At the start of every season (i.e. game turn), a warning message is displayed , telling the Player what are the possible actions this turn. See A. Seasons below.

A / Seasons
The various game turns are equivalent to seasons, so we have 4 game turns each year. The year is displayed in the middle of the top interface and the season symbols are on each side, as follows :

– two flowers for Spring
– two suns for Summer
– two dead leaves for Fall
– two snowflakes for winter

Seasons in this version of the game have no impact on the conditions of combat.
However they have an influence on gameplay, as this is only in the Spring that the region income is distributed.
Spring is therefore a particular season where additional action will take place compared to the other three seasons.

B / Turn Sequence
At the start of the turn, the action pop-up is displayed and reminds you of the possible actions. In the Spring, you can do :

- Constructions (troops and ships)
- Fortification of regions
- Espionage
- Economic Aid on Minor nations or Great Powers
- Subversion of Minor nations

Actions possible all along the year (Spring included) are:
- Movements (naval, land, or combined)
- and thus Combats

C / Chronology of Actions
The actions taken in the spring have no special chronology or sequence, they can be undertaken as the player wishes. On the contrary, the Movement orders have some limitations and a specific sequence.

The maximum movement limits per turn is indicated in the top interface section, by an arrow with a number next to it. This number goes down by one for each move order given by the player. Once it reaches zero, you must wait the next season to give extra move orders.
Movement orders sequence is quite important as it defines in which ‘order’ your troops will reach the destination region. Therefore, units moved during the 20th order of a player will reach a region after those moved through the 19th order of another (or same) player, whatever the type of movement (naval or land) or the distance required.

It is therefore crucial to issue your move orders in the sequence that you want to see them resolved.

Another example : en case of a ‘combined’ attack of a target region coming from two other source regions, this attack will use two orders, one for each source region launching an attack…and one will arrive at destination after the other (not simultaneously): during the round of arrival, the army that received the first of those two orders will fight alone, the second army arriving a battle round later.

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