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	<id>https://war.app/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=75.156.109.112</id>
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	<updated>2026-04-18T19:59:05Z</updated>
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	<entry>
		<id>https://war.app/wiki/index.php?title=Move_Order&amp;diff=2727</id>
		<title>Move Order</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Move_Order&amp;diff=2727"/>
		<updated>2014-12-11T22:21:47Z</updated>

		<summary type="html">&lt;p&gt;75.156.109.112: /* Cyclic Move Order */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DisambigF|the sequence that orders follow within a single phase|all of the phases in a turn|turn phases}}&lt;br /&gt;
WarLight will always execute your orders in the order that you supply them, mixed in with the orders from the other players. In the [[Orders list]] in the top-right, you can re-arrange your orders by clicking on them and using the up and down buttons.&lt;br /&gt;
 &lt;br /&gt;
Sometimes it is advantageous for your orders to happen early in the turn, other times it is better for your orders to happen after your opponent&#039;s orders.  &lt;br /&gt;
&lt;br /&gt;
When you want an order to happen after your opponents, often it is useful to execute &amp;quot;dummy&amp;quot; moves first (simply moving armies around within your own territory) so that your important moves happen later in the turn rather than sooner.  At least one army must actually move.  If no armies move, it won&#039;t delay your orders at all.  For example, if you execute a [[transfer only]] order to a spot you don&#039;t control, this won&#039;t result in any armies moving and therefore won&#039;t delay your later orders at all.&lt;br /&gt;
&lt;br /&gt;
==Types of Move Order==&lt;br /&gt;
 &lt;br /&gt;
Players can specify one of three ways that the move order will work for their game when they create it: Random, Cycle, or No-Luck Cycle. You should check the Settings panel of a game to see which mode it&#039;s in.&lt;br /&gt;
&lt;br /&gt;
===Random Move Order===&lt;br /&gt;
&lt;br /&gt;
When a game is configured to randomize the move order, WarLight will randomize the move order on each turn. Each player&#039;s first order is executed in this random order, then each player&#039;s second order, and each player&#039;s third.&lt;br /&gt;
 &lt;br /&gt;
This means that in 1v1 games you always have a 50% chance that your first order will happen before your opponent&#039;s first order.&lt;br /&gt;
 &lt;br /&gt;
For the next round of attacks, the order is reversed so the last player in the first round gets the first move in the second round. It then reverses again for the third round, and so on. This process continues until all orders are executed.&lt;br /&gt;
 &lt;br /&gt;
In team games, WarLight ensures that teams are first randomized into their own move order, and then the players within each team. For example, in a 2v2 game, it&#039;s not possible for both of team A&#039;s players to get to move before any of team B&#039;s players.&lt;br /&gt;
&lt;br /&gt;
===Cyclic Move Order===&lt;br /&gt;
&lt;br /&gt;
If the move order setting for a game is set to &amp;quot;Cycle&amp;quot;, the move order works a bit differently. The first turn of a game is randomized just as it would be in the Random Move Order system presented above, but subsequent turns just reverse the order each time. For example: ABCD becomes DCBA the next turn, then returns to ABCD for the third turn.  This means that, unlike the random move order, the move order is predictable.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--There&#039;s no way to see the cycle for a game. You must deduce it by observing the sequence that attack orders happen in. // Replacing this, as it&#039;s likely that we can see it now because they changed it--&amp;gt; &lt;br /&gt;
You can check what the move-order is for the current turn by mousing over the small purple question mark in your orders sidebar.&lt;br /&gt;
 &lt;br /&gt;
This works well for 1v1 games, since one player will get first move on all of the even numbered turns while the other player gets the odd numbered turns.&lt;br /&gt;
&lt;br /&gt;
In games with [[manual distribution]], the order in which territories are distributed is considered part of the cycle.  For example, in a game with two players (A and B), if player A gets their first pick, player B will get first move on the first turn.&lt;br /&gt;
&lt;br /&gt;
===No-Luck Cycle Move Order===&lt;br /&gt;
&lt;br /&gt;
No-Luck Cyclic is like Cyclic, except that it aims to remove the random roll on the first turn.   The initial order of the cycle is determined by how fast each player plays during their first turn (or during territory distribution if it&#039;s a manual distribution game).  Whoever plays fastest will be placed 1st in the first move order, and the second fastest player will be placed 2nd, etc.  After the initial order is determined, move order will simply swap back and forth just as it would in cyclic move order.&lt;br /&gt;
&lt;br /&gt;
In order to make this fair, the game will only measure the time from when you begun playing your first turn until when you complete it.  When a game begins using this move order, the map is initially hidden and a the [[begin dialog]] appears.  Clicking the begin button reveals the map and starts your timer, which will stop when you commit orders or picks.&lt;br /&gt;
&lt;br /&gt;
If you modify your orders on the first turn, it will extend your total move speed to encompass the entire time from when you begun until your final commit.  For example, if you begin taking your turn at 1:00pm and commit at 1:10pm, your play speed will be 10 minutes.  However, if at 1:30 you change your mind and change your orders/picks, your play speed will update to 30 minutes.&lt;br /&gt;
&lt;br /&gt;
To increase transparency, you can also see exactly how quickly each player took their first turn on WarLight.net in the Menu -&amp;gt; Players window.   This shows how fast they took their turn, and if you hover over that value, it also shows the exact time they began and ended taking it.  As a separate column, it also shows the resulting move cycle that was determined based on these times.  This highlights another difference between this new move order and the standard cyclic move order:  the cycle is known by all players.  In cyclic move order, it&#039;s up to players to figure out the cycle on their own, but in no-luck cycle, WarLight reveals to all players who will be moving when.  To help make it obvious, the game shows exactly who will move on the next turn in the left column:&lt;br /&gt;
&lt;br /&gt;
http://s3cdn.warlight.net/static/img/NoLuckCycle.png&lt;br /&gt;
&lt;br /&gt;
You can hover over this label to see the entire move sequence for the next turn.&lt;br /&gt;
&lt;br /&gt;
In team games, the average speed of the team will be used to determine the order of the teams in the cycle.  Then, within each team, the order is determined by the move speed of each player compared to their teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Turn phases]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>75.156.109.112</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Move_Order&amp;diff=2726</id>
		<title>Move Order</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Move_Order&amp;diff=2726"/>
		<updated>2014-12-11T22:20:45Z</updated>

		<summary type="html">&lt;p&gt;75.156.109.112: /* Cyclic Move Order */ you can see move order now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DisambigF|the sequence that orders follow within a single phase|all of the phases in a turn|turn phases}}&lt;br /&gt;
WarLight will always execute your orders in the order that you supply them, mixed in with the orders from the other players. In the [[Orders list]] in the top-right, you can re-arrange your orders by clicking on them and using the up and down buttons.&lt;br /&gt;
 &lt;br /&gt;
Sometimes it is advantageous for your orders to happen early in the turn, other times it is better for your orders to happen after your opponent&#039;s orders.  &lt;br /&gt;
&lt;br /&gt;
When you want an order to happen after your opponents, often it is useful to execute &amp;quot;dummy&amp;quot; moves first (simply moving armies around within your own territory) so that your important moves happen later in the turn rather than sooner.  At least one army must actually move.  If no armies move, it won&#039;t delay your orders at all.  For example, if you execute a [[transfer only]] order to a spot you don&#039;t control, this won&#039;t result in any armies moving and therefore won&#039;t delay your later orders at all.&lt;br /&gt;
&lt;br /&gt;
==Types of Move Order==&lt;br /&gt;
 &lt;br /&gt;
Players can specify one of three ways that the move order will work for their game when they create it: Random, Cycle, or No-Luck Cycle. You should check the Settings panel of a game to see which mode it&#039;s in.&lt;br /&gt;
&lt;br /&gt;
===Random Move Order===&lt;br /&gt;
&lt;br /&gt;
When a game is configured to randomize the move order, WarLight will randomize the move order on each turn. Each player&#039;s first order is executed in this random order, then each player&#039;s second order, and each player&#039;s third.&lt;br /&gt;
 &lt;br /&gt;
This means that in 1v1 games you always have a 50% chance that your first order will happen before your opponent&#039;s first order.&lt;br /&gt;
 &lt;br /&gt;
For the next round of attacks, the order is reversed so the last player in the first round gets the first move in the second round. It then reverses again for the third round, and so on. This process continues until all orders are executed.&lt;br /&gt;
 &lt;br /&gt;
In team games, WarLight ensures that teams are first randomized into their own move order, and then the players within each team. For example, in a 2v2 game, it&#039;s not possible for both of team A&#039;s players to get to move before any of team B&#039;s players.&lt;br /&gt;
&lt;br /&gt;
===Cyclic Move Order===&lt;br /&gt;
&lt;br /&gt;
If the move order setting for a game is set to &amp;quot;Cycle&amp;quot;, the move order works a bit differently. The first turn of a game is randomized just as it would be in the Random Move Order system presented above, but subsequent turns just reverse the order each time. For example: ABCD becomes DCBA the next turn, then returns to ABCD for the third turn.  This means that, unlike the random move order, the move order is predictable.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--There&#039;s no way to see the cycle for a game. You must deduce it by observing the sequence that attack orders happen in. // Replacing this, as it&#039;s likely that we can see it now because they changed it--&amp;gt; You can check what the move-order is for the current turn by mousing over the small purple question mark in your orders sidebar.&lt;br /&gt;
 &lt;br /&gt;
This works well for 1v1 games, since one player will get first move on all of the even numbered turns while the other player gets the odd numbered turns.&lt;br /&gt;
&lt;br /&gt;
In games with [[manual distribution]], the order in which territories are distributed is considered part of the cycle.  For example, in a game with two players (A and B), if player A gets their first pick, player B will get first move on the first turn.&lt;br /&gt;
&lt;br /&gt;
===No-Luck Cycle Move Order===&lt;br /&gt;
&lt;br /&gt;
No-Luck Cyclic is like Cyclic, except that it aims to remove the random roll on the first turn.   The initial order of the cycle is determined by how fast each player plays during their first turn (or during territory distribution if it&#039;s a manual distribution game).  Whoever plays fastest will be placed 1st in the first move order, and the second fastest player will be placed 2nd, etc.  After the initial order is determined, move order will simply swap back and forth just as it would in cyclic move order.&lt;br /&gt;
&lt;br /&gt;
In order to make this fair, the game will only measure the time from when you begun playing your first turn until when you complete it.  When a game begins using this move order, the map is initially hidden and a the [[begin dialog]] appears.  Clicking the begin button reveals the map and starts your timer, which will stop when you commit orders or picks.&lt;br /&gt;
&lt;br /&gt;
If you modify your orders on the first turn, it will extend your total move speed to encompass the entire time from when you begun until your final commit.  For example, if you begin taking your turn at 1:00pm and commit at 1:10pm, your play speed will be 10 minutes.  However, if at 1:30 you change your mind and change your orders/picks, your play speed will update to 30 minutes.&lt;br /&gt;
&lt;br /&gt;
To increase transparency, you can also see exactly how quickly each player took their first turn on WarLight.net in the Menu -&amp;gt; Players window.   This shows how fast they took their turn, and if you hover over that value, it also shows the exact time they began and ended taking it.  As a separate column, it also shows the resulting move cycle that was determined based on these times.  This highlights another difference between this new move order and the standard cyclic move order:  the cycle is known by all players.  In cyclic move order, it&#039;s up to players to figure out the cycle on their own, but in no-luck cycle, WarLight reveals to all players who will be moving when.  To help make it obvious, the game shows exactly who will move on the next turn in the left column:&lt;br /&gt;
&lt;br /&gt;
http://s3cdn.warlight.net/static/img/NoLuckCycle.png&lt;br /&gt;
&lt;br /&gt;
You can hover over this label to see the entire move sequence for the next turn.&lt;br /&gt;
&lt;br /&gt;
In team games, the average speed of the team will be used to determine the order of the teams in the cycle.  Then, within each team, the order is determined by the move speed of each player compared to their teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Turn phases]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>75.156.109.112</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Card_minimums&amp;diff=2722</id>
		<title>Card minimums</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Card_minimums&amp;diff=2722"/>
		<updated>2014-12-04T07:16:03Z</updated>

		<summary type="html">&lt;p&gt;75.156.109.112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In games where you receive more than one piece of [[cards|card]] per turn, game creators can use minimums to help control how pieces are dished out.&lt;br /&gt;
 &lt;br /&gt;
When a game creator sets a minimum on a card, that many pieces of that card will always be issued to players who take a territory each turn.&lt;br /&gt;
 &lt;br /&gt;
If the minimum number of pieces is equal to the number of pieces awarded each turn, then the cards received will be fixed and all players will always receive the same cards. Using this, game creators can take all luck out of the card system.&lt;br /&gt;
 &lt;br /&gt;
If the minimum number of pieces is less than the number of pieces awarded each turn, players will get the minimum and the remainder will be randomed as normal. Using this, game creators can reduce the amount that luck effects the game but still leave some luck so that players don&#039;t know exactly what their opponents hold.&lt;br /&gt;
 &lt;br /&gt;
For example, if the game awards 7 pieces each turn, and the [[Spy Card|spy card]] minimum is set to 2 and the [[Reinforcement Card|reinforcement card]] minimum is set to 2, then 4 pieces will always be the same and the remaining 3 will be randomed as usual per their weights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you set the card income (number of pieces-of-cards received per turn) lower than all of the minimums (minimum number of pieces of a card recieved per turn) from each of the card types added together, the game will show an error message saying that such a scenario is not possible and for you to fix it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards|m]]&lt;/div&gt;</summary>
		<author><name>75.156.109.112</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Card_minimums&amp;diff=2721</id>
		<title>Card minimums</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Card_minimums&amp;diff=2721"/>
		<updated>2014-12-04T07:13:57Z</updated>

		<summary type="html">&lt;p&gt;75.156.109.112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In games where you receive more than one piece of [[cards|card]] per turn, game creators can use minimums to help control how pieces are dished out.&lt;br /&gt;
 &lt;br /&gt;
When a game creator sets a minimum on a card, that many pieces of that card will always be issued to players who take a territory each turn.&lt;br /&gt;
 &lt;br /&gt;
If the minimum number of pieces is equal to the number of pieces awarded each turn, then the cards received will be fixed and all players will always receive the same cards. Using this, game creators can take all luck out of the card system.&lt;br /&gt;
 &lt;br /&gt;
If the minimum number of pieces is less than the number of pieces awarded each turn, players will get the minimum and the remainder will be randomed as normal. Using this, game creators can reduce the amount that luck effects the game but still leave some luck so that players don&#039;t know exactly what their opponents hold.&lt;br /&gt;
 &lt;br /&gt;
For example, if the game awards 7 pieces each turn, and the [[Spy Card|spy card]] minimum is set to 2 and the [[Reinforcement Card|reinforcement card]] minimum is set to 2, then 4 pieces will always be the same and the remaining 3 will be randomed as usual per their weights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you set the card income (number of pieces-of-cards received per turn) lower than all of the minimums (minimum number of pieces of that card recieved per turn) from each of the card types added together, the game will show an error message telling you to fix it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cards|m]]&lt;/div&gt;</summary>
		<author><name>75.156.109.112</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Base_armies_per_turn&amp;diff=2720</id>
		<title>Base armies per turn</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Base_armies_per_turn&amp;diff=2720"/>
		<updated>2014-11-29T19:03:35Z</updated>

		<summary type="html">&lt;p&gt;75.156.109.112: removed, as didn&amp;#039;t make sense and unnecessary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base armies per turn&#039;&#039;&#039; defines how many armies each player receives each turn before adding in bonuses and other factors.  This can also be called the &#039;&#039;&#039;minimum armies per turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Sanctions Cards]], [[negative bonuses]], and the [[army cap]] are the only ways that players can receive fewer than this many armies every turn.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Income calculation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>75.156.109.112</name></author>
	</entry>
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