The sequence of events in a turn affects your planning.
For example, at the start of a turn you will have a certain amount of provisions. If you perform hunting in Activities you should have more provisions after Activities. You will have to move with this new weight. At the end of the turn you will Consume Provisions and have less weight.
Event | How it's done in Auto-Orders | |
---|---|---|
Activities | Tribe_Activities |
|
Before Movement (BM) Transfers | Transfers - specify BM |
|
Tribe Movement | Tribe_Movement |
|
After Movement (AM) Transfers | Transfers - specify AM |
|
Scout Movement | Scout_Movement |
|
Skill Attempts | Skill_Attempts |
|
Population Increase | Automatic - no action needed | |
Provisions Consumed | Automatic - no action needed |
The sequence above represents the path of least resistance for the GM to administer. You can however do activities out of this sequence using GM Actions. e.g. you could split your tribe and undertake activities with the newly split tribe.
If you want to create a unit and use it on the same turn, you can use GM Actions to do this, which will happen prior to Activities. If you use this approach, you can disregard the table above concerning any "creation" steps.