Rimtursar? No.
Order Name Notes
1 Send messages Messages sent by using the Send Messages button are dispatched. This means that gold, gems, and items are always sent, because everything that could stop this from happening occurs later in the turn.
2 Research Mages perform their research. Even if a mage is assassinated or otherwise killed, he will contribute his research points to his nation that turn.
3 Empowerment Increased magic paths due to Empowerment are conferred here.
4 Recruitment New units and commanders are recruited. This means that recruits will always be available during the turn, as nothing that happens beforehand can stop them.
5 Forge items New items are forged and placed in their nation’s magic item inventory.
6 Preach Priests preach the word of their god, and dominion is adjusted accordingly.
7 Heretic preaching Heretics, insane commanders and commanders with shattered soul preach.
8 Claim thrones Thrones of Ascension are claimed now.
9 Magic rituals All mages cast their rituals in a random order.
10 Magic battles All battles caused by magic are resolved. For example, commanders taken away by Wind Ride or teleporting to an enemy province fight now.
11 Lost in other plane If a unit becomes lost in another plane, it happens now. This includes resolving battles fought in other planes.
12 Site searches Magic site searches are resolved.
13 Prophets Prophets are declared.
14 Call God Priests call their gods who have been banished.
15 Awakening Pretenders awaken (dormant or imprisoned)
16 Blood hunting The hunt for blood slaves takes place.
17 Horrors Units are visited by Horrors now, if such a misfortune should befall them.
18 Assassinations Assassination attempts are resolved. The battles are fought immediately.
19 Raid Units with the Raid order perform that here.
20 Relinquish province Commanders with the Relinquish Province order will relinquish the province to any non-stealthed alliedcommander already present in the same province
21 Friendly movement All movement ending in a friendly province takes place now. If you are trying to get to a friendly province before an enemy does, you will do it if you are not stopped by an event that takes place in steps 1 through 11.
22 Other movement All other movement, including Break Siege, takes place.
23 Resolve battles All battle resolution from movement happens here.
24 Castle storming Castles are stormed and battles resolved.
25 Global enchantments Global enchantments take effect on the world. Note that the casting takes place during the Rituals step (9), though.
26 Random events Like it says. This is where those Fortune/Misfortune events happen.
27 Resolve any battles Battles caused by these events happen now.
28 Magic items/monster Special effects from magic items (or monsters) take place. The items themselves are forged during the Forge step (5), though. If any of these effects result in any battles, they are resolved now
29 Sneak discovery Stealthy units have been discovered! If so, they fight now for their lives.
30 Change besieger If two allies are besieging the same castle, the one who is besieging is decided now. Larger armies take precedence.
31 Building construction Fortresses, temples, and labs are built (or demolished).
32 Special orders Special order like Reanimate or Summon Allies are performed. Thus, allies summoned during a turn will not be available for that turn’s battles.
33 Pillage The Pillage order increases unrest and kills population.
34 Income All nations collect income for their provinces. Note that this comes after Pillage, meaning that if you pillage a province you conquered, you will gain reduced income from it, or perhaps no income at all.
35 Unrest alterations Changes in unrest from dominion, scales, and patrolling are reflected.
36 Starvation Units without supplies suffer starvation effects. This means that the first turn an army goes without supplies,it will fight its battles without starvation effects, since all battles occur in previous steps.
37 Upkeep / Desertion Unit upkeep is paid for. Note that this is after income is collected for the turn. Desertion happens now as well.
38 Dominion spread All dominion spread (for whatever reason) is conducted now.
39 Dominion effects Special effects of dominion (population death, insanity, spreading heat or cold etc.) are applied.
40 Site effects Magic sites spread disease, unrest, and the like, if they have such an effect.
41 Overpopulation A rare occurrence: if there are over 150,000 units in the world, some of the most numerous ones will be killed to keep the game running smoothly.
42 Aging Units age.
43 Resolve battles Any leftover battles caused by previous events are resolved
44 Heal / Disease All units regain lost hit points, unless they are diseased, in which case they suffer more damage instead and may incur more afflictions.
45 Insanity Units may go insane, from certain dominion or other effects.
46 Mercenaries Mercenaries are bought or maintained.
47 New random heroes Heroes may appear at a nation's capital gates.
48 Kill lone units Lone units (non-commanders) in enemy provinces are killed. If there are units without commanders inside enemy territory they will be killed here to prevent them from making any pointless attacks.
49 Reclaim provinces If a fort does not own the province it is in and it is not under siege, it will take ownership of the province. This can happen in team games where the province and the fort might have different owners from the same team. This step is resolved in favor of the owner of the fort.
50 Scouting New scouting reports are generated for each player.
51 Elimination Players without any provinces or dominion are eliminated from the game.
52 Victory If a victory condition is fulfilled, the game declares a winner and ends.
53 Update stats Hall of Fame and scoregraphs are updated.
54 Heroic abilities Units gain and improve heroic abilities.
55 Reduce PD Province defense is reduced if the population cannot support the current level. At least 10 population is required for each point of province defense.
56 Aftermath The game validates orders and items, changes shapes if necessary, places killed immortals back on the map, etc.
Ugh, I certainly lost wars to not knowing that mess by myself.
So basically, Spells first + Recruitmet - THEN - All friendly movement (into friendly area), then all other movement is done;
21 Friendly movement All movement ending in a friendly province takes place now. If you are trying to get to a friendly province before an enemy does, you will do it if you are not stopped by an event that takes place in steps 1 through 11.
22 Other movement All other movement, including Break Siege, takes place.
23 Resolve battles All battle resolution from movement happens here.
24 Castle storming Castles are stormed and battles resolved.
As for the turn, holy beatdown C'tis - then again "normal" troops with upkeep cost are so Turn 38...