Part
Turn
You might say: turn structure, end turn
One round of play: the player gives orders, ends the turn, and the world answers.
- What it does
- Is the unit of decision; the game's pace is how much each turn holds.
- Ask
- How long does a turn take, and how many of its clicks are real decisions?
What to look for
- An End Turn button
- A turn counter or calendar date
Parts
- Interesting decisions: Sid Meier's description of a game as a series of interesting decisions: choices shaped by the situation and by what the player knows.
- Turn order: Whether players move one after another, all at once, or in continuous time that the player can pause.
- Micromanagement load: The number of small repeated orders a turn asks for, which can grow with the empire.
- Events: Random events, helpful or harmful, that the game reports during play.
- One more turn: Each turn finishes something and starts something else, so there is always a reason to play the next one.
Sources
- Amplitude Studios, Endless Legend User’s Manual, Progressing in the game
The game is based on a turn system. When the End Turn icon in the lower right is clicked a turn passes: Cities produce their FIDSI output, constructions progress, Research progresses, Armies recover movement or health points, Heroes and Units can gain levels, etc.
- Amplitude Studios, Endless Legend User’s Manual, End Turn
Computations are performed, usually with notifications telling you what happened during the End of Turn computation.
Use it on your project
teardown-apply: hold "Turn" (turn) from the teardown at https://teardownatlas.com/4x-strategy/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal