AGEod Grognard
Posts: 842
Joined: Wed Apr 13, 2011 11:48 pm
Location: Fairfax Virginia

Mon Feb 27, 2012 1:11 am

It should be no surprise that opening up the hood to look at the engine results in more questions than answers.

It appears that Supply is done early in a turn. Therefore units that arrive somewhere miss the supply phase at the place they moved to and have to wait until the next turn to get supplied. This seems to make sense with game experiences upon reflection.

For those of you brave enough to stare into the face of the Dreaded Turn Sequence, here it is, condensed from 140+ pages in Word to 5. My comments added are in ( ) or say "etc."

Starting Hosting Phase Turn 30
Host: Starting AIs.
Host: AI files done. 65474 ms
Starting CheckStructures
Ending CheckStructures
Starting CheckRegions
Ending CheckRegions
Starting CheckGroups
Finished limbo'ing units.
Faction Union Group created in region: 125 Culpeper, VA GroupName: 1006248 E. Keyes' Corps
Starting UpdatesBeforeGameLogic
Starting CheckTrainingAndUpgrades
Ending CheckTrainingAndUpgrades
Starting CheckLeaderPromotion
CheckLeaderPromotion George B. McClellan is angered by Joseph K. Mansfield promotion.
CheckLeaderPromotion Joseph K. Mansfield has been promoted
Ending CheckLeaderPromotion
Starting CheckSpecOrders
Ending CheckSpecOrders
Starting CheckActivation
First Iron Bde is not activable, posture and SpecOrders reset
7. Fleet has been delayed 2 days
E. Ord's Command is not activable, posture and SpecOrders reset
4. Fleet has been delayed 6 days
J. Pope's Command is not activable, posture and SpecOrders reset
Mississippi Fleet has been delayed 2 days
John G. Walker is not activable, posture and SpecOrders reset
Gunboat Squadron #1 has been delayed 2 days
Ending CheckActivation
Starting CheckSiege
Siege in region Tipton, TN Besieger Value 2 BesiegedValue 0 Net result -3 Picked group TQ Covington Garrison 7
Siege in region Mobile, AL Besieger Value 25 BesiegedValue 11 Net result 4 Picked group TQ J. Pemberton's Command 9
Mobile suffered a breach in Mobile current total of 3
Confederacy armies suffered 20 hits during the siege
Ending CheckSiege
Starting CheckRegionalDecisions
Ending CheckRegionalDecisions
Starting CheckAdvancedRevolts
Ending CheckAdvancedRevolts
Starting CheckTribalReinforcements
Ending CheckTribalReinforcements
Starting CheckExternalAssetsGeneration
Ending CheckExternalAssetsGeneration
Starting CheckSupplyProduction
Ending CheckSupplyProduction
Starting MakeSupplyDistribution
***** Sea Resupplying - Start *****
Naval Pool Union 1506 Shipping Lanes can transport up to 2000 supply points
Shipping Lanes is located in Seas , Region 5 New York, NY has harbor & spare supply
This region can receive: 973 Reel, MO ,Supply call value: 20
DstRegion 973 Reel, MO receiving 38 supply from 97 New Castle, DE Naval Pool at 1962
DstRegion 562 Stewart, TN receiving 6 ammo from 1084 New England Naval Pool at 418
Naval Pool Confederacy 1506 Shipping Lanes can transport up to 120 supply points
Shipping Lanes is located in Seas , Region 128 King and Queen, VA has harbor & spare supply
Shipping Lanes is located in Seas , Region 1508 Vera Cruz has harbor & spare supply
This region can receive: 873 Gilead, IL ,Supply call value: 14
DstRegion 351 Leon, FL receiving 60 supply from 1082 Bahamas, BA Naval Pool at 60
DstRegion 351 Leon, FL receiving 60 ammo from 1082 Bahamas, BA Naval Pool at 0
***** Sea Resupplying - End *****
Dumping supply stocks after Naval Resupply
0 Rensselaer, NY (Troy - USA): 235 / 91 / 0
etc.....up to:1510 West Texas (Laredo - CSA): 113 / 11 / 0
Ending MakeSupplyDistribution
Starting CheckAdvResupplyUnits
Region Hamilton, TN recovered from pillage
Region Adams, MS recovered from pillage
Ending CheckAdvResupplyUnits
Starting CheckGameActorsTransaction
Raising Confederacy - 5th Arkansas State Inf. in region 822 Madison, AR
Raising Confederacy - 2nd Virginia Local Def. in region 164 Smyth, VA
Raising Confederacy - 1st AL 'Mobile Gds.' in region 638 Wilcox, AL
Raising Confederacy - 3rd Alabama State Troops in region 612 Fulton, AL
Raising Confederacy - 4th Alabama Mil. in region 615 Lawrence, AL
Raising Confederacy - CSS Richmond in region 274 Charleston, SC
Raising Confederacy - Archer's Bde. in region 604 Sevier, TN
Raising Confederacy - Early's Bde. in region 175 Dinwiddie, VA
Raising Confederacy - 1st Alabama Cav. in region 650 Montgomery, AL
Raising Confederacy - 'Chattanooga Gds.' in region 593 Hamilton, TN
Raising Confederacy - 'Beach Creek Jerkers' in region 600 Knox, TN
Raising Confederacy - Gunboat Squadron #2 in region 793 Galveston, TX
...(etc)...
Raising Confederacy - 2nd Virginia Cav. in region 147 Richmond, VA
Ending CheckGameActorsTransaction
Starting CheckHarshnessDamage
Ending CheckHarshnessDamage
Starting Advanced RecoverHits
Ending Advanced RecoverHits
Starting Apply Hardened Attrition
Apply Hardened Attrition 1000001 Union had 492 Element(s) suffering from Attrition.
Ending Apply Hardened Attrition
Starting CheckReplacements
Ending CheckReplacements
Starting CheckPermAutoGarrisons
Ending CheckPermAutoGarrisons
Starting GetUnitsFromAllies
Ending GetUnitsFromAllies
Starting GrantGHQStackBonus
1005858 E. Johnson' Corps too far away from parent GHQ 1002183 Army of the Potomac
Ending GrantGHQStackBonus
PayPoliticalCost
PayPoliticalCost
Starting CheckEngagementPtsGain
Ending CheckEngagementPtsGain
(----------------------------------------------------------------------------------)
(at this point, the engine repeats steps for Days 1-15)
Starting MakeStep, day 1
Starting RebuildPathfindersNodes
Ending RebuildPathfindersNodes
Starting BuildStructures
Ending BuildStructures
Starting CheckTimeUsingSpecOrders
Ending CheckTimeUsingSpecOrders
Starting MoveGroups
Faction Union Group C. Buell' Corps has reached its waypoint: Hardeman, TN at day: 1 Destination: Shelby, TN
etc., to:
Faction Confederacy Group CSS Albemarle has reached its waypoint: Bogue Inlet at day: 1 Destination: Beaufort, NC
Ending MoveGroups
Starting CheckBombardment
TGroup.GetDamageCapabilityAtRange 1004647 Frigate bombards with a value of 18
TGroup.GetDamageCapabilityAtRange 1004646 Frigate bombards with a value of 18
TGroup.GetDamageCapabilityAtRange 1004640 USS Massasoit bombards with a value of 18
TGroup.GetDamageCapabilityAtRange 1004639 USS Pequot bombards with a value of 18
TGroup.GetDamageCapabilityAtRange 1002853 Brig bombards with a value of 14
TGroup.GetDamageCapabilityAtRange 1001047 USS Bainbridge bombards with a value of 14
TGroup.GetDamageCapabilityAtRange 1002145 Norfolk Howitzers bombards with a value of 78
TGroup.GetDamageCapabilityAtRange 1005138 Pamunkey Art. bombards with a value of 78
Ending CheckBombardment
Starting CheckBattles
Ending CheckBattles
Starting CheckOMBWarfare
Starting CheckControl
Region 131 Rockbridge, VA Confederacy lost 7 Control, gained by Union
Region 133 Nelson, VA Confederacy lost 13 Control, gained by Union
Region 1123 Ft Jackson, LA Confederacy lost 14 Control, gained by Union
Ending CheckControl
Starting Check Structure Owner
Ending Check Structure Owner
Starting CheckPillagers
Ending CheckPillagers
Starting CheckFleets
Ending CheckFleets
Starting UpdateDailyCohesion
Ending UpdateDailyCohesion
Starting CheckSpecOrdersByStep
Ending CheckSpecOrders
Starting MakeStep, day 2 (- each of the 15 days repeats the above steps--------)
Starting PostHostProcess
Starting CheckUnFixation
Ending CheckUnFixation
Starting DoUnitsSpawningFromAbi
Ending DoUnitsSpawningFromAbi
Starting CalcGroupsActivations
Strategic Rating Roll: Ejercito de Mexico Activable
Strategic Rating Roll: J. Palmer's Fleet Activable
Strategic Rating Roll: Ft Pickens Garrison not Activable
Strategic Rating Roll: E. Ord's Command not Activable
Strategic Rating Roll: Thomas J. Jackson Activable
Ending CalcGroupsActivations
Starting CheckSeniority
CheckSeniority Thomas L. Crittenden seniority will change by -5 (negative is good).
CheckSeniority Thomas L. Crittenden seniority is now at 45
CheckSeniority Jesse L. Reno seniority will change by -1 (negative is good).
CheckSeniority Jesse L. Reno seniority is now at 28
CheckSeniority Thomas J. Jackson seniority will change by 5 (negative is good).
CheckSeniority Thomas J. Jackson seniority is now at 14
Ending CheckSeniority
CheckMortality Disabled
Starting CleanupTempGarrisons
Ending CleanupTempGarrisons
Starting CalcWeatherPatterns
Ending CalcWeatherPatterns
Starting CheckEvents
Ending CheckEvents
Starting ResetGenericOptionsTransaction
Starting CheckVictory
Ending CheckVictory
Starting NormalizeControls
Normalizing control in region Rockbridge, VA previous value: 119
Faction Confederacy control reduced to 0 in region Spotsylvania, VA
Faction Union control reduced to 0 in region Cherokee, IT
Ending NormalizeRegionalData
Starting CheckLoyaltyEffects
Ending CheckLoyaltyEffects
Starting Check Structure Owner
Ending Check Structure Owner
Starting CheckFleets
Ending CheckFleets
Starting UpdateVariousGameObjects
Ending UpdateVariousGameObjects
Ended Hosting Phase 143880 ms
Finished hosting

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Aphrodite Mae
Posts: 764
Joined: Fri Sep 05, 2008 3:13 pm
Location: With Dixicrat

Mon Feb 27, 2012 2:19 am

Longshanks wrote:I'm a bit embarrassed to post this ... :o

... but I can't find the answer in either the Wiki or the Manual.

Does anyone have a list of the phases of a turn?

This arose from the question of one of the tourney players about when does a unit draw supply - at the beginning or at the end of a turn. It's during the Hosting Phase at the end, but I couldn't find a definite list of the phases, which would be handy.

I'm sure I'm simply overlooking it .... :bonk:


Have you reviewed the Supply Primer that Lodi recently revived? I see that you posted in the thread, but it's hard to tell whether it was before or after the, uh, "debacle".
Aphrodite Mae

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Durk
Posts: 2934
Joined: Thu Apr 28, 2011 4:36 am
Location: Wyoming

Mon Feb 27, 2012 4:10 am

If I understand the list posted and the idea of "the push" with regard to supplies; a unit, supply wagon or depot can obtain supply up to three times in a turn, depending upon distance, weather and such.
For players who prefer a visual graphic, the train in the upper right has three segments in which it pushes supply to any unit, depot or city receiving supply. The push is a bit different than thinking about when a unit receives supply. Units are always open to receipt of supply. The supply can be pushed their direction up to three times if sufficient rail, river, ocean or depot to depot routes are available.
My take.

colonel hurst
Corporal
Posts: 64
Joined: Fri Dec 18, 2009 2:06 am

Mon Feb 27, 2012 7:52 am

I understand it a little bit differently than you, Dirk. I understand that supply can be pushed 3 to 5 regions per distribution phase.

Each turn has three distribution phases and depending on how much rail/river capacity you have left after ordering forces to be moved will determine how far supply can be moved.

For each level in the rail/river transport you have remaining, supply will move forward through three to five regions that you have control of.

If this is correct, supply can move up to 15 regions per turn. If you have 3/3 rail or river transport available after ordering force movement, excess supply will move towards units that are able to "pull" supply up to 15 regions away.

A well maintained supply line will never need to draw from that far though. Any disagreements to this idea?

Also, what is the military control or loyalty level needed to move supply through a region?

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Aphrodite Mae
Posts: 764
Joined: Fri Sep 05, 2008 3:13 pm
Location: With Dixicrat

Mon Feb 27, 2012 2:42 pm

IIRC, minimum MC is 25%.

Here's a useful link to a recently restored thread, Supply Primer.

I hope it helps answer your supply questions.
Aphrodite Mae

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