ForecastingSome games support forecasting the results of the next few turns based on all information available to you (in-game) and given your latest submitted orders. The intention is that this can be used as an extra check of your orders beyond the syntax check performed when you submit them (see however the CAVEATS below). Forecasting should be able to catch most timing problems and will almost certainly catch such things as missing or wrong hex numbers in movement orders, wrong positions of units in form/force/include orders et cetera, as well as many other mistakes. It will also give you a forecast of your economy (use and production of resources) and should catch if you try to spend resources you do not have.
How to get a forecast reportIf your game supports forecasting, there will be a [See forecast] link just below the order entry area on the order entry page. Clicking this will bring up a basic forecast report for the next turn in a separate window (or refresh the forecast report if the window is already open) CAVEAT: See "Browser caching issues" below. It is also possible to get forecast reports from the "reports online" page for the game. This page gives you more control of what information to use and also allows you to get maps and even to get forecasts for turns further into the future (up to three turns ahead).
Browser caching issuesIf you browser caches web pages too aggressively it will not fetch an updated forecast report when you ask to see a new forecast after you have changed your orders. In that case you must explicitly tell the browser to reload the report to get the new forecast. I have done everything in my power to disable caching of the forecast reports by proxies and browsers but some browsers (especially Firefox) simply do not respect the no-cache directives sent by the server.
What information forecasting is based onForecast turns are generated by the main game engine itself but using only a limited "view" of the game world. All information that you have in your map and map notes will be used, but hexes, locations and units you do not have information about will simply not be in the "forecast world". Also even locations and units you do know about will only correspond to their counterparts in the "real" game world with respect to "public" information - so e.g. chosen tactics and non-visible spell effects and resources as well as any pending orders will not be present in the "forecast world". The intention is that no matter what, a forecast report should never reveal any new information about the actual game world.
Shared information in forecastingIn games that support sharing of map information, forecasting may additionally be based on all the information your allies are sharing with you (correspondiing to the most current shared information map and map notes).
You can also enable sharing of latest submitted orders with your allies (on the usual information sharing page). Including the orders of your allies in your forecasts will help solve timing issues (such as arriving in the same spot at the same time) and will also take into accolunt e.g. resource transfers from your allies.
Using all available information is the default for the forecast reports you
get from the order entry page but on the "reports online" page you can
select exactly what information to include.
CAVEATS specific to fantasy games