Host Order

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Contents

[edit] Overview

This is an advanced topic for advanced players. This is a list of steps that the host will run through as your turn is processed. Some players will want to know how their submitted orders will process, in which order, so that they can maximum spending, movement, ship devices, etc. When a turn processes, it runs through the Host utility. All of the TRN files from players are combined into a set of instructions for the Host to process using the Universe data that it has been given. The set of instructions that the Host has will always occur in a certain order. That order can sway the decisions that you make during the creation of a player's TRN file using the Planets client.

[edit] Host Order Steps

[edit] Pre-Movement

  1. Counts for objects, Colonists, Crew, Troops, High Guard, and Prisoners are totaled for each player. New Cyborg King is placed if deceased.
  2. Resource Points are calculated. Player object limit is determined.
  3. Wings are counted and wing limit set to 10,000.
  4. Ships and Bases are counted.
  5. Pending orders from prior turns are read from Host Files (UNIV folder).
  6. TRN files are read and new orders are merged with pending orders.
  7. Pod happiness is set to 100.
  8. Taxes are collected.
    1. On turn 3, the Privateers get a 20k mc bonus from the big man.
    2. Scavengers increase native happiness by 1.
    3. Dracs decrease native happiness by 3.
    4. Cyborg King increases income by 200% (x3 multiplier).
    5. Xelovi Hive increases income by 50% (x1.5 multiplier).
    6. The Nawole Garden will increase the amount of taxes sent to the Galactic Bank.
    7. Tax Report.
    8. Resource Point Report.
  9. Blockades are determined.
  10. Player orders are processed.
    1. Players with Allow Commands turned on is processed for the player. The highest numbered applicable player will have his/her settings applied, overwriting any earlier player's.
    2. Outfit Pods are launched from owning player's commands.
    3. Ships produced from bases are launched.
    4. The remainder of the player's own commands are processed, which will overwrite another player's Allow Commands settings. Most of these commands don't produce actions; they just apply settings for actions to occur later in the host process. Exceptions to this are: Pod Launch, Ship Launch (Quick Build and Base), new Wings are formed, and Contraband Buy/Sell which happen now.
  11. Erase Hull Plans order is processed.
  12. Ally limits are checked. If the ally limits are exceeded then the player with the lowest player number is removed first until the limit is satisfied.
  13. Crew Report.
  14. Host Report.
  15. Load "contact" and "detected" scan data.
  16. Clear "contact" scans for all objects.
  17. Universal Friendly Code is updated.
  18. Exotic Techs
    1. Pay for Exotic Hull Aurora Class Flagship.
    2. Solorians using Tank-O-Tronics are turned off.
    3. Any races besides Birdmen, Stormer, and Aczanny have Transphased World Crusher turned off.
    4. Maintenance Costs are paid.
    5. New techs are activated if they can be paid for.
    6. Centaur Plasma Manifold A is turned on.
  19. Evil Empire Omega Shuttle arrives on turn 7 carrying the Emperor.
  20. Buoys are detected.
  21. Scan ranges and Sensor Profiles are calculated.
  22. Tachyon Emitter increases the sensor profile of applicable objects.
  23. Cloaking Field device and Robot Q Tanker cloaks nearby units.
  24. Ships and Wings at planets have their sensor profile reduced by 80% and scan range halved.
  25. Clear "detected" scans for all objects.
  26. Ground base Buildings and Parts are bought. If HConfig option "Farms require 1000 colonists each to run them" then half of the farms ordered are purchased.
  27. Wings Undock in object ID order.
  28. In object ID order:
    1. Hacker Droid and Dust Off function.
    2. Colonies of Man Virgo Burn updates.
    3. Minefields detonate (Nova Barb chain reaction waits).
  29. Wings refuel from nearby ships, bases, and resupply pods.
  30. Omega Pulse is activated.
  31. Nova Barb Chain Reaction.
  32. Each player is given "detection" scan of its own units.
  33. Warp Bubble Generator is processed.
  34. Data is shared between players if set to do so.
  35. Transfer attempts are checked.
    1. Boarding Laser is processed.
    2. Ship to ship, ship to base, ship to planet, ship to pod, pod to ship, pod to base, and pod to planet transfers are attempted.
  36. Transfer attempts are checked again.
  37. All object's mass is updated.
  38. Transfer attempts are checked again.
  39. Pod drop targets are checked.
  40. Pod dock targets are checked.
  41. Fast hyp ships are processed.
  42. Warp Chunnel ships are processed.
  43. Pod dock targets are checked again.
  44. All object's mass is updated.
  45. Bases perform a scan.
  46. Ships perform a scan.
  47. Wings perform a scan.
  48. Ships perform a scan 5 more times.

[edit] Movement

  1. 200 Movement phases are processed.
    1. New waypoints are determined on phase 2 and 195.
    2. On phase 100, standard hyp ships are moved.
    3. On phase 120, Ram Scoop ship device processes.
    4. Fleet sharing is processed on phases 1, 51, 120, and 190.
    5. Transfer attempts are checked.
    6. Non-hyp movement of objects occurs.
    7. Intercept range is checked.
    8. Move units set to intercept.
    9. Move docked units.
    10. Move towed units.
    11. Minefield hits are checked.
    12. Combat is checked.
    13. On phase 200, transfer attempts are checked again.
    14. On every 5th phase: (Host 212)
      1. Bases perform a scan.
      2. Ships perform a scan.
      3. Wings perform a scan.
    15. Pod drop targets are checked.
    16. Pod dock targets are checked.
    17. On phase 199, lost contact is checked.
    18. All object's mass is updated.

[edit] Post-Movement

  1. Move towed units.
  2. Transfer attempts are checked.
  3. Merge bases.
  4. Pods land at a base.
  5. Pods land at a base again.
  6. Merge bases.
  7. Clear ship transfers where applicable.
  8. Fire World Crusher Missile.
  9. Ground combat.
  10. Ground base buildings, ship parts, fighters, and assault units are bought. If HConfig option "Farms require 1000 colonists each to run them" then the remaining half of the farms ordered are purchased that were not purchased in Pre-Movement.
  11. Base Jobs. The following things are processed in ground base object ID order.
    1. Evil Empire BT7 Crawlers build X45 Battlebots and Imperial Battletanks.
    2. Resort processed.
    3. Smugglers Cantina processed.
    4. Labor Camp processed.
    5. A51, CIA, KGB command codes processed and hull plans deleted.
    6. Labor Mine processed.
    7. King's Palace processed.
    8. Tech Institute processed.
    9. Infernorator processed.
    10. Ground Sweeper processed.
    11. Hyperlathe processed.
    12. Hawkins Institute processed.
    13. Redistribution Center processed.
    14. Air Academy processed.
    15. Training Center processed.
    16. Factories processed.
    17. Farms and Fed Agrovators processed.
    18. Smelter processed.
    19. Mineral Mine processed.
    20. Birdman Plasmatron N6i processed.
    21. Peeps Mole Mobile Drilling Rig processed.
    22. City processed.
    23. Public Space Port processed. New colonists & natives from space and natives from planets only. Native migration due to happiness occurs later.
    24. Med Lab processed.
    25. Ship Repair Shop processed.
    26. Weapons Factory processed.
    27. Ordnance Plant processed.
    28. Government Center processed.
    29. Terraformer processed.
    30. Base Shield processed.
    31. Undercity processed.
    32. Holo Jamming Device processed.
  12. Counts for objects, colonists, crew, troops, high guard, and prisoners is totaled for each player. New Cyborg King is placed if deceased.
  13. Ships and bases are counted.
  14. Shokazul Pulse Report.
  15. In random object ID order (where ships are have a higher order based on score):
    1. Planets
      1. Natives breed/grow if Shokazul Pulse is inactive.
      2. Planets explode.
      3. 30% chance of climate change due to star heat.
      4. 35% chance of climate change due to star heat and hyperdimensional inertia.
      5. Hyperdimensional Stress increased by hyperdimensional frequency/delta.
    2. Pods/Buoys
      1. Pod power reserve decremented and pod destroyed if power exhausted. Pod self-destruct processed. Chupanoids spread out to nearby planets if their native pod is destroyed. Wreckage has a 50% chance of not self-destructing.
      2. Buoy power reserve decremented and destroyed if power exhausted.
    3. Bases
      1. Colonists grow (breed) if Shokazul Pulse is inactive.
      2. Natives in a base grow (breed) if Shokazul Pulse is inactive.
      3. Happiness drop due to POWs.
      4. Prisoners released to owner's base if not at war.
      5. Gather natives and resources from planet if NOG command code is not set.
      6. Crime and some happiness modifiers are processed.
    4. Wings
      1. Wings gain 10% of the maximum fuel capacity from ram scoops.
    5. Ships
      1. Lay minefields or recharge them (not both).
      2. Sweep minefield.
      3. Capture pod.
      4. Global Warmer, Global Icer, and Crystal Inferno Device are processed.
      5. Dry Dock ships that didn't use Quick Build are processed.
      6. Any ships with over 99% hull damage are turned into wreckage.
      7. Ship Self Destruct device activates.
    6. Minefields
      1. Minefield power decremented and removed if power reaches 0.
  16. Pyramid Lounge maximum revenue limit set to player's object limit x 100.
  17. In random object ID order (where ships are have a higher order based on score):
    1. Planets
      1. New unmined minerals put into planet based on hyperdimensional stress and frequency/delta.
      2. .1% chance of frequency/delta increasing by 1.
      3. .1% chance of frequency/delta decreasing by 1.
      4. .3% chance of asteroid belt forming into a planet.
      5. Amorphous Worms on planet produce contraband and attack any applicable ground bases. Mivorari colonists are poisoned.
      6. Humanoids and Ghipsoldals send a distress call.
    2. Buoys
      1. Removed if set to be deleted.
    3. Bases
      1. Rebels
        1. Drain happiness of nearby non-Rebel bases and increase their own.
      2. Robots
        1. Insectoid Nests produce colonists if Shokazol Pulse is inactive, mine neutronium, convert applicable natives on planet into Insectoids, convert some prisoners into Insectoids, and steal colonists from nearby enemy bases to be converted into Insectoids.
        2. Fuel Dradle mines fuel.
        3. Emotion Chips increase happiness.
        4. Gun Zero fires.
      3. Cyborg
        1. King builds a palace without using supplies.
        2. Colonist/Crew ratio adjusted.
        3. Troops reprogrammed to be colonists.
        4. Prisoners assimilated.
        5. Assimilate natives in base.
        6. Assimilate natives on planet.
        7. Assimilate enemy base.
        8. King takes an enemy Cyborg ship.
      4. Scavengers
        1. Crawlers gather resources from natives.
      5. Crystals
        1. when the turn is less than 6 and colonists are at least 10,001 then set the hyperdimensional frequency to 5 and increase the hyperdimensional stress by 200 if it is less than 300.
        2. Siliconoids produce free ordnance.
      6. Enforcers
        1. Insectoids attack!
        2. Arresting Unit takes prisoners.
      7. Coalition
        1. Rescue prisoners.
        2. Find Insectoids within 300 ly.
      8. Aczanny
        1. Insecotids attack!
      9. Centaur
        1. Free Type-1 Fighters and Type-1 Mechs produced.
      10. Solorians
        1. When the turn is less than 5 and colonists are at least 10,001 then set the star type to Green Binary and randomize the star heat.
        2. Colonist population adjusts the climate.
        3. Stellar Matter Launcher fires.
      11. Privateers
        1. Adjust nearby enemy base happiness and crime.
        2. Pirate Cove steals contraband and food from nearby enemy bases.
        3. River Royale makes nearby enemy bases unhappy and generates income.
        4. Assault Gondala attacks nearby enemy bases.
        5. Party Skiffs produce income.
        6. Crime produces income.
      12. Lizards
        1. Sell prisoners.
      13. IMT
        1. Solient Green eats natives and prisoners, producing food.
        2. Recruit Chupanoids as troops.
        3. Check for Chupanoid mutiny.
        4. Driller Killer smelt and mine.
      14. Amorphous Worms in the base produce spice.
      15. When the turn is less than 3 and there are over 100 colonists then:
        1. Insectoids are nuked at Enforcer and Aczanny bases.
        2. Amorphous worms and Chupanoids are nuked everywhere else.
        3. If the soil rating is less than 100, then it is set to 100.
      16. Ghipsoldals produce engines.
      17. Ghipsoldals produce Transwarp engines for Aczanny.
      18. Amphibians produce weapons.
      19. Aczanny reduce native happiness by 5.
      20. Command code GBA processed.
      21. Chupanoids eat food and contraband.
      22. Racetrack processed.
      23. Market Place processed.
      24. Metals Exchange processed.
      25. EPA command code processed.
      26. Criminals steal contraband when Crime is over 100.
      27. When a Blockade is broken with the owner's ship in orbit then prisoners escape and a new base is formed.
      28. DOC command code processed.
      29. Base destroyed if on an asteroid belt unless owned by Privateer, Solorian, or IMT.
      30. Base destroyed by TNT command code.
    4. Wings
      1. High guard joins a wing if at a base with over 5 high guard present.
    5. Ships
      1. Most Ship Devices processed.
        1. Light Speed turns off unless LSP is set.
        2. GalBank processed.
        3. GalDraw processed.
        4. Food to Supply Converter processed.
        5. Alchemy processed.
        6. Bioscanner processed.
        7. Ore Processing processed.
        8. DTMS-N Fuel Converter processed.
        9. Fuel Drill processed.
        10. Laser Mining Drill processed.
        11. Particle Fountain processed.
        12. Holodeck processed.
        13. Long Range Mine Detector processed.
        14. Robot Minefield Scan processed.
        15. Glory Device processed.
        16. Mobile Fighter Factories (1)(2)(3) processed.
        17. Psi-Opps Hisser Unit processed.
        18. Mind Crusher processed.
        19. Scalar Wave Amp processed.
        20. Scalar Wave Damper processed.
        21. Recruiting Center processed.
        22. Advanced Training processed.
        23. Spy Scanner processed.
        24. Probe Launcher processed.
        25. Siren HAARP processed.
        26. Soil Reformer processed.
        27. Soil Sterilizer processed.
        28. Ground Quake Trigger processed.
        29. Crew Abducter processed.
        30. Reticulian Light Beam processed.
        31. Incarceration Beam processed.
        32. Minefield Destabilizer processed.
        33. Jumpgate Builder processed.
        34. Show Lounge processed.
        35. Pyramid Lounge processed.
        36. Gambling Deck processed.
        37. Clone Lab processed.
        38. Mobile Med Lab processed.
        39. Mobile Parts Plant processed.
        40. Agro-Dome processed.
        41. Mobile Ord Factory processed.
        42. Hacker Droid processed.
        43. Reticulian Med Lab processed.
        44. Fuel Robber processed.
        45. Cargo Grappler processed.
        46. Transport Inhibitor consumes fuel.
        47. Crystal X Field processed.
        48. Solar Gamma Ray processed.
        49. Replenish Armor processed.
        50. Dust Off processed.
        51. Bio Computer med units consumed or ship damaged.
        52. Eye of Madagon processed.
        53. Q Tanker wing refuel processed.
        54. Gravity Sensors processed.
        55. Gravity Rift Generator processed.
        56. Native Dust Off processed.
        57. Contraband Dust Off processed.
      2. Lose 1 point of happiness.
      3. Gain 3 happiness if at a planet.
      4. Gain 10 happiness if at your own base or 5 happiness at a friend's base. Either needs to have at least 100k colonists.
      5. Life support damage of over 99% causes death.
      6. Wings and pods undock. Docked pods that you don't own are Captured, except for assault pods.
      7. BDM, BDF, BDA, BDP, BDN, BDO, BDC, BDS command codes are processed.
      8. Borlox Armor processed.
      9. Aczanny HyperScan processed.
      10. Cargo Desk processed.
      11. Protomatter Cannon fires.
      12. Super Laser fires.
      13. Anti-Matter Maul fires.
      14. Rebels
        1. Rebel Ground Assault processes.
      15. Cyborg
        1. Cyborg ships repair armor using duranium.
        2. Cyborg colonists become missing crew.
        3. Assimilation Beam processed.
        4. King steals enemy Cyborg ship.
      16. Birdman
        1. Nanovirus Bomb processes.
      17. Solorian
        1. Gather fuel from star.
        2. Non-Solorian ship falls apart.
        3. Energy Transfer Beam processes.
        4. Ragnarok Device processes.
      18. Solorian ships not owned by Solorian or Crystal players burn up.
      19. Privateer
        1. Colonists train to become crew.
        2. Colonists train to become troops.
        3. Troops train to become high guard.
        4. Money Tap processed.
        5. Hull Plan Napper processed.
        6. Privateer auto-capture of BR4 Class Gun Ship, BR5 Torpedo Boat, Dwarfstar Class Transport, Meteor Class Blockade Runner, and Bloodfang Class Command Carrier processed.
      20. Colonials
        1. Taxes collected and colonists grow if Shokazol Pulse is inactive. Food consumed from growth.
        2. When NOT command code is not set then colonists are trained to be troops.
        3. On the Virgo Class, troops or colonists are trained to be high guard.
        4. Colonists are trained to be missing crew.
        5. Warrior Assault processed.
      21. IMT
        1. Colonists grow if Shokazol Pulse is inactive. Food consumed from growth.
        2. When NOT command code is not set then colonists are trained to be troops.
        3. On the Virgo Class, troops or colonists are trained to be high guard.
        4. Colonists are trained to be missing crew.
      22. Aczanny Security Device fuel cost consumed or device disabled.
      23. ORD/BUO, BUR, BUS, BUF, BUM, BUC, BUN, NID command codes processed.
      24. Replenish Fighters processed.
      25. Recycle Ship processed.
  18. Wings refuel from nearby ships, bases, and resupply pods.
  19. Jump Gate movement processed.
  20. Worm Hole movement processed.
  21. Propaganda ET processed.
  22. Natives migrate between Public Space Ports.
  23. Scavengers gain new ship devices.
  24. Dead players killed off.
  25. Victory Points and scoreboard updated.
  26. Privateer spies find bases with high contraband and money.
  27. Omega Pulse report.
  28. New Worm Holes processed.
  29. Each player is given "detection" scan of its own units.
  30. Rebels use their light powers to detect natives.
  31. Bases scan for planets.
  32. High Guard that escaped destruction return to a base.
  33. Docked pods are hidden.
  34. Bases scan the planet that they are on.
  35. Hull Plan deletion request processed.
  36. Ground Base Chunneler processed.
  37. Merge Bases.
  38. Spy Attacks processed when turn is over 9.
    1. Rebels get alliance report.
    2. Birdman get Three Praetorian Masters Report.
    3. Other standard spy attacks are processed.
  39. Ship Repairs executed.
  40. Contact and Detection scans shared with other players where applicable.
  41. Bases scan the planet that they are on.
  42. Tech upgrades are processed.
  43. AI commands processed.
  44. Contraband market prices updated.
  45. Turn number advanced.
  46. Score file written.

[edit] Feature Requests

  • Process the player HQ commands prior to global tax collection so that the tax policy changes will take effect immediately.
  • Process ship device switch changes prior to blockade check so that cloakers can decloak prior. This will also allow contraband lockdown to be enabled/disabled prior to buy/sell contraband.
  • Process base command codes prior to ship launch so that the NOO command code will take effect the first turn.
  • Force the sale of contraband prior to ship build, pod launch, etc so that the money is available for those.
  • Do not allow contraband to be bought/sold by other players using Allow Commands.

[edit] See Also

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