From 268399a6c319c3173af50249ecbab2e08f6de339 Mon Sep 17 00:00:00 2001 From: JT Traub Date: Sun, 15 Oct 2023 22:35:38 -0700 Subject: [PATCH] Update genrules to not use Arules This removes the rest of the specialized files classes. --- Makefile | 6 +- aregion.h | 1 - astring.cpp | 4 +- battle.h | 1 - edit.cpp | 1 - faction.h | 1 - fileio.cpp | 226 - fileio.h | 69 - game.cpp | 25 +- game.h | 2 +- genrules.cpp | 10041 +++++++++++-------------- havilah/extra.cpp | 19 +- havilah/world.cpp | 4 + indenter.hpp | 107 +- items.h | 1 - market.h | 5 +- neworigins/extra.cpp | 3 +- neworigins/world.cpp | 5 + object.h | 1 - production.h | 5 +- quests.h | 1 - skills.h | 1 - snapshot-tests/rules/basic.html | 7119 ++++++++++++++++++ snapshot-tests/rules/fracas.html | 7399 ++++++++++++++++++ snapshot-tests/rules/havilah.html | 7866 +++++++++++++++++++ snapshot-tests/rules/kingdoms.html | 7929 +++++++++++++++++++ snapshot-tests/rules/neworigins.html | 7840 +++++++++++++++++++ snapshot-tests/rules/standard.html | 7872 +++++++++++++++++++ snapshot-tests/run-rules-snapshot.sh | 57 + snapshot-tests/run-snapshots.sh | 26 + unit.h | 1 - unittest/indent_formatter_test.cpp | 23 + 32 files changed, 50563 insertions(+), 6098 deletions(-) delete mode 100644 fileio.cpp delete mode 100644 fileio.h create mode 100644 snapshot-tests/rules/basic.html create mode 100644 snapshot-tests/rules/fracas.html create mode 100644 snapshot-tests/rules/havilah.html create mode 100644 snapshot-tests/rules/kingdoms.html create mode 100644 snapshot-tests/rules/neworigins.html create mode 100644 snapshot-tests/rules/standard.html create mode 100755 snapshot-tests/run-rules-snapshot.sh diff --git a/Makefile b/Makefile index e225fdcd..3c591aff 100644 --- a/Makefile +++ b/Makefile @@ -16,7 +16,7 @@ CFLAGS = -g -I. -I.. -Wall -Werror -std=c++20 RULESET_OBJECTS = extra.o map.o monsters.o rules.o world.o ENGINE_OBJECTS = alist.o aregion.o army.o astring.o battle.o economy.o \ - edit.o faction.o fileio.o game.o gamedata.o gamedefs.o gameio.o \ + edit.o faction.o game.o gamedata.o gamedefs.o gameio.o \ genrules.o i_rand.o items.o main.o market.o modify.o monthorders.o \ npc.o object.o orders.o parseorders.o production.o quests.o runorders.o \ shields.o skills.o skillshows.o specials.o spells.o template.o unit.o \ @@ -31,7 +31,7 @@ OBJECTS = $(patsubst %.o,obj/%.o,$(ENGINE_OBJECTS)) $(patsubst %.o,$(GAME)/obj/ $(GAME)-m: objdir $(OBJECTS) $(CPLUS) $(CFLAGS) -o $(GAME)/$(GAME) $(OBJECTS) -all: basic standard fracas kingdoms havilah neworigins +all: basic standard fracas kingdoms havilah neworigins unittest basic: FORCE $(MAKE) GAME=basic @@ -55,7 +55,7 @@ $(GAME)/$(GAME): FORCE $(MAKE) GAME=$(GAME) all-clean: basic-clean standard-clean fracas-clean kingdoms-clean \ - havilah-clean neworigins-clean + havilah-clean neworigins-clean unittest-clean basic-clean: $(MAKE) GAME=basic clean diff --git a/aregion.h b/aregion.h index df6e349d..c8398fbc 100644 --- a/aregion.h +++ b/aregion.h @@ -39,7 +39,6 @@ class ARegionArray; #include "faction.h" #include "alist.h" #include "unit.h" -#include "fileio.h" #include "production.h" #include "market.h" #include "object.h" diff --git a/astring.cpp b/astring.cpp index 5064a3c3..66faacfa 100644 --- a/astring.cpp +++ b/astring.cpp @@ -404,8 +404,8 @@ istream& operator>>(istream &is,AString &s) return is; } -const std::string plural(int count, const std::string &one, const std::string &many) { - return count > 1 ? many : one; +const string plural(int count, const std::string &one, const std::string &many) { + return count != 1 ? many : one; } const std::string join(const std::string &delimeter, const std::vector& items) { diff --git a/battle.h b/battle.h index 7d984a11..ed166edf 100644 --- a/battle.h +++ b/battle.h @@ -30,7 +30,6 @@ class Battle; #include "astring.h" #include "alist.h" -#include "fileio.h" #include "army.h" #include "items.h" #include "events.h" diff --git a/edit.cpp b/edit.cpp index 84578089..b7c7fae2 100644 --- a/edit.cpp +++ b/edit.cpp @@ -6,7 +6,6 @@ #include "game.h" #include "unit.h" -#include "fileio.h" #include "astring.h" #include "gamedata.h" diff --git a/faction.h b/faction.h index a9bc772d..e10adf7d 100644 --- a/faction.h +++ b/faction.h @@ -35,7 +35,6 @@ class Game; #include "gameio.h" #include "aregion.h" -#include "fileio.h" #include "unit.h" #include "battle.h" #include "skills.h" diff --git a/fileio.cpp b/fileio.cpp deleted file mode 100644 index 83f18aa8..00000000 --- a/fileio.cpp +++ /dev/null @@ -1,226 +0,0 @@ -// START A3HEADER -// -// This source file is part of the Atlantis PBM game program. -// Copyright (C) 1995-1999 Geoff Dunbar -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// You should have received a copy of the GNU General Public License -// along with this program, in the file license.txt. If not, write -// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, -// Boston, MA 02111-1307, USA. -// -// See the Atlantis Project web page for details: -// http://www.prankster.com/project -// -// END A3HEADER -#include "fileio.h" -#include "gameio.h" - -#include -#include -using namespace std; - -#define F_ENDLINE '\n' - -extern long _ftype,_fcreator; - -Arules::Arules() -{ - file = new ofstream; -} - -Arules::~Arules() -{ - delete file; -} - -void Arules::Close() -{ - file->close(); -} - -void skipwhite(istream *f) -{ - if (f->eof()) return; - int ch = f->peek(); - while((ch == ' ') || (ch == '\n') || (ch == '\t') || - (ch == '\r') || (ch == '\0')) { - f->get(); - if (f->eof()) return; - ch = f->peek(); - } -} - -void Arules::Open(const AString &s) -{ - while(!(file->rdbuf()->is_open())) { - AString *name = getfilename(s); - file->open(name->Str(),ios::out|ios::ate); - delete name; - // Handle a broke ios::ate implementation on some boxes - file->seekp(0, ios::end); - if ((int)file->tellp()!=0) file->close(); - } - tabs = 0; - wraptab = 0; -} - -int Arules::OpenByName(const AString &s) -{ - AString temp = s; - file->open(temp.Str(), ios::out|ios::trunc); - if (!file->rdbuf()->is_open()) return -1; - // Handle a broke ios::ate implementation on some boxes - file->seekp(0, ios::end); - if ((int)file->tellp() != 0) { - file->close(); - return -1; - } - tabs = 0; - wraptab = 0; - return 0; -} - -void Arules::AddTab() -{ - tabs++; -} - -void Arules::DropTab() -{ - if (tabs > 0) tabs--; -} - -void Arules::ClearTab() -{ - tabs = 0; -} - -void Arules::AddWrapTab() -{ - wraptab++; -} - -void Arules::DropWrapTab() -{ - if (wraptab > 0) wraptab--; -} - -void Arules::ClearWrapTab() -{ - wraptab = 0; -} - -void Arules::PutStr(const AString &s) -{ - AString temp; - for (int i=0; i"); - AddTab(); - } else { - DropTab(); - PutStr(AString(""); - } -} - -void Arules::TagText(const AString &tag, const AString &text) -{ - Enclose(1, tag); - PutStr(text); - Enclose(0, tag); -} - -// LLS - converted HTML tags to lowercase -void Arules::ClassTagText(const AString &tag, const AString &cls, - const AString &text) -{ - AString temp = tag; - temp += " class=\""; - temp += cls; - temp += "\""; - Enclose(1, temp); - PutStr(text); - Enclose(0, tag); -} - -// LLS - converted HTML tags to lowercase -void Arules::Paragraph(const AString &text) -{ - Enclose(1, "p"); - PutStr(text); - Enclose(0, "p"); -} - -// LLS - converted HTML tags to lowercase -void Arules::CommandExample(const AString &header, const AString &examp) -{ - Paragraph(header); - Paragraph(""); - Enclose(1, "pre"); - PutNoFormat(examp); - Enclose(0, "pre"); -} - -// LLS - converted HTML tags to lowercase -AString Arules::Link(const AString &href, const AString &text) -{ - return (AString(""+text+""); -} - -// LLS - converted HTML tags to lowercase -void Arules::LinkRef(const AString &name) -{ - PutStr(AString(""); -} diff --git a/fileio.h b/fileio.h deleted file mode 100644 index 4032cefa..00000000 --- a/fileio.h +++ /dev/null @@ -1,69 +0,0 @@ -// START A3HEADER -// -// This source file is part of the Atlantis PBM game program. -// Copyright (C) 1995-1999 Geoff Dunbar -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// You should have received a copy of the GNU General Public License -// along with this program, in the file license.txt. If not, write -// to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, -// Boston, MA 02111-1307, USA. -// -// See the Atlantis Project web page for details: -// http://www.prankster.com/project -// -// END A3HEADER -#ifndef FILE_IO -#define FILE_IO - -#include "astring.h" - -#include -#include -using namespace std; - -class Arules { - public: - Arules(); - ~Arules(); - - void Open(const AString &); - int OpenByName(const AString &); - void Close(); - - void AddTab(); - void DropTab(); - void ClearTab(); - - void AddWrapTab(); - void DropWrapTab(); - void ClearWrapTab(); - - void PutStr(const AString &); - void WrapStr(const AString &); - void PutNoFormat(const AString &); - void EndLine(); - - void Enclose(int flag, const AString &tag); - void TagText(const AString &tag, const AString &text); - void ClassTagText(const AString &tag, const AString &cls, - const AString &text); - void Paragraph(const AString &text); - void CommandExample(const AString &header, const AString &examp); - AString Link(const AString &href, const AString &text); - void LinkRef(const AString &name); - - ofstream *file; - int tabs; - int wraptab; -}; -#endif diff --git a/game.cpp b/game.cpp index 1e6e96ff..b5a381cc 100644 --- a/game.cpp +++ b/game.cpp @@ -30,14 +30,18 @@ #endif #include -#include #include "game.h" #include "unit.h" -#include "fileio.h" #include "astring.h" #include "gamedata.h" #include "quests.h" +#include "indenter.hpp" +#include +#include +#include + +using namespace std; Game::Game() { @@ -2100,19 +2104,12 @@ void Game::Equilibrate() void Game::WriteTimesArticle(AString article) { - AString filename; - int result; - Arules f; + string fname; - do { - filename = "times."; - filename += getrandom(10000); - result = access(filename.Str(), F_OK); - } while (result == 0); - - if (f.OpenByName(filename) != -1) { - f.PutStr(article); - f.Close(); + do { fname = "times." + to_string(getrandom(10000)); } while (filesystem::exists(fname)); + ofstream f(fname, ios::out | ios::trunc); + if (f.is_open()) { + f << indent::wrap(78,70,0) << article << '\n'; } } diff --git a/game.h b/game.h index 368b4257..7db8130f 100644 --- a/game.h +++ b/game.h @@ -83,7 +83,7 @@ class Game // LLS void UnitFactionMap(); int GenRules(const AString &, const AString &, const AString &); - void WriteFactionTypeDescription(std::ostringstream &buffer, Faction &fac); + string FactionTypeDescription(Faction &fac); int DoOrdersCheck(const AString &strOrders, const AString &strCheck); Faction *AddFaction(int noleader = 0, ARegion *pStart = NULL); diff --git a/genrules.cpp b/genrules.cpp index 2276a366..fea92329 100644 --- a/genrules.cpp +++ b/genrules.cpp @@ -23,782 +23,860 @@ // // END A3HEADER -#include - #include "game.h" #include "gamedata.h" -#include "fileio.h" +#include "indenter.hpp" +#include +#include #include +#include +#include -AString NumToWord(int n) -{ - if (n > 20) return AString(n); - switch(n) { - case 0: return AString("zero"); - case 1: return AString("one"); - case 2: return AString("two"); - case 3: return AString("three"); - case 4: return AString("four"); - case 5: return AString("five"); - case 6: return AString("six"); - case 7: return AString("seven"); - case 8: return AString("eight"); - case 9: return AString("nine"); - case 10: return AString("ten"); - case 11: return AString("eleven"); - case 12: return AString("twelve"); - case 13: return AString("thirteen"); - case 14: return AString("fourteen"); - case 15: return AString("fifteen"); - case 16: return AString("sixteen"); - case 17: return AString("seventeen"); - case 18: return AString("eighteen"); - case 19: return AString("nineteen"); - case 20: return AString("twenty"); - } - return AString("error"); -} +using namespace std; -int StudyRate(int days, int exp) -{ - SkillList *sl = new SkillList; - sl->SetDays(1,days); - sl->SetExp(1,exp); - int rate = sl->GetStudyRate(1, 1); - delete sl; - return rate; +struct tag_data { string tag; bool open;}; +static inline tag_data enclose(string tag, bool open) { return { tag, open }; } + +template +static inline basic_ostream<_CharT, _Traits>& operator<<(basic_ostream<_CharT, _Traits>& os, tag_data data) { + if (!data.open) os << indent::decr; + os << "<" << (data.open ? "" : "/") << data.tag << ">" << '\n'; + if (data.open) os << indent::incr; + return os; } -void writeDelimetedList(std::ostringstream& buffer, const std::string &delimeter, const std::vector& items) { - bool next = false; - for (auto &item : items) { - if (next) { - buffer << delimeter; - } +struct pre_data { bool open;}; +static inline pre_data pre(bool open) { return { open }; } - buffer << item; - next = true; +template +static inline basic_ostream<_CharT, _Traits>& operator<<(basic_ostream<_CharT, _Traits>& os, pre_data data) { + if (!data.open) { + os << indent::pop_indent(); + os << indent::wrap(78, 70, 0); + } + os << enclose("pre", data.open); + if (data.open) { + os << indent::push_indent(0); + os << indent::wrap(70, 30, 2); } + return os; } -void writeFactionPointUsage(std::ostringstream& buffer, Faction &fac) { - std::vector items; - for (auto &kv : fac.type) { - int value = kv.second; - if (value <= 0) { - continue; - } - - items.push_back(std::to_string(value) + " " + plural(value, "point", "points") + " on " + kv.first); +static inline string class_tag(string tag, string css_class) { return tag + " class=\"" + css_class + "\""; } +static inline string link_ref(string name) { return ""; } +static inline string link(string href, string text) { return "" + text + ""; } + +struct example_data { string header; bool start; }; +static inline example_data example_start(string header) { return { header, true }; } +static inline example_data example_end() { return { "", false }; } + +template +static inline basic_ostream<_CharT, _Traits>& operator<<(basic_ostream<_CharT, _Traits>& os, example_data data) { + if (data.start) { + os << enclose("p", true) << data.header << '\n' << enclose("p", false); + os << enclose("p", true) << '\n' << enclose("p", false); + os << pre(true); + os << indent::suppress_format(true); + } else { + os << indent::suppress_format(false); + os << pre(false); } + return os; +} - writeDelimetedList(buffer, ", ", items); +static string inline num_to_word(int n) { + static string vals [] = { + "zero", "one", "two", "three", "four", "five", "six", "seven", "eight", "nine", + "ten", "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", + "seventeen", "eighteen", "nineteen", "twenty" + }; + if (n > 20 || n < 0) return to_string(n); + return vals[n]; } -void writeFactionDefinition(std::ostringstream& buffer, Faction &fac) { - std::vector items; - for (auto &kv : fac.type) { - int value = kv.second; - if (value <= 0) { - continue; - } +static int study_rate(int days, int exp) { + static SkillList sl; + sl.SetDays(1,days); + sl.SetExp(1,exp); + return sl.GetStudyRate(1, 1); +} - items.push_back(kv.first + " " + std::to_string(value)); +inline string faction_point_usage(Faction& fac, bool verbose=true) { + string seperator; + stringstream ss; + for (const auto& [key, value] : fac.type) { + if (value <= 0) continue; + if (verbose) { + ss << seperator << to_string(value) << " " << plural(value, "point", "points") << " on " << key; + } else { + ss << seperator << key << " " << to_string(value); + } + seperator = (verbose ? ", " : " "); } - - writeDelimetedList(buffer, " ", items); + return ss.str(); } -void Game::WriteFactionTypeDescription(std::ostringstream& buffer, Faction &fac) { - int nm = AllowedMages(&fac); - int na = AllowedApprentices(&fac); - int nq = AllowedQuarterMasters(&fac); - int nt = AllowedTrades(&fac); - int nw = AllowedTaxes(&fac); - int nma = AllowedMartial(&fac); - - int count = 0; +// This function is an utter abomination capable of summoning eldritch horrors from beyond. This needs to +// be cleaned up, but that can wait until after this pass. It's just too messy to fix right now. +inline string unit_tax_description() { + string temp, temp2, temp3; + int prev = 0, hold = 0; - std::vector missingTypes; - std::vector types; - for (auto &key : *FactionTypes) { - int value = fac.type[key]; - if (value > 0) { - types.push_back(key); + if (Globals->WHO_CAN_TAX & + (GameDefs::TAX_COMBAT_SKILL | GameDefs::TAX_BOW_SKILL | + GameDefs::TAX_RIDING_SKILL | GameDefs::TAX_STEALTH_SKILL)) { + int prev2 = 0, hold2 = 0; + if (hold) { + if (prev) temp += ", "; + temp += temp2; + prev= 1; } - else { - missingTypes.push_back(key); + temp2 = "has "; + if (Globals->WHO_CAN_TAX & GameDefs::TAX_COMBAT_SKILL) { + temp3 = "Combat"; + hold2 = 1; } - } - - for (auto &key : types) { - if (count > 0) { - if (count == (int)types.size() - 1) { - buffer << ", and "; + if (Globals->WHO_CAN_TAX & GameDefs::TAX_BOW_SKILL) { + if (hold2) { + temp2 += temp3; + prev2 = 1; } - else { - buffer << ", "; + if (prev2) temp2 += ", "; + temp2 += "Longbow"; + prev2 = 1; + temp3 = "Crossbow"; + hold2 = 1; + } + if (Globals->WHO_CAN_TAX & GameDefs::TAX_RIDING_SKILL) { + if (hold2) { + if (prev2) temp2 += ", "; + temp2 += temp3; + prev2 = 1; } + temp3 = "Riding"; + hold2 = 1; } - - if (key == F_WAR) { - buffer << "tax " << nw << " " << plural(nw, "region", "regions"); + if (Globals->WHO_CAN_TAX & GameDefs::TAX_STEALTH_SKILL) { + if (hold2) { + if (prev2) temp2 += ", "; + temp2 += temp3; + prev2= 1; + } + temp3 = "Stealth"; + hold2 = 1; } - - if (key == F_TRADE) { - buffer << "perform trade in " << nt << " " << plural(nt, "region", "regions"); + if (prev2) temp2 += " or "; + temp2 += temp3; + temp2 += " skill of at least level 1"; + hold = 1; + } + if (Globals->WHO_CAN_TAX & + (GameDefs::TAX_ANY_WEAPON | GameDefs::TAX_USABLE_WEAPON | + GameDefs::TAX_MELEE_WEAPON_AND_MATCHING_SKILL | + GameDefs::TAX_BOW_SKILL_AND_MATCHING_WEAPON)) { + if (hold) { + if (prev) temp += ", "; + temp += temp2; + prev= 1; } - - if (key == F_MAGIC) { - buffer << "have " << nm << " " << plural(nm, "mage", "mages"); - if (Globals->APPRENTICES_EXIST) { - buffer << " as well as " << na << " " << Globals->APPRENTICE_NAME; - if (na > 1) { - buffer << "s"; + temp2 = "has "; + if (Globals->WHO_CAN_TAX & GameDefs::TAX_ANY_WEAPON) + temp2 += "a weapon (regardless of skill requirements)"; + else if (Globals->WHO_CAN_TAX & GameDefs::TAX_USABLE_WEAPON) + temp2 += "a weapon and the appropriate skill to use it"; + else if (Globals->WHO_CAN_TAX & + (GameDefs::TAX_MELEE_WEAPON_AND_MATCHING_SKILL | + GameDefs::TAX_BOW_SKILL_AND_MATCHING_WEAPON)) { + string temp3; + int prev2 = 0, hold2 = 0; + if (Globals->WHO_CAN_TAX & + GameDefs::TAX_MELEE_WEAPON_AND_MATCHING_SKILL) { + temp2 += "Combat skill of at least level 1 and a " + "weapon which does not require any skill"; + temp3 = "Riding skill of at least level 1 and " + "a weapon which requires riding skill"; + prev2 = 1; + hold2 = 1; + } + if (Globals->WHO_CAN_TAX & + GameDefs::TAX_BOW_SKILL_AND_MATCHING_WEAPON) { + if (hold2) { + temp2 += ", "; + temp2 += temp3; } + temp3 = "a Bow (Longbow or Crossbow) skill and a weapon " + "which requires that skill"; + hold2 = 1; } + if (prev2) temp2 += " or "; + temp2 += temp3; } - - if (key == F_MARTIAL) { - if (Globals->FACTION_ACTIVITY == FactionActivityRules::MARTIAL) { - buffer << "perform tax or trade in " << nma << " " << plural(nma, "region", "regions"); + hold = 1; + } + if (Globals->WHO_CAN_TAX & + (GameDefs::TAX_HORSE | GameDefs::TAX_HORSE_AND_RIDING_SKILL)) { + if (hold) { + if (prev) temp += ", "; + temp += temp2; + prev= 1; + } + temp2 = "has a mount"; + if (!(Globals->WHO_CAN_TAX & GameDefs::TAX_HORSE)) + temp2 += " and sufficient skill to ride it in combat"; + hold = 1; + } + if (Globals->WHO_CAN_TAX & + (GameDefs::TAX_ANY_MAGE | GameDefs::TAX_MAGE_DAMAGE | + GameDefs::TAX_MAGE_FEAR | GameDefs::TAX_MAGE_OTHER)) { + if (hold) { + if (prev) temp += ", "; + temp += temp2; + prev= 1; + } + temp2 = "is a mage "; + if ((Globals->WHO_CAN_TAX & + (GameDefs::TAX_MAGE_DAMAGE | + GameDefs::TAX_MAGE_FEAR | + GameDefs::TAX_MAGE_OTHER)) == + (GameDefs::TAX_MAGE_DAMAGE | GameDefs::TAX_MAGE_FEAR | + GameDefs::TAX_MAGE_OTHER)) { + if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_COMBAT_SPELL) + temp2 += "who has a combat spell set"; + else + temp2 += "who knows a combat spell"; + } else { + int hold2 = 0, prev2 = 0; + string temp3; + if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_COMBAT_SPELL) + temp2 += "whose combat spell "; + else + temp2 += "who knows a spell which "; + if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_DAMAGE) { + temp3 = "damages enemies"; + hold2 = 1; + } + if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_FEAR) { + if (hold2) { + temp2 += temp3; + prev2 = 1; + } + temp3 = "weakens opponents"; + hold2 = 1; } - - if (Globals->FACTION_ACTIVITY == FactionActivityRules::MARTIAL_MERGED) { - buffer << "perform tax and trade in " << nma << " " << plural(nma, "region", "regions"); + if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_OTHER) { + if (hold2) { + if (prev2) temp2 += ", "; + temp2 += temp3; + prev2 = 1; + } + temp3 = "protects in combat"; + hold2 = 1; } + if (prev2) temp2 += " or "; + temp2 += temp3; } - - count++; + hold = 1; } - - if (Globals->APPRENTICES_EXIST && na > 0) { - buffer << ", as well have " << na << " " << Globals->APPRENTICE_NAME; - if (na > 1) { - buffer << "s"; + if (Globals->WHO_CAN_TAX & + (GameDefs::TAX_BATTLE_ITEM | + GameDefs::TAX_USABLE_BATTLE_ITEM)) { + if (hold) { + if (prev) temp += ", "; + temp += temp2; + prev= 1; } - } + if (Globals->WHO_CAN_TAX & GameDefs::TAX_USABLE_BATTLE_ITEM) + temp2 = "has a "; + else + temp2 = "can use a "; + temp2 += "magical item which gives a special attack in combat"; + hold = 1; + } + if (prev) temp += " or "; + temp += temp2; + temp += ". "; + return temp; +} - if (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT && nq > 0) { - buffer << ", and " << nq << " quartermaster"; - if (nq > 1) { - buffer << "s"; - } - } +string Game::FactionTypeDescription(Faction &fac) { + stringstream buffer; + std::vector missingTypes; + std::vector types; - if (missingTypes.size() > 0) { - buffer << ", but "; - } + int nm = AllowedMages(&fac); + int na = AllowedApprentices(&fac); + int nq = AllowedQuarterMasters(&fac); + int nt = AllowedTrades(&fac); + int nw = AllowedTaxes(&fac); + int nma = AllowedMartial(&fac); - count = 0; - for (auto &fp : missingTypes) { - if (count > 0) { - if (count == (int)missingTypes.size() - 1) { - buffer << ", and "; - } - else { - buffer << ", "; - } - } + for (auto &key : *FactionTypes) (fac.type[key] > 0 ? types : missingTypes).push_back(key); - if (fp == F_WAR) { - buffer << "could not perform tax in any regions"; + int count = 0; + for (auto &key : types) { + buffer << (count > 0 ? (count == (int)types.size() - 1 ? ", and " : ", ") : ""); + if (key == F_WAR) buffer << "tax " << nw << " " << plural(nw, "region", "regions"); + if (key == F_TRADE) buffer << "perform trade in " << nt << " " << plural(nt, "region", "regions"); + if (key == F_MAGIC) { + buffer << "have " << nm << " " << plural(nm, "mage", "mages"); + if (Globals->APPRENTICES_EXIST) + buffer << " as well as " << na << " " << Globals->APPRENTICE_NAME << (na > 1 ? "s" : ""); } - - if (fp == F_TRADE) { - buffer << "could not perform trade in any regions"; + if (key == F_MARTIAL) { + buffer << "perform tax " << (Globals->FACTION_ACTIVITY == FactionActivityRules::MARTIAL ? "or" : "and") + << " trade in " << nma << " " << plural(nma, "region", "regions"); } + count++; + } - if (fp == F_MAGIC) { - buffer << "could not possess any mages"; - } + if (Globals->APPRENTICES_EXIST && na > 0) + buffer << ", as well have " << na << " " << Globals->APPRENTICE_NAME << (na > 1 ? "s" : ""); + if (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT && nq > 0) + buffer << ", and " << nq << " " << plural(nq, "quartermaster", "quartermasters"); - if (fp == F_MARTIAL) { - buffer << "could not perform tax or trade in regions"; - } + if (missingTypes.size() > 0) buffer << ", but "; + count = 0; + for (auto &fp : missingTypes) { + buffer << (count > 0 ? (count == (int)missingTypes.size() - 1 ? ", and " : ", ") : ""); + if (fp == F_WAR) buffer << "could not perform tax in any regions"; + if (fp == F_TRADE) buffer << "could not perform trade in any regions"; + if (fp == F_MAGIC) buffer << "could not possess any mages"; + if (fp == F_MARTIAL) buffer << "could not perform tax or trade in regions"; count++; } - if (Globals->APPRENTICES_EXIST && na <= 0) { + if (Globals->APPRENTICES_EXIST && na <= 0) buffer << ", as well could not possess any" << Globals->APPRENTICE_NAME << "s"; - } - - if (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT && nq <= 0) { + if (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT && nq <= 0) buffer << ", and could not possess any quartermasters"; - } + + return buffer.str(); } // LLS - converted HTML tags to lowercase -int Game::GenRules(const AString &rules, const AString &css, - const AString &intro) +int Game::GenRules(const AString &rules, const AString &css, const AString &intro) { - Arules f; - AString temp, temp2; - int cap; - int i, j, k, l; - int last = -1; - AString skname; + Faction fac; + bool found; SkillType *pS; - if (f.OpenByName(rules) == -1) { - return 0; - } + ofstream f(rules.const_str(), ios::out|ios::trunc); + if (!f.is_open()) return 0; ifstream introf(intro.const_str(), ios::in); if (!introf.is_open()) return 0; - int qm_exist = (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT); + // Perform a number of ruleset sanity checks to make sure we don't output rules for something which is not truly + // enabled in a consistent manner. + bool may_sail = (!(SkillDefs[S_SAILING].flags & SkillType::DISABLED)) && + (!(SkillDefs[S_SHIPBUILDING].flags & SkillType::DISABLED)); + bool move_over_water = (Globals->FLIGHT_OVER_WATER != GameDefs::WFLIGHT_NONE); + bool has_stea = !(SkillDefs[S_STEALTH].flags & SkillType::DISABLED); + bool has_obse = !(SkillDefs[S_OBSERVATION].flags & SkillType::DISABLED); + + bool app_exist = (Globals->APPRENTICES_EXIST); + bool qm_exist = (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT); + if (qm_exist) { /* Make sure the S_QUARTERMASTER skill is enabled */ if (SkillDefs[S_QUARTERMASTER].flags & SkillType::DISABLED) - qm_exist = 0; + qm_exist = false; } - int found = 0; if (qm_exist) { + found = false; /* Make there is an enabled building with transport set */ - for (i = 0; i < NOBJECTS; i++) { + for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (ObjectDefs[i].flags & ObjectType::TRANSPORT) { - found = 1; + found = true; + break; + } + } + qm_exist = found; + } + if (app_exist) { + found = false; + /* Make sure we have a skill with the APPRENTICE flag */ + for (int i = 0; i < NSKILLS; i++) { + if (SkillDefs[i].flags & SkillType::DISABLED) continue; + if (SkillDefs[i].flags & SkillType::APPRENTICE) { + found = true; break; } } - if (!found) qm_exist = 0; + app_exist = found; + } + + if (!move_over_water) { + for (int i = 0; i < NITEMS; i++) { + if (ItemDefs[i].flags & ItemType::DISABLED) continue; + if (ItemDefs[i].swim > 0) move_over_water = true; + } } - f.PutStr(""); - f.Enclose(1, "html"); - f.Enclose(1, "head"); - f.PutStr(""); - f.PutStr(AString(""); - temp = AString(Globals->RULESET_NAME) + " " + - ATL_VER_STR(Globals->RULESET_VERSION); - temp2 = temp + " Rules"; - f.TagText("title", temp2); - f.Enclose(0, "head"); - f.Enclose(1, "body"); - f.Enclose(1, "center"); - f.TagText("h1", AString("Rules for ") + temp); - f.TagText("h1", AString("Based on Atlantis v") + - ATL_VER_STR(CURRENT_ATL_VER)); - f.TagText("h2", AString("Copyright 1996 by Geoff Dunbar")); - f.TagText("h2", AString("Based on Russell Wallace's Draft Rules")); - f.TagText("h2", AString("Copyright 1993 by Russell Wallace")); - char buf[500]; - time_t tval = time(NULL); - struct tm *ltval = localtime(&tval); - strftime(buf, 500, "%B %d, %Y", ltval); - f.TagText("h3", AString("Last Change: ")+buf); - f.Enclose(0, "center"); - f.ClassTagText("div", "rule", ""); - temp = "Note: This document is subject to change, as errors are found " - "and corrected, and rules sometimes change. Be sure you have the " - "latest available copy."; - f.Paragraph(temp); - f.LinkRef("table_of_contents"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Table of Contents"); - temp = AString("Thanks to ") + - f.Link("mailto:ken@satori.gso.uri.edu","Kenneth Casey")+ - " for putting together this table of contents."; - f.Paragraph(temp); - f.Paragraph(""); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#intro", "Introduction")); - f.Enclose(1, "li"); - f.PutStr(f.Link("#playing", "Playing Atlantis")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#playing_factions", "Factions")); - f.TagText("li", f.Link("#playing_units", "Units")); - f.TagText("li", f.Link("#playing_turns", "Turns")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#world", "The World")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#world_regions", "Regions")); - f.TagText("li", f.Link("#region_resources", "Region Resources")); - f.TagText("li", f.Link("#world_structures", "Structures")); + f << indent::wrap(78, 70, 0); + + f << "" + << endl; + f << enclose("html", true); + + f << enclose("head", true); + f << "\n"; + f << "\n"; + f << enclose("title", true) << Globals->RULESET_NAME << " " + << ATL_VER_STR(Globals->RULESET_VERSION) << " Rules\n" << enclose("title", false); + f << enclose("head", false); + + f << enclose("body", true); + f << enclose("center", true); + f << enclose("h1", true) << "Rules for " << Globals->RULESET_NAME << " " + << ATL_VER_STR(Globals->RULESET_VERSION) << '\n' << enclose("h1", false); + + f << enclose("h1", true) << "Based on Atlantis v" << ATL_VER_STR(CURRENT_ATL_VER) << '\n' << enclose("h1", false); + f << enclose("h2", true) << "Copyright 1996 by Geoff Dunbar\n" << enclose("h2", false); + f << enclose("h2", true) << "Based on Russell Wallace's Draft Rules\n" << enclose("h2", false); + f << enclose("h2", true) << "Copyright 1993 by Russell Wallace\n" << enclose("h2", false); + auto t = time(nullptr); + auto tm = *localtime(&t); + f << enclose("h3", true) << "Last Change: " << put_time(&tm, "%B %d, %Y") << '\n' << enclose("h3", false); + f << enclose("center", false); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("p", true) << "Note: This document is subject to change, as errors are found and corrected, and " + << "rules sometimes change. Be sure you have the latest available copy.\n" << enclose("p", false); + + f << link_ref("table_of_contents") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + + f << enclose("h2", true) << "Table of Contents\n" << enclose("h2", false); + f << enclose("p", true) << "Thanks to " << link("mailto:ken@satori.gso.uri.edu", "Kenneth Casey") + << " for putting together this table of contents.\n" << enclose("p", false); + f << enclose("p", true) << '\n' << enclose("p", false); + + f << enclose("ul", true); + f << enclose("li", true) << link("#intro", "Introduction") << '\n' << enclose("li", false); + + f << enclose("li", true); + f << link("#playing", "Playing Atlantis") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#playing_factions", "Factions") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#playing_units", "Units") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#playing_turns", "Turns") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#world", "The World") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#world_regions", "Regions") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#region_resources", "Region Resources") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#world_structures", "Structures") << '\n' << enclose("li", false); if (Globals->NEXUS_EXISTS) { - temp = "Atlantis Nexus"; - f.TagText("li", f.Link("#world_nexus", temp)); + f << enclose("li", true) << link("#world_nexus", "Atlantis Nexus") << '\n' << enclose("li", false); } - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#movement", "Movement")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#movement_normal", "Normal Movement")); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#movement", "Movement") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#movement_normal", "Normal Movement") << '\n' << enclose("li", false); if (!(SkillDefs[S_SAILING].flags & SkillType::DISABLED)) - f.TagText("li", f.Link("#movement_sailing", "Sailing")); - f.TagText("li", f.Link("#movement_order", "Order of Movement")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#skills", "Skills")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#skills_limitations", "Limitations")); - f.TagText("li", f.Link("#skills_studying", "Studying")); - f.TagText("li", f.Link("#skills_teaching", "Teaching")); - f.TagText("li", f.Link("#skills_skillreports", "Skill Reports")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#economy", "The Economy")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#economy_maintenance", "Maintenance Costs")); - f.TagText("li", f.Link("#economy_recruiting", "Recruiting")); - f.TagText("li", f.Link("#economy_items", "Items")); + f << enclose("li", true) << link("#movement_sailing", "Sailing") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#movement_order", "Order of Movement") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#skills", "Skills") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#skills_limitations", "Limitations") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#skills_studying", "Studying") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#skills_teaching", "Teaching") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#skills_skillreports", "Skill Reports") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#economy", "The Economy") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#economy_maintenance", "Maintenance Costs") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#economy_recruiting", "Recruiting") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#economy_items", "Items") << '\n' << enclose("li", false); if (Globals->TOWNS_EXIST) - f.TagText("li", f.Link("#economy_towns", "Villages, Towns, Cities")); - f.TagText("li", f.Link("#economy_buildings", - "Buildings and Trade Structures")); + f << enclose("li", true) << link("#economy_towns", "Villages, Towns, Cities") << '\n' << enclose("li", false); + f << enclose("li", true) + << link("#economy_buildings", "Buildings and Trade Structures") << '\n' + << enclose("li", false); if (!(ObjectDefs[O_ROADN].flags & ObjectType::DISABLED)) - f.TagText("li", f.Link("#economy_roads", "Roads")); + f << enclose("li", true) << link("#economy_roads", "Roads") << '\n' << enclose("li", false); if (Globals->DECAY) - f.TagText("li", f.Link("#economy_builddecay", "Building Decay")); - int may_sail = (!(SkillDefs[S_SAILING].flags & SkillType::DISABLED)) && - (!(SkillDefs[S_SHIPBUILDING].flags & SkillType::DISABLED)); + f << enclose("li", true) << link("#economy_builddecay", "Building Decay") << '\n' << enclose("li", false); if (may_sail) - f.TagText("li", f.Link("#economy_ships", "Ships")); - f.TagText("li", f.Link("#economy_advanceditems", "Advanced Items")); - f.TagText("li", f.Link("#economy_income", "Income")); + f << enclose("li", true) << link("#economy_ships", "Ships") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#economy_advanceditems", "Advanced Items") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#economy_income", "Income") << '\n' << enclose("li", false); if (!(SkillDefs[S_ENTERTAINMENT].flags & SkillType::DISABLED)) - f.TagText("li", f.Link("#economy_entertainment", "Entertainment")); - f.TagText("li", f.Link("#economy_taxingpillaging", "Taxing/Pillaging")); + f << enclose("li", true) << link("#economy_entertainment", "Entertainment") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#economy_taxingpillaging", "Taxing/Pillaging") << '\n' << enclose("li", false); if (qm_exist) - f.TagText("li", f.Link("#economy_transport", "Transporting goods")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#com", "Combat")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#com_attitudes", "Attitudes")); - f.TagText("li", f.Link("#com_attacking", "Attacking")); - f.TagText("li", f.Link("#com_muster", "The Muster")); - f.TagText("li", f.Link("#com_thebattle", "The Battle")); - f.TagText("li", f.Link("#com_victory", "Victory!")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - - int has_stea = !(SkillDefs[S_STEALTH].flags & SkillType::DISABLED); - int has_obse = !(SkillDefs[S_OBSERVATION].flags & SkillType::DISABLED); - int app_exist = (Globals->APPRENTICES_EXIST); - if (app_exist) { - found = 0; - /* Make sure we have a skill with the APPRENTICE flag */ - for (i = 0; i < NSKILLS; i++) { - if (SkillDefs[i].flags & SkillType::DISABLED) continue; - if (SkillDefs[i].flags & SkillType::APPRENTICE) { - found = 1; - break; - } - } - if (!found) app_exist = 0; - } + f << enclose("li", true) << link("#economy_transport", "Transporting goods") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#com", "Combat") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#com_attitudes", "Attitudes") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#com_attacking", "Attacking") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#com_muster", "The Muster") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#com_thebattle", "The Battle") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#com_victory", "Victory!") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + if (has_stea || has_obse) { - if (has_stea) temp = "Stealth"; - else temp = ""; - if (has_obse) { - if (has_stea) temp += " and "; - temp += "Observation"; - } - f.Enclose(1, "li"); - f.PutStr(f.Link("#stealthobs", temp)); + f << enclose("li", true); + f << link("#stealthobs", has_stea ? (has_obse ? "Stealth and Observation" : "Stealth") : "Observation") + '\n'; if (has_stea) { - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#stealthobs_stealing", "Stealing")); - f.TagText("li", f.Link("#stealthobs_assassination", - "Assassination")); - f.Enclose(0, "ul"); + f << enclose("ul", true); + f << enclose("li", true) << link("#stealthobs_stealing", "Stealing") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#stealthobs_assassination", "Assassination") << '\n' + << enclose("li", false); + f << enclose("ul", false); } - f.Enclose(0, "li"); + f << enclose("li", false); } - f.Enclose(1, "li"); - f.PutStr(f.Link("#magic", "Magic")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#magic_skills", "Magic Skills")); - f.TagText("li", f.Link("#magic_foundations", "Foundations")); - f.TagText("li", f.Link("#magic_furtherstudy", "Further Magic Study")); - f.TagText("li", f.Link("#magic_usingmagic", "Using Magic")); - f.TagText("li", f.Link("#magic_incombat", "Mages In Combat")); + + f << enclose("li", true); + f << link("#magic", "Magic") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#magic_skills", "Magic Skills") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#magic_foundations", "Foundations") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#magic_furtherstudy", "Further Magic Study") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#magic_usingmagic", "Using Magic") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#magic_incombat", "Mages In Combat") << '\n' << enclose("li", false); if (app_exist) { - temp = "#magic_"; - temp += Globals->APPRENTICE_NAME; - temp += "s"; - temp2 = (char) toupper(Globals->APPRENTICE_NAME[0]); - temp2 += Globals->APPRENTICE_NAME + 1; - temp2 += "s"; - f.TagText("li", f.Link(temp, temp2)); + string ref = "#magic_" + string(Globals->APPRENTICE_NAME) + "s"; + string text = string(Globals->APPRENTICE_NAME) + "s"; + text[0] = toupper(text[0]); + f << enclose("li", true) << link(ref, text) << '\n' << enclose("li", false); } - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#nonplayers", "Non-Player Units")); - f.Enclose(1, "ul"); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#nonplayers", "Non-Player Units") << '\n'; + f << enclose("ul", true); if (Globals->TOWNS_EXIST && Globals->CITY_MONSTERS_EXIST) { - f.TagText("li", f.Link("#nonplayers_guards", - "City and Town Guardsmen")); + f << enclose("li", true) << link("#nonplayers_guards", "City and Town Guardsmen") << '\n' + << enclose("li", false); } if (Globals->WANDERING_MONSTERS_EXIST) { - f.TagText("li", f.Link("#nonplayers_monsters", "Wandering Monsters")); - } - f.TagText("li", f.Link("#nonplayers_controlled", "Controlled Monsters")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#orders", "Orders")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#orders_abbreviations", "Abbreviations")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr(f.Link("#ordersummary", "Order Summary")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#address", "address")); - f.TagText("li", f.Link("#advance", "advance")); + f << enclose("li", true) << link("#nonplayers_monsters", "Wandering Monsters") << '\n' + << enclose("li", false); + } + f << enclose("li", true) << link("#nonplayers_controlled", "Controlled Monsters") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#orders", "Orders") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#orders_abbreviations", "Abbreviations") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true); + f << link("#ordersummary", "Order Summary") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#address", "address") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#advance", "advance") << '\n' << enclose("li", false); if (Globals->USE_WEAPON_ARMOR_COMMAND) - f.TagText("li", f.Link("#armor", "armor")); + f << enclose("li", true) << link("#armor", "armor") << '\n' << enclose("li", false); if (has_stea) - f.TagText("li", f.Link("#assassinate", "assassinate")); - f.TagText("li", f.Link("#attack", "attack")); - f.TagText("li", f.Link("#autotax", "autotax")); - f.TagText("li", f.Link("#avoid", "avoid")); - f.TagText("li", f.Link("#behind", "behind")); - f.TagText("li", f.Link("#build", "build")); - f.TagText("li", f.Link("#buy", "buy")); - f.TagText("li", f.Link("#cast", "cast")); - f.TagText("li", f.Link("#claim", "claim")); - f.TagText("li", f.Link("#combat", "combat")); + f << enclose("li", true) << link("#assassinate", "assassinate") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#attack", "attack") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#autotax", "autotax") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#avoid", "avoid") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#behind", "behind") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#build", "build") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#buy", "buy") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#cast", "cast") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#claim", "claim") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#combat", "combat") << '\n' << enclose("li", false); if (Globals->FOOD_ITEMS_EXIST) - f.TagText("li", f.Link("#consume", "consume")); - f.TagText("li", f.Link("#declare", "declare")); - f.TagText("li", f.Link("#describe", "describe")); - f.TagText("li", f.Link("#destroy", "destroy")); + f << enclose("li", true) << link("#consume", "consume") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#declare", "declare") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#describe", "describe") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#destroy", "destroy") << '\n' << enclose("li", false); if (qm_exist) - f.TagText("li", f.Link("#distribute", "distribute")); - f.TagText("li", f.Link("#enter", "enter")); + f << enclose("li", true) << link("#distribute", "distribute") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#enter", "enter") << '\n' << enclose("li", false); if (!(SkillDefs[S_ENTERTAINMENT].flags & SkillType::DISABLED)) - f.TagText("li", f.Link("#entertain", "entertain")); - f.TagText("li", f.Link("#evict", "evict")); - f.TagText("li", f.Link("#exchange", "exchange")); + f << enclose("li", true) << link("#entertain", "entertain") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#evict", "evict") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#exchange", "exchange") << '\n' << enclose("li", false); if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) - f.TagText("li", f.Link("#faction", "faction")); - - if (Globals->HAVE_EMAIL_SPECIAL_COMMANDS) { - f.TagText("li", f.Link("#find", "find")); - } - - f.TagText("li", f.Link("#forget", "forget")); - f.TagText("li", f.Link("#form", "form")); - f.TagText("li", f.Link("#give", "give")); - f.TagText("li", f.Link("#guard", "guard")); - f.TagText("li", f.Link("#hold", "hold")); - f.TagText("li", f.Link("#join", "join")); - f.TagText("li", f.Link("#leave", "leave")); - f.TagText("li", f.Link("#move", "move")); - f.TagText("li", f.Link("#name", "name")); - f.TagText("li", f.Link("#noaid", "noaid")); - int move_over_water = 0; - if (Globals->FLIGHT_OVER_WATER != GameDefs::WFLIGHT_NONE) - move_over_water = 1; - if (!move_over_water) { - for (i = 0; i < NITEMS; i++) { - if (ItemDefs[i].flags & ItemType::DISABLED) continue; - if (ItemDefs[i].swim > 0) move_over_water = 1; - } - } + f << enclose("li", true) << link("#faction", "faction") << '\n' << enclose("li", false); + if (Globals->HAVE_EMAIL_SPECIAL_COMMANDS) + f << enclose("li", true) << link("#find", "find") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#forget", "forget") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#form", "form") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#give", "give") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#guard", "guard") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#hold", "hold") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#join", "join") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#leave", "leave") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#move", "move") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#name", "name") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#noaid", "noaid") << '\n' << enclose("li", false); if (move_over_water) - f.TagText("li", f.Link("#nocross", "nocross")); - f.TagText("li", f.Link("#option", "option")); - f.TagText("li", f.Link("#password", "password")); - f.TagText("li", f.Link("#pillage", "pillage")); + f << enclose("li", true) << link("#nocross", "nocross") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#option", "option") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#password", "password") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#pillage", "pillage") << '\n' << enclose("li", false); if (Globals->USE_PREPARE_COMMAND) - f.TagText("li", f.Link("#prepare", "prepare")); - f.TagText("li", f.Link("#produce", "produce")); - f.TagText("li", f.Link("#promote", "promote")); - f.TagText("li", f.Link("#quit", "quit")); - f.TagText("li", f.Link("#restart", "restart")); - f.TagText("li", f.Link("#reveal", "reveal")); - if (!(SkillDefs[S_SAILING].flags & SkillType::DISABLED)) - f.TagText("li", f.Link("#sail", "sail")); + f << enclose("li", true) << link("#prepare", "prepare") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#produce", "produce") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#promote", "promote") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#quit", "quit") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#restart", "restart") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#reveal", "reveal") << '\n' << enclose("li", false); + if (may_sail) + f << enclose("li", true) << link("#sail", "sail") << '\n' << enclose("li", false); if (Globals->TOWNS_EXIST) - f.TagText("li", f.Link("#sell", "sell")); - f.TagText("li", f.Link("#share", "share")); - f.TagText("li", f.Link("#show", "show")); - f.TagText("li", f.Link("#spoils", "spoils")); + f << enclose("li", true) << link("#sell", "sell") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#share", "share") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#show", "show") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#spoils", "spoils") << '\n' << enclose("li", false); if (has_stea) - f.TagText("li", f.Link("#steal", "steal")); - f.TagText("li", f.Link("#study", "study")); - f.TagText("li", f.Link("#take", "take")); - f.TagText("li", f.Link("#tax", "tax")); - f.TagText("li", f.Link("#teach", "teach")); + f << enclose("li", true) << link("#steal", "steal") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#study", "study") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#take", "take") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#tax", "tax") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#teach", "teach") << '\n' << enclose("li", false); if (qm_exist) - f.TagText("li", f.Link("#transport", "transport")); - f.TagText("li", f.Link("#turn", "turn")); + f << enclose("li", true) << link("#transport", "transport") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#turn", "turn") << '\n' << enclose("li", false); if (Globals->USE_WEAPON_ARMOR_COMMAND) - f.TagText("li", f.Link("#weapon", "weapon")); + f << enclose("li", true) << link("#weapon", "weapon") << '\n' << enclose("li", false); if (Globals->ALLOW_WITHDRAW) - f.TagText("li", f.Link("#withdraw", "withdraw")); - f.TagText("li", f.Link("#work", "work")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.TagText("li", f.Link("#sequenceofevents", "Sequence of Events")); - f.TagText("li", f.Link("#reportformat", "Report Format")); - f.TagText("li", f.Link("#hintsfornew", "Hints for New Players")); + f << enclose("li", true) << link("#withdraw", "withdraw") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#work", "work") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + + f << enclose("li", true) << link("#sequenceofevents", "Sequence of Events") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#reportformat", "Report Format") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#hintsfornew", "Hints for New Players") << '\n' << enclose("li", false); if (Globals->HAVE_EMAIL_SPECIAL_COMMANDS) { - f.Enclose(1, "li"); - f.PutStr(f.Link("#specialcommands", "Special Commands")); - f.Enclose(1, "ul"); - f.TagText("li", f.Link("#_create", "#Create")); - f.TagText("li", f.Link("#_resend", "#Resend")); - f.TagText("li", f.Link("#_times", "#Times")); - f.TagText("li", f.Link("#_rumor", "#Rumor")); - f.TagText("li", f.Link("#_remind", "#Remind")); - f.TagText("li", f.Link("#_email", "#Email")); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - } - f.TagText("li", f.Link("#credits", "Credits")); - f.Enclose(0, "ul"); - f.Paragraph("Index of Tables"); - f.Paragraph(""); - f.Enclose(1, "ul"); - if (Globals->FACTION_LIMIT_TYPE==GameDefs::FACLIM_FACTION_TYPES) - f.TagText("li", f.Link("#tablefactionpoints", - "Table of Faction Points")); - f.TagText("li", f.Link("#tableitemweights", "Table of Item Weights")); + f << enclose("li", true); + f << link("#specialcommands", "Special Commands") << '\n'; + f << enclose("ul", true); + f << enclose("li", true) << link("#_create", "#Create") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#_resend", "#Resend") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#_times", "#Times") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#_rumor", "#Rumor") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#_remind", "#Remind") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#_email", "#Email") << '\n' << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + } + f << enclose("li", true) << link("#credits", "Credits") << '\n' << enclose("li", false); + f << enclose("ul", false); + + f << enclose("p", true) << "Index of Tables\n" << enclose("p", false); + f << enclose("p", true) << '\n' << enclose("p", false); + f << enclose("ul", true); + if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) + f << enclose("li", true) << link("#tablefactionpoints", "Table of Faction Points") << '\n' + << enclose("li", false); + f << enclose("li", true) << link("#tableitemweights", "Table of Item Weights") << '\n' << enclose("li", false); if (may_sail) - f.TagText("li", f.Link("#tableshipcapacities", - "Table of Ship Capacities")); + f << enclose("li", true) << link("#tableshipcapacities", "Table of Ship Capacities") << '\n' + << enclose("li", false); if (Globals->RACES_EXIST) - f.TagText("li", f.Link("#tableraces", "Table of Races")); + f << enclose("li", true) << link("#tableraces", "Table of Races") << '\n' << enclose("li", false); if (Globals->REQUIRED_EXPERIENCE) - f.TagText("li", f.Link("#studyprogress", "Table of Study Progress")); - f.TagText("li", f.Link("#tableiteminfo", "Table of Item Information")); - f.TagText("li", f.Link("#tablebuildings", "Table of Buildings")); - f.TagText("li", f.Link("#tabletradestructures", - "Table of Trade Structures")); + f << enclose("li", true) << link("#studyprogress", "Table of Study Progress") << '\n' + << enclose("li", false); + f << enclose("li", true) << link("#tableiteminfo", "Table of Item Information") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#tablebuildings", "Table of Buildings") << '\n' << enclose("li", false); + f << enclose("li", true) << link("#tabletradestructures", "Table of Trade Structures") << '\n' + << enclose("li", false); if (!(ObjectDefs[O_ROADN].flags & ObjectType::DISABLED)) - f.TagText("li", f.Link("#tableroadstructures", - "Table of Road Structures")); + f << enclose("li", true) << link("#tableroadstructures", "Table of Road Structures") << '\n' + << enclose("li", false); if (may_sail) - f.TagText("li", f.Link("#tableshipinfo", "Table of Ship Information")); - if (Globals->LIMITED_MAGES_PER_BUILDING) { - f.TagText("li", - f.Link("#tablemagebuildings", "Table of Mages/Building")); - } - f.Enclose(0, "ul"); - f.LinkRef("intro"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Introduction"); + f << enclose("li", true) << link("#tableshipinfo", "Table of Ship Information") << '\n' + << enclose("li", false); + if (Globals->LIMITED_MAGES_PER_BUILDING) + f << enclose("li", true) << link("#tablemagebuildings", "Table of Mages/Building") << '\n' + << enclose("li", false); + f << enclose("ul", false); + + f << link_ref("intro") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Introduction\n" << enclose("h2", false); while (!introf.eof()) { string in; getline(introf >> ws, in); - AString temp(in); - f.PutStr(temp); - } - - f.LinkRef("playing"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Playing Atlantis"); - temp = "Atlantis (as you undoubtedly already know) is a play by email " - "game. When you sign up for Atlantis, you will be sent a turn " - "report (via email). Your report completely details your position " - "in the game. After going over this report, and possibly " - "communicating with other players in the game, you determine your " - "course of action, and create a file of \"orders\", which you then " - "send back to the Atlantis server. Then, at a regular interval " - "(often one week), Atlantis collects all the orders, runs another " - "turn (covering one month in game time), and sends all the players " - "another report."; - f.Paragraph(temp); - f.LinkRef("playing_factions"); - f.TagText("h3", "Factions:"); - temp = "A player's position is called a \"faction\". Each faction has " - "a name and a number (the number is assigned by the computer, and " - "used for entering orders). Each player is allowed to play one and " - "ONLY one faction at any given time. Each faction is composed of a " - "number of \"units\", each unit being a group of one or more people " - "loyal to the faction. You start the game with a single unit " - "consisting of one character, plus a sum of money. More people can " - "be hired during the course of the game, and formed into more " - "units. (In these rules, the word \"character\" generally refers " - "either to a unit consisting of only one person, or to a person " - "within a larger unit.)"; - f.Paragraph(temp); - temp = "A faction is considered destroyed, and the player knocked out " - "of the game, if ever all its people are killed or disbanded (i.e. " - "the faction has no units left). The program does not consider " - "your starting character to be special; if your starting character " - "gets killed, you will probably have been thinking of that character " - "as the leader of your faction, so some other character can be " - "regarded as having taken the dead leader's place (assuming of " - "course that you have at least one surviving unit!). As far as the " - "computer is concerned, as long as any unit of the faction " - "survives, the faction is not wiped out. (If your faction is " - "wiped out, you can rejoin the game with a new starting " - "character.)"; - f.Paragraph(temp); - Faction fac; + f << in << '\n'; + } + + f << link_ref("playing") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Playing Atlantis\n" << enclose("h2", false); + f << enclose("p", true) << "Atlantis (as you undoubtedly already know) is a play by email game. When you " + << "sign up for Atlantis, you will be sent a turn report (via email). Your report completely details " + << "your position in the game. After going over this report, and possibly communicating with other players " + << "in the game, you determine your course of action, and create a file of \"orders\", which you then send " + << "back to the Atlantis server. Then, at a regular interval (often one week), Atlantis collects all the " + << "orders, runs another turn (covering one month in game time), and sends all the players another report.\n" + << enclose("p", false); + + f << link_ref("playing_factions") << '\n'; + f << enclose("h3", true) << "Factions:\n" << enclose("h3", false); + f << enclose("p", true) << "A player's position is called a \"faction\". Each faction has a name and a " + << "number (the number is assigned by the computer, and used for entering orders). Each player is allowed " + << "to play one and ONLY one faction at any given time. Each faction is composed of a number of \"units\", " + << "each unit being a group of one or more people loyal to the faction. You start the game with a single " + << "unit consisting of one character, plus a sum of money. More people can be hired during the course of " + << "the game, and formed into more units. (In these rules, the word \"character\" generally refers either " + << "to a unit consisting of only one person, or to a person within a larger unit.)\n" + << enclose("p", false); + f << enclose("p", true) << "A faction is considered destroyed, and the player knocked out of the game, if ever " + << "all its people are killed or disbanded (i.e. the faction has no units left). The program does not " + << "consider your starting character to be special; if your starting character gets killed, you will probably " + << "have been thinking of that character as the leader of your faction, so some other character can be " + << "regarded as having taken the dead leader's place (assuming of course that you have at least one surviving " + << "unit!). As far as the computer is concerned, as long as any unit of the faction survives, the faction is " + << "not wiped out. (If your faction is wiped out, you can rejoin the game with a new starting character.)\n" + << enclose("p", false); if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_MAGE_COUNT) { - temp = "A faction has one pre-set limit; it may not contain more than "; - temp += AString(AllowedMages(&fac)) + " mages"; + f << enclose("p", true) << "A faction has one pre-set limit; it may not contain more than "; + f << AllowedMages(&fac) << " mages"; if (app_exist) { - temp += AString("and ") + AllowedApprentices(&fac) - + " " + Globals->APPRENTICE_NAME + "s"; + f << " and " << AllowedApprentices(&fac) << ' ' << Globals->APPRENTICE_NAME << 's'; } - temp += ". Magic is a rare art, and only a few in the world can " - "master it. Aside from that, there is no limit to the number " - "of units a faction may contain, nor to how many items can be " - "produced or regions taxed."; - f.Paragraph(temp); + f << ". Magic is a rare art, and only a few in the world can master it. Aside from that, there is no limit " + << "to the number of units a faction may contain, nor to how many items can be produced or regions taxed.\n" + << enclose("p", false); } else if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) { - temp = "Each faction has a type; this is decided by the player, " - "and determines what the faction may do. The faction has "; - temp += Globals->FACTION_POINTS; - temp += " Faction Points, which may be spent on any of the 3 " - "Faction Areas, War, Trade, and Magic. The faction type may " - "be changed at the beginning of each turn, so a faction can " - "change and adapt to the conditions around it. Faction Points " - "spent on War determine the number of regions in which factions " - "can obtain income by taxing or pillaging"; + f << enclose("p", true) << "Each faction has a type; this is decided by the player, and determines what the " + << "faction may do. The faction has " << Globals->FACTION_POINTS << " Faction Points, which may be spent on " + << "any of the 3 Faction Areas, War, Trade, and Magic. The faction type may be changed at the beginning of " + << "each turn, so a faction can change and adapt to the conditions around it. Faction Points spent on War " + << "determine the number of regions in which factions can obtain income by taxing or pillaging"; if (Globals->TACTICS_NEEDS_WAR) { - temp += ", and also determines the number of level 5 tactics " - "leaders (tacticians) that a faction can train"; + f << ", and also determines the number of level 5 tactics leaders (tacticians) that a faction can train"; } - temp += ". Faction Points spent " - "on Trade determine the number of regions in which a faction " - "may conduct trade activity. Trade activity includes producing " - "goods and materials"; + f << ". Faction Points spent on Trade determine the number of regions in which a faction may conduct trade " + << "activity. Trade activity includes producing goods and materials"; if (!Globals->BUILD_NO_TRADE) { - temp += ", building ships and buildings"; + f << ", building ships and buildings"; } - temp += "."; + f << "."; if (qm_exist) { - temp += "Faction points spent on Trade also determine the " - "of quartermaster units a trade faction can have. "; + // TODO - missing word number below + f << "Faction points spent on Trade also determine the of quartermaster units a trade faction can have."; } - temp += "Faction Points spent on Magic determine the number of mages "; + f << " Faction Points spent on Magic determine the number of mages"; if (app_exist) { - temp += "and "; - temp += Globals->APPRENTICE_NAME; - temp += "s "; + f << " and " << Globals->APPRENTICE_NAME << 's'; } - temp += "the faction may have (more information on all of the " - "faction activities is in further sections of the rules). Here " - "is a chart detailing the limits on factions by Faction Points:"; - f.Paragraph(temp); - f.LinkRef("tablefactionpoints"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("th", "Faction Points"); + f << " the faction may have (more information on all of the faction activities is in further sections of the " + << "rules). Here is a chart detailing the limits on factions by Faction Points:\n" + << enclose("p", false); + f << link_ref("tablefactionpoints") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + + f << enclose("th", true) << "Faction Points\n" << enclose("th", false); for (auto &fp : *FactionTypes) { if (fp == F_WAR) { - temp = "War (max tax regions"; - if (Globals->TACTICS_NEEDS_WAR) - temp += " / tacticians"; - temp += ")"; - f.TagText("th", temp); + f << enclose("th", true) + << "War (max tax regions" + << (Globals->TACTICS_NEEDS_WAR ? " / tacticians" : "") + << ")\n" + << enclose("th", false); } if (fp == F_TRADE) { - temp = "Trade (max trade regions"; - if (qm_exist) - temp += " / quartermasters"; - temp += ")"; - f.TagText("th", temp); + f << enclose("th", true) + << "Trade (max trade regions" + << (qm_exist ? " / quartermasters" : "") + << ")\n" + << enclose("th", false); } if (fp == F_MARTIAL) { - temp = "Martial ("; - - if (Globals->FACTION_ACTIVITY == FactionActivityRules::MARTIAL_MERGED) { - temp += "max tax and trade regions"; - } - - if (Globals->FACTION_ACTIVITY == FactionActivityRules::MARTIAL) { - temp += "max tax or trade regions"; - } - - if (qm_exist) temp += " / quartermasters"; - if (Globals->TACTICS_NEEDS_WAR) temp += " / tacticians"; - temp += ")"; - f.TagText("th", temp); + f << enclose("th", true) + << "Martial (max tax " + << (Globals->FACTION_ACTIVITY == FactionActivityRules::MARTIAL_MERGED ? "and" : "or") + << " trade regions" + << (qm_exist ? " / quartermasters" : "") + << (Globals->TACTICS_NEEDS_WAR ? " / tacticians" : "") + << ")\n" + << enclose("th", false); } if (fp == F_MAGIC) { - temp = "Magic (max mages"; - if (app_exist) { - temp += " / "; - temp += Globals->APPRENTICE_NAME; - temp += "s"; - } - temp += ")"; - f.TagText("th", temp); + f << enclose("th", true) + << "Magic (max mages" + << (app_exist ? " / " + string(Globals->APPRENTICE_NAME) + "s" : "") + << ")\n" + << enclose("th", false); } } - - f.Enclose(0, "tr"); - int i; - for (i = 0; i <= Globals->FACTION_POINTS; i++) { + f << enclose("tr", false); + + for (auto i = 0; i <= Globals->FACTION_POINTS; i++) { for (auto &fp : *FactionTypes) { fac.type[fp] = i; } - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"center\" nowrap"); - f.PutStr(i); - f.Enclose(0, "td"); + f << enclose("tr", true); + f << enclose("td align=\"center\" nowrap", true) << i << '\n' << enclose("td", false); for (auto &fp : *FactionTypes) { if (fp == F_WAR) { - f.Enclose(1, "td align=\"center\" nowrap"); - temp = AllowedTaxes(&fac); - if (Globals->TACTICS_NEEDS_WAR) temp+= AString(" / ") + AllowedTacticians(&fac); - f.PutStr(temp); - f.Enclose(0, "td"); + f << enclose("td align=\"center\" nowrap", true) << to_string(AllowedTaxes(&fac)) + << (Globals->TACTICS_NEEDS_WAR ? " / " + to_string(AllowedTacticians(&fac)) : "") + << '\n' << enclose("td", false); } if (fp == F_TRADE) { - f.Enclose(1, "td align=\"center\" nowrap"); - temp = AllowedTrades(&fac); - if (qm_exist) temp += AString(" / ") + AllowedQuarterMasters(&fac); - f.PutStr(temp); - f.Enclose(0, "td"); + f << enclose("td align=\"center\" nowrap", true) << to_string(AllowedTrades(&fac)) + << (qm_exist ? " / " + to_string(AllowedQuarterMasters(&fac)) : "") + << '\n' << enclose("td", false); } if (fp == F_MARTIAL) { - f.Enclose(1, "td align=\"center\" nowrap"); - temp = AllowedMartial(&fac); - if (qm_exist) temp += AString(" / ") + AllowedQuarterMasters(&fac); - if (Globals->TACTICS_NEEDS_WAR) temp+= AString(" / ") + AllowedTacticians(&fac); - f.PutStr(temp); - f.Enclose(0, "td"); + f << enclose("td align=\"center\" nowrap", true) << to_string(AllowedMartial(&fac)) + << (qm_exist ? " / " + to_string(AllowedQuarterMasters(&fac)) : "") + << (Globals->TACTICS_NEEDS_WAR ? " / " + to_string(AllowedTacticians(&fac)) : "") + << '\n' << enclose("td", false); } if (fp == F_MAGIC) { - f.Enclose(1, "td align=\"center\" nowrap"); - temp = AllowedMages(&fac); - if (app_exist) temp += AString(" / ") + AllowedApprentices(&fac); - f.PutStr(temp); - f.Enclose(0, "td"); + f << enclose("td align=\"center\" nowrap", true) << to_string(AllowedMages(&fac)) + << (app_exist ? " / " + to_string(AllowedApprentices(&fac)) : "") + << '\n' << enclose("td", false); } } - - f.Enclose(0, "tr"); + f << enclose("tr", false); } - f.Enclose(0, "table"); - f.Enclose(0, "center"); - f.PutStr("

"); + + f << enclose("table", false); + f << enclose("center", false); + f << "

\n"; std::ostringstream buffer; @@ -811,219 +889,154 @@ int Game::GenRules(const AString &rules, const AString &css, value += 1; reminder--; } - fac.type[fp] = value; } - buffer << "For example, a well rounded faction might spend "; - writeFactionPointUsage(buffer, fac); - buffer << "."; - - buffer << " "; - - buffer << "This faction's type would appear as \""; - writeFactionDefinition(buffer, fac); - buffer << "\", and would be able to "; - WriteFactionTypeDescription(buffer, fac); - buffer << "."; - - f.Paragraph(buffer.str()); - - buffer.clear(); - buffer.str(""); + f << enclose("p", true) << "For example, a well rounded faction might spend " << faction_point_usage(fac) + << ". This faction's type would appear as \"" << faction_point_usage(fac, false) + << "\", and would be able to " << FactionTypeDescription(fac) << ".\n" + << enclose("p", false); if (Globals->FACTION_ACTIVITY == FactionActivityRules::DEFAULT) { fac.type[F_WAR] = Globals->FACTION_POINTS; fac.type[F_TRADE] = 0; - } - else { + } else { fac.type[F_MARTIAL] = Globals->FACTION_POINTS; } fac.type[F_MAGIC] = 0; - buffer << "As another example, a specialized faction might spend all "; - writeFactionPointUsage(buffer, fac); - buffer << "."; - - buffer << " "; - - buffer << "This faction's type would appear as \""; - writeFactionDefinition(buffer, fac); - buffer << "\", and would be able to "; - WriteFactionTypeDescription(buffer, fac); - buffer << "."; - - f.Paragraph(buffer.str()); + f << enclose("p", true) << "As another example, a specialized faction might spend all " + << faction_point_usage(fac) << ". This faction's type would appear as \"" + << faction_point_usage(fac, false) << "\", and would be able to " << FactionTypeDescription(fac) << ".\n" + << enclose("p", false); if (Globals->FACTION_POINTS>3) { - int rem=Globals->FACTION_POINTS-3; - temp = "Note that it is possible to have a faction type with " - "less than "; - temp += Globals->FACTION_POINTS; - temp += " points spent. In fact, a starting faction has one point spent on each of "; - for (auto &fp : *FactionTypes) { - temp += fp + ", "; - } - temp += "leaving "; - - temp += AString(rem) + " point" + (rem==1?"":"s") + " unspent."; - f.Paragraph(temp); + int rem = Globals->FACTION_POINTS - 3; + f << enclose("p", true) << "Note that it is possible to have a faction type with less than " + << Globals->FACTION_POINTS << " points spent. In fact, a starting faction has one point spent " + << "on each of "; + for (auto &fp : *FactionTypes) f << fp + ", "; + f << "leaving " << rem << " " + << plural(rem, "point", "points") << " unspent.\n" + << enclose("p", false); } } - temp = "When a faction starts the game, it is given a one-man unit and "; - temp += Globals->START_MONEY; - temp += " silver in unclaimed money. Unclaimed money is cash that your " - "whole faction has access to, but cannot be taken away in battle (" - "silver in a unit's possessions can be taken in battle). This allows " - "a faction to get started without presenting an enticing target for " - "other factions. Units in your faction may use the "; - temp += f.Link("#claim", "CLAIM") + " order to take this silver, and use " - "it to buy goods or recruit men"; - if (Globals->ALLOW_WITHDRAW) { - temp += ", or use the "; - temp += f.Link("#withdraw", "WITHDRAW"); - temp += " order to withdraw goods directly"; - } - temp += "."; - f.Paragraph(temp); - temp = "An example faction is shown below, consisting of a starting " - "character, Merlin the Magician, who has formed two more units, " - "Merlin's Guards and Merlin's Workers. Each unit is assigned a " - "unit number by the computer (completely independent of the " - "faction number); this is used for entering orders. Here, the " - "player has chosen to give his faction the same name (\"Merlin " - "the Magician\") as his starting character. Alternatively, you " - "can call your faction something like \"The Great Northern " - "Mining Company\" or whatever."; - f.Paragraph(temp); - f.Paragraph(""); - f.Enclose(1, "pre"); - f.ClearWrapTab(); + + f << enclose("p", true) << "When a faction starts the game, it is given a one-man unit and " + << Globals->START_MONEY << " silver in unclaimed money. Unclaimed money is cash that your " + << "whole faction has access to, but cannot be taken away in battle (silver in a unit's possessions can be " + << "taken in battle). This allows a faction to get started without presenting an enticing target for other " + << "factions. Units in your faction may use the " << link("#claim", "CLAIM") << " order to take this silver, " + << "and use it to buy goods or recruit men"; + + if (Globals->ALLOW_WITHDRAW) + f << ", or use the " << link("#withdraw", "WITHDRAW") << " order to withdraw goods directly"; + f << ".\n" << enclose("p", false); + + f << enclose("p", true) << "An example faction is shown below, consisting of a starting character, Merlin the " + << "Magician, who has formed two more units, Merlin's Guards and Merlin's Workers. Each unit is assigned a " + << "unit number by the computer (completely independent of the faction number); this is used for entering " + << "orders. Here, the player has chosen to give his faction the same name (\"Merlin the Magician\") as his " + << "starting character. Alternatively, you can call your faction something like \"The Great Northern Mining " + << "Company\" or whatever.\n" << enclose("p", false); + f << enclose("p", true) << "\n" << enclose("p", false); + f << pre(true); if (Globals->LEADERS_EXIST) { - f.WrapStr("* Merlin the Magician (17), Merlin (27), leader [LEAD]. " - "Skills: none."); + f << "* Merlin the Magician (17), Merlin (27), leader [LEAD]. Skills: none.\n"; } else { - f.WrapStr("* Merlin the Magician (17), Merlin (27), man [MAN]. " - "Skills: none."); + f << "* Merlin the Magician (17), Merlin (27), man [MAN]. Skills: none.\n"; } if (Globals->RACES_EXIST) { - f.WrapStr("* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], " - "20 swords [SWOR]. Skills: none."); - f.WrapStr("* Merlin's Workers (34), Merlin (27), 50 vikings " - "[VIKI]. Skills: none."); + f << "* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], 20 swords [SWOR]. Skills: none.\n"; + f << "* Merlin's Workers (34), Merlin (27), 50 vikings [VIKI]. Skills: none.\n"; } else { - f.WrapStr("* Merlin's Guards (33), Merlin (27), 20 men [MAN], " - "20 swords [SWOR]. Skills: none."); - f.WrapStr("* Merlin's Workers (34), Merlin (27), 50 men [MAN]. " - "Skills: none."); - } - f.Enclose(0, "pre"); - f.LinkRef("playing_units"); - f.TagText("h3", "Units:"); - temp = "A unit is a grouping together of people, all loyal to the " - "same faction. The people in a unit share skills and possessions, " - "and execute the same orders each month. The reason for having " - "units of many people, rather than keeping track of individuals, " - "is to simplify the game play. The computer does not keep track of " - "individual names, possessions, or skills for people in the same " - "unit, and all the people in a particular unit must be in the same " - "place at all times. If you want to send people in the same unit " - "to different places, you must split up the unit. Apart from " - "this, there is little difference between having one unit of 50 people, " - "or 50 units of one person each, except that the former is very " - "much easier to handle."; - f.Paragraph(temp); + f << "* Merlin's Guards (33), Merlin (27), 20 men [MAN], 20 swords [SWOR]. Skills: none.\n"; + f << "* Merlin's Workers (34), Merlin (27), 50 men [MAN]. Skills: none.\n"; + } + f << pre(false); + f << link_ref("playing_units") << '\n'; + f << enclose("h3", true) << "Units:\n" << enclose("h3", false); + f << enclose("p", true) << "A unit is a grouping together of people, all loyal to the same faction. The people in " + << "a unit share skills and possessions, and execute the same orders each month. The reason for having units of " + << "many people, rather than keeping track of individuals, is to simplify the game play. The computer does " + << "not keep track of individual names, possessions, or skills for people in the same unit, and all the people " + << "in a particular unit must be in the same place at all times. If you want to send people in the same unit " + << "to different places, you must split up the unit. Apart from this, there is little difference between " + << "having one unit of 50 people, or 50 units of one person each, except that the former is very much easier " + << "to handle.\n" << enclose("p", false); + + f << enclose("p", true); if (Globals->RACES_EXIST) { - temp = "There are different races that make up the population of " - "Atlantis. (See the section on skills for a list of these.)"; + f << "There are different races that make up the population of Atlantis. (See the section on skills for " + << "a list of these.)"; if (Globals->LEADERS_EXIST) { - temp += " In addition, there are \"leaders\", who are presumed " - "to be of one of the other races, but are all the same " - "in game terms."; + f << " In addition, there are \"leaders\", who are presumed to be of one of the other races, but are " + << "all the same in game terms."; } } else { - temp = "Units are made of of ordinary people"; - if (Globals->LEADERS_EXIST) { - temp += "as well as leaders"; - } - temp += "."; + f << "Unites are made up of ordinary people" << (Globals->LEADERS_EXIST ? "as well as leaders" : "") << "."; } - if (Globals->LEADERS_EXIST&&Globals->SKILL_LIMIT_NONLEADERS) { - temp += " Units made up of normal people may only know one skill, " - "and cannot teach other units. Units made up of leaders " - "may know as many skills as desired, and may teach other " - "units to speed the learning process."; + if (Globals->LEADERS_EXIST && Globals->SKILL_LIMIT_NONLEADERS) { + f << " Units made up of normal people may only know one skill, and cannot teach other units. Units made " + << "up of leaders may know as many skills as desired, and may teach other units to speed the learning " + << "process."; } if (Globals->LEADERS_EXIST) { - temp += " Leaders and normal people may not be mixed in the same " - "unit. However, leaders are more expensive to recruit and " - "maintain (more information is in the section on skills)."; + f << " Leaders and normal people may not be mixed in the same unit. However, leaders are more expensive to " + << "recruit and maintain (more information is in the section on skills)."; } if (Globals->RACES_EXIST) { - temp += " A unit is treated as the least common denominator of " - "the people within it, so a unit made up of two races with " - "different strengths and weaknesses will have all the " - "weaknesses, and none of the strengths of either race."; - } - f.Paragraph(temp); - f.LinkRef("playing_turns"); - f.TagText("h3", "Turns:"); - temp = "Each turn, the Atlantis server takes the orders file that " - "you mailed to it, and assigns the orders to the respective units. " - "All units in your faction are completely loyal to you, and will " - "execute the orders to the best of their ability. If the unit does " - "something unintended, it is generally because of incorrect orders; " - "a unit will not purposefully betray you."; - f.Paragraph(temp); - temp = "A turn is equal to one game month. A unit can do many actions " - "at the start of the month, that only take a matter of hours, such " - "as buying and selling commodities, or fighting an opposing " - "faction. Each unit can also do exactly one action that takes up " - "the entire month, such as harvesting resources or moving from one " - "region to another. The orders which take an entire month are "; - temp += f.Link("#advance", "ADVANCE") + ", "; - temp += f.Link("#build", "BUILD") + ", "; + f << " A unit is treated as the least common denominator of the people within it, so a unit made up of two " + << "races with different strengths and weaknesses will have all the weaknesses, and none of the strengths " + << "of either race."; + } + f << "\n" << enclose("p", false); + f << link_ref("playing_turns") << '\n'; + f << enclose("h3", true) << "Turns:\n" << enclose("h3", false); + f << enclose("p", true) << "Each turn, the Atlantis server takes the orders file that you mailed to it, and " + << "assigns the orders to the respective units. All units in your faction are completely loyal to you, and will " + << "execute the orders to the best of their ability. If the unit does something unintended, it is generally " + << "because of incorrect orders; a unit will not purposefully betray you.\n" << enclose("p", false); + + f << enclose("p", true) << "A turn is equal to one game month. A unit can do many actions at the start of the " + << "month, that only take a matter of hours, such as buying and selling commodities, or fighting an opposing " + << "faction. Each unit can also do exactly one action that takes up the entire month, such as harvesting " + << "resources or moving from one region to another. The orders which take an entire month are " + << link("#advance", "ADVANCE") << ", " << link("#build", "BUILD") << ", "; if (!(SkillDefs[S_ENTERTAINMENT].flags & SkillType::DISABLED)) - temp += f.Link("#entertain", "ENTERTAIN") + ", "; - temp += f.Link("#move", "MOVE") + ", "; + f << link("#entertain", "ENTERTAIN") << ", "; + f << link("#move", "MOVE") << ", "; if (Globals->TAX_PILLAGE_MONTH_LONG) - temp += f.Link("#pillage", "PILLAGE") + ", "; - temp += f.Link("#produce", "PRODUCE") + ", "; - if (!(SkillDefs[S_SAILING].flags & SkillType::DISABLED)) - temp += f.Link("#sail", "SAIL") + ", "; - temp += f.Link("#study", "STUDY") + ", "; + f << link("#pillage", "PILLAGE") << ", "; + f << link("#produce", "PRODUCE") << ", "; + if (may_sail) + f << link("#sail", "SAIL") << ", "; + f << link("#study", "STUDY") << ", "; if (Globals->TAX_PILLAGE_MONTH_LONG) - temp += f.Link("#tax", "TAX") + ", "; - temp += f.Link("#teach", "TEACH") + " and "; - temp += f.Link("#work", "WORK") + "."; - f.Paragraph(temp); - f.LinkRef("world"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "The World"); - temp = "The Atlantis world is divided for game purposes into " - "hexagonal regions. Each region has a name, and one of the " - "following terrain types: Ocean, Plain, Forest, Mountain, "; - temp += "Swamp, Jungle, Desert, or Tundra "; - temp += "(there may be other types of terrain to be discovered as the " - "game progresses). Regions can contain units belonging to " - "players; they can also contain structures such as buildings"; + f << link("#tax", "TAX") << ", "; + f << link("#teach", "TEACH") << " and " << link("#work", "WORK") << ".\n" << enclose("p", false); + + f << link_ref("world") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "The World\n" << enclose("h2", false); + f << enclose("p", true) << "The Atlantis world is divided for game purposes into hexagonal regions. Each region " + << "has a name, and one of the following terrain types: Ocean, Plain, Forest, Mountain, Swamp, Jungle, Desert, " + << "or Tundra (there may be other types of terrain to be discovered as the game progresses). Regions can " + << "contain units belonging to players; they can also contain structures such as buildings"; if (may_sail) - temp += " and fleets"; - temp += ". Two units in the same region can normally interact, unless " - "one of them is concealed in some way. Two units in different " - "regions cannot normally interact. NOTE: Combat is an exception " - "to this."; - f.Paragraph(temp); - f.LinkRef("world_regions"); - f.TagText("h3", "Regions:"); - temp = "Here is a sample region, as it might appear on your turn report:"; - f.Paragraph(temp); - f.Paragraph(""); + f << " and fleets"; + f << ". Two units in the same region can normally interact, unless one of them is concealed in some way. Two " + << "units in different regions cannot normally interact. NOTE: Combat is an exception to this.\n" + << enclose("p", false); + f << link_ref("world_regions") << '\n'; + f << enclose("h3", true) << "Regions:\n" << enclose("h3", false); + f << enclose("p", true) << "Here is a sample region, as it might appear on your turn report:\n" + << enclose("p", false); + f << enclose("p", true) << "\n" << enclose("p", false); int manidx = -1; int leadidx = -1; - - for (i = 0; i < NITEMS; i++) { + for (int i = 0; i < NITEMS; i++) { if (!(ItemDefs[i].type & IT_MAN)) continue; if (ItemDefs[i].type & IT_LEADER) { if (leadidx == -1) leadidx = i; @@ -1032,723 +1045,510 @@ int Game::GenRules(const AString &rules, const AString &css, } } - f.Enclose(1, "pre"); - f.ClearWrapTab(); - temp = "plain (172,110) in Turia, 500 peasants"; + f << pre(true); + f << "plain (172,110) in Turia, 500 peasants"; if (Globals->RACES_EXIST) - temp += AString(" (") + ItemDefs[manidx].names + ")"; + f << " (" + string(ItemDefs[manidx].names) + ")"; int money = (500 * (15 - Globals->MAINTENANCE_COST)); - temp += AString(", $") + money + "."; - f.WrapStr(temp); - f.WrapStr("------------------------------------------------------"); - f.AddWrapTab(); + f << ", $" << money << ".\n"; + f << "------------------------------------------------------\n"; + f << indent::incr; if (Globals->WEATHER_EXISTS) - f.WrapStr("The weather was clear last month; it will be clear next " - "month."); - temp = AString("Wages: $15 (Max: $") + (money/Globals->WORK_FRACTION) + - ")."; - f.WrapStr(temp); - f.WrapStr("Wanted: none."); - temp = "For Sale: 50 "; - temp += AString(ItemDefs[manidx].names) + " [" + ItemDefs[manidx].abr + "]"; - temp += " at $"; - float ratio = ItemDefs[(Globals->RACES_EXIST?I_NOMAD:I_MAN)].baseprice/ - (float)Globals->BASE_MAN_COST; - temp += (int)(60*ratio); + f << "The weather was clear last month; it will be clear next month.\n"; + f << "Wages: $15 (Max: $" << (money/Globals->WORK_FRACTION) << ").\n"; + f << "Wanted: none.\n"; + f << "For Sale: 50 " << ItemDefs[manidx].names << " [" << ItemDefs[manidx].abr << "] at $"; + float ratio = ItemDefs[(Globals->RACES_EXIST?I_NOMAD:I_MAN)].baseprice/(float)Globals->BASE_MAN_COST; + f << (int)(60*ratio); if (Globals->LEADERS_EXIST) { ratio = ItemDefs[leadidx].baseprice/(float)Globals->BASE_MAN_COST; - temp += AString(", 10 ") + ItemDefs[leadidx].names + " [" + - ItemDefs[leadidx].abr + "] at $"; - temp += (int)(60*ratio); - } - temp += "."; - f.WrapStr(temp); - temp = AString("Entertainment available: $") + - (money/Globals->ENTERTAIN_FRACTION) + "."; - f.WrapStr(temp); - temp = "Products: "; - if (Globals->FOOD_ITEMS_EXIST) - temp += "23 grain [GRAI], "; - temp += "37 horses [HORS]."; - f.WrapStr(temp); - f.PutNoFormat(""); - f.PutNoFormat("Exits:"); - f.WrapStr("North : ocean (172,108) in Atlantis Ocean."); - f.WrapStr("Northeast : ocean (173,109) in Atlantis Ocean."); - f.WrapStr("Southeast : ocean (173,111) in Atlantis Ocean."); - f.WrapStr("South : plain (172,112) in Turia."); - f.WrapStr("Southwest : plain (171,111) in Turia."); - f.WrapStr("Northwest : plain (171,109) in Turia."); - f.PutNoFormat(""); - f.DropWrapTab(); - temp = "* Hans Shadowspawn (15), Merry Pranksters (14), "; - if (Globals->LEADERS_EXIST) - temp2 = "leader [LEAD]"; - else if (Globals->RACES_EXIST) - temp2 = "nomad [NOMA]"; - else - temp2 = "man [MAN]"; - temp += temp2 + ", 500 silver [SILV]. Skills: none."; - f.WrapStr(temp); - temp = AString("- Vox Populi (13), ") + temp2 + "."; - f.WrapStr(temp); - f.Enclose(0, "pre"); - temp = "This report gives all of the available information on this " - "region. The region type is plain, the name of the surrounding area " - "is Turia, and the coordinates of this region are (172,110). The " - "population of this region is 500 "; - if (Globals->RACES_EXIST) - temp += "nomads"; - else - temp += "peasants"; - temp += AString(", and there is $") + money + " of taxable income "; - temp += "currently in this region. Then, under the dashed line, are " - "various details about items for sale, wages, etc. Finally, " - "there is a list of all visible units. Units that belong to your " - "faction will be so denoted by a '*', whereas other faction's " - "units are preceded by a '-'."; - f.Paragraph(temp); - temp = "Since Atlantis is made up of hexagonal regions, the coordinate " - "system is not always exactly intuitive. Here is the layout of " - "Atlantis regions:"; - f.Paragraph(temp); - f.Paragraph(""); - f.Enclose(1, "pre"); - f.PutNoFormat(" ____ ____"); - f.PutNoFormat(" / \\ / \\"); - f.PutNoFormat(" /(0,0) \\____/(2,0) \\____/"); - f.PutNoFormat(" \\ / \\ / \\ N"); - f.PutNoFormat(" \\____/(1,1) \\____/(3,1) \\_ |"); - f.PutNoFormat(" / \\ / \\ / |"); - f.PutNoFormat(" /(0,2) \\____/(2,2) \\____/ |"); - f.PutNoFormat(" \\ / \\ / \\ W-O-E"); - f.PutNoFormat(" \\____/(1,3) \\____/(3,3) \\_ |"); - f.PutNoFormat(" / \\ / \\ / S"); - f.PutNoFormat(" /(0,4) \\____/(2,4) \\____/"); - f.PutNoFormat(" \\ / \\ / \\"); - f.PutNoFormat(" \\____/ \\____/"); - f.PutNoFormat(" / \\ / \\"); - f.Enclose(0, "pre"); - temp = "Note that the are \"holes\" in the coordinate system; there " - "is no region (1,2), for instance. This is due to the hexagonal " - "system of regions."; - f.Paragraph(temp); - temp = "Most regions are similar to the region shown above, but the " - "are certain exceptions. Oceans, not surprisingly, have no " - "population."; + f << ", 10 " << ItemDefs[leadidx].names << " [" << ItemDefs[leadidx].abr << "] at $"; + f << (int)(60*ratio); + } + f << ".\n"; + f << "Entertainment available: $" << (money/Globals->ENTERTAIN_FRACTION) << ".\n"; + f << "Products: " << (Globals->FOOD_ITEMS_EXIST ? "23 grain [GRAI], " : "") << "37 horses [HORS].\n"; + f << indent::decr; + f << "\n"; + f << "Exits:\n"; + f << indent::incr; + f << "North : ocean (172,108) in Atlantis Ocean.\n"; + f << "Northeast : ocean (173,109) in Atlantis Ocean.\n"; + f << "Southeast : ocean (173,111) in Atlantis Ocean.\n"; + f << "South : plain (172,112) in Turia.\n"; + f << "Southwest : plain (171,111) in Turia.\n"; + f << "Northwest : plain (171,109) in Turia.\n"; + f << indent::decr; + f << "\n"; + + f << "* Hans Shadowspawn (15), Merry Pranksters (14), " + << (Globals->LEADERS_EXIST ? "leader [LEAD]" : (Globals->RACES_EXIST ? "nomad [NOMA]" : "man [MAN]")) + << ", 500 silver [SILV]. Skills: none.\n"; + f << "- Vox Populi (13), " + << (Globals->LEADERS_EXIST ? "leader [LEAD]" : (Globals->RACES_EXIST ? "nomad [NOMA]" : "man [MAN]")) << ".\n"; + f << pre(false); + f << enclose("p", true) << "This report gives all of the available information on this region. The region type " + << "is plain, the name of the surrounding area is Turia, and the coordinates of this region are (172,110). " + << "The population of this region is 500 " << (Globals->RACES_EXIST ? "nomads" : "peasants") << ", and there " + << "is $" << money << " of taxable income currently in this region. Then, under the dashed line, are various " + << "details about items for sale, wages, etc. Finally, there is a list of all visible units. Units that " + << "belong to your faction will be so denoted by a '*', whereas other faction's units are preceded by a '-'.\n" + << enclose("p", false); + f << enclose("p", true) << "Since Atlantis is made up of hexagonal regions, the coordinate system is not always " + << "exactly intuitive. Here is the layout of Atlantis regions:\n" + << enclose("p", false); + f << enclose("p", true) << "\n" << enclose("p", false); + f << pre(true) << indent::wrap(78, 70, 0); + f << " ____ ____\n"; + f << " / \\ / \\\n"; + f << " /(0,0) \\____/(2,0) \\____/\n"; + f << " \\ / \\ / \\ N\n"; + f << " \\____/(1,1) \\____/(3,1) \\_ |\n"; + f << " / \\ / \\ / |\n"; + f << " /(0,2) \\____/(2,2) \\____/ |\n"; + f << " \\ / \\ / \\ W-O-E\n"; + f << " \\____/(1,3) \\____/(3,3) \\_ |\n"; + f << " / \\ / \\ / S\n"; + f << " /(0,4) \\____/(2,4) \\____/\n"; + f << " \\ / \\ / \\\n"; + f << " \\____/ \\____/\n"; + f << " / \\ / \\\n"; + f << pre(false); + + f << enclose("p", true) << "Note that the are \"holes\" in the coordinate system; there is no region (1,2), " + << "for instance. This is due to the hexagonal system of regions.\n" + << enclose("p", false); + f << enclose("p", true) << "Most regions are similar to the region shown above, but the are certain " + << "exceptions. Oceans, not surprisingly, have no population."; if (Globals->TOWNS_EXIST) - temp += " Some regions will contain villages, towns, and cities. " - "More information on these is available in the section on the " - "economy."; - f.Paragraph(temp); - if (Globals->ICOSAHEDRAL_WORLD) { - temp = "A further complication is that the world of "; - temp += Globals->WORLD_NAME; - temp += " is not, as many primitive folk assume, flat, " - "but is actually approximately spherical. " - "However, rendering the surface of a three " - "dimensional object in two dimensions is a long " - "standing cartographical problem. Here is an example " - "of rendering a different spherical world in two " - "dimensional form:"; - f.Paragraph(temp); - temp = ""; - f.Paragraph(temp); - temp = "Observe that the map appears to have triangular " - "chunks cut out at the poles, and that areas near " - "the poles are spread apart from each other despite " - "being close together in reality. These same " - "effects are observed in the maps we have of "; - temp += Globals->WORLD_NAME; - temp += ". So some regions will have exits that appear to " - "be rather distant; this is an indicator that the " - "region is on the edge of one of these triangular " - "chunks. The intervening regions are not missing, " - "but are the result of folding a three dimensional " - "object into two dimensions."; - f.Paragraph(temp); - temp = "These apparant spacial warps are actually just " - "relics of a two dimensional coordinate system " - "being applied to a three dimensional surface. " - "Should a unit travel over one of these edges, " - "there will be a path back to their starting region, " - "although the path back might not be the direction " - "you expect it to be, as \"north\" changes relative " - "direction when you travel around the pole in the " - "polar regions, so each time you cross one of these " - "edges, you are effectively turning 60 degrees as " - "well as moving."; - f.Paragraph(temp); - } + f << " Some regions will contain villages, towns, and cities. More information on these is available in " + << "the section on the economy.\n"; + f << enclose("p", false); - f.LinkRef("region_resources"); - f.TagText("h3", "Region resources:"); - f.Paragraph("Here is list of resources you can find in regions:"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.Enclose(1, "td colspan=\"2\""); - f.PutStr("Region type"); - f.Enclose(0, "td"); - f.Enclose(1, "td colspan=\"4\""); - f.PutStr("Resources"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + if (Globals->ICOSAHEDRAL_WORLD) { + f << enclose("p", true) << "A further complication is that the world of " << Globals->WORLD_NAME + << " is not, as many primitive folk assume, flat, but is actually approximately spherical. However, " + << "rendering the surface of a three dimensional object in two dimensions is a long standing " + << "cartographical problem. Here is an example of rendering a different spherical world in two " + << "dimensional form:\n" << enclose("p", false); + f << enclose("p", true) + << "\"Goode\n" + << enclose("p", false); + f << enclose("p", true) << "Observe that the map appears to have triangular chunks cut out at the poles, " + << "and that areas near the poles are spread apart from each other despite being close together in " + << "reality. These same effects are observed in the maps we have of " << Globals->WORLD_NAME + << ". So some regions will have exits that appear to be rather distant; this is an indicator that the " + << "region is on the edge of one of these triangular chunks. The intervening regions are not missing, " + << "but are the result of folding a three dimensional object into two dimensions." + << enclose("p", false); + f << enclose("p", true) << "The apparent spacial warps are actually just relics of a two dimensional " + << "coordinate system being applied to a three dimensional surface. Should a unit travel over one of " + << "these edges, there will be a path back to their starting region, although the path back might not " + << "be the direction you expect it to be, as \"north\" changes relative direction when you travel " + << "around the pole in the polar regions, so each time you cross one of these edges, you are " + << "effectively turning 60 degrees as well as moving.\n" + << enclose("p", false); + } + + f << link_ref("region_resources") << '\n'; + f << enclose("h3", true) << "Region resources:\n" << enclose("h3", false); + f << enclose("p", true) << "Here is list of resources you can find in regions:\n" << enclose("p", false); + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td colspan=\"2\"", true) << "Region type\n" << enclose("td", false); + f << enclose("td colspan=\"4\"", true) << "Resources\n" << enclose("td", false); + f << enclose("tr", false); for (int i=0; i 0) { - temp = temp + AString("."); - } else { - temp = AString("none."); + f << ItemDefs[TerrainDefs[i].prods[c].product].name << " (" << TerrainDefs[i].prods[c].chance << "%)"; + first = false; } - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - } - f.Enclose(0, "table"); - f.Enclose(0, "center"); - - f.LinkRef("world_structures"); - f.TagText("h3", "Structures:"); - temp = "Regions may also contain structures, such as buildings"; - if (may_sail) - temp += " or fleets"; - temp += ". These will appear directly below the list of units. Here is " - "a sample structure:"; - f.Paragraph(temp); - f.Paragraph(""); - f.Enclose(1, "pre"); - f.ClearWrapTab(); - f.WrapStr("+ Temple of Agrik [3] : Tower."); - f.AddWrapTab(); - temp = "- High Priest Chafin (9), "; - temp += temp2 + ", sword [SWOR]"; - f.WrapStr(temp); - temp = "- Rowing Doom (188), "; - if (Globals->RACES_EXIST) - temp += "10 nomads [NOMA]"; - else if (Globals->LEADERS_EXIST) - temp += "10 leaders [LEAD]"; - else - temp += "10 men [MAN]"; - temp += ", 10 swords [SWOR]."; - f.WrapStr(temp); - f.Enclose(0, "pre"); - temp = "The structure lists the name, the number, and what type of " - "structure it is (more information of the types of structures " - "can be found in the section on the economy). Following this " - "is a list of units inside the structure."; + f << (first ? "none." : ".") << "\n"; + f << enclose("td", false); + f << enclose("tr", false); + } + f << enclose("table", false); + f << enclose("center", false); + + f << link_ref("world_structures") << '\n'; + f << enclose("h3", true) << "Structures:\n" << enclose("h3", false); + f << enclose("p", true) << "Regions may also contain structures, such as buildings" + << (may_sail ? " or fleets" : "") << ". These will appear directly below the list of units. " + << "Here is a sample structure:\n" << enclose("p", false); + f << enclose("p", true) << "\n" << enclose("p", false); + f << pre(true); + f << "+ Temple of Agrik [3] : Tower.\n"; + f << indent::incr; + f << "- High Priest Chafin (9), " + << (Globals->LEADERS_EXIST ? "leader [LEAD]" : (Globals->RACES_EXIST ? "nomad [NOMA]" : "man [MAN]")) + << ", sword [SWOR]\n"; + f << "- Rowing Doom (188), 10 " + << (Globals->RACES_EXIST ? "nomads [NOMA]" : (Globals->LEADERS_EXIST ? "leaders [LEAD]" : "men [MAN]")) + << ", 10 swords [SWOR].\n"; + f << indent::decr; + f << pre(false); + + f << enclose("p", true) << "The structure lists the name, the number, and what type of structure it is " + << "(more information of the types of structures can be found in the section on the economy). Following this " + << "is a list of units inside the structure."; if (has_stea) - temp += " Units within a structure are always visible, even if " - "they would otherwise not be seen."; - f.Paragraph(temp); - temp = "Units inside structures are still considered to be in the " - "region, and other units can interact with them; however, they " - "may gain benefits, such as defensive bonuses in combat from being " - "inside a building. The first unit to enter an object is " - "considered to be the owner; only this unit can do things such as " - "renaming the object, or permitting other units to enter. The owner " - "of an object can be identified on the turn report, as it is the " - "first unit listed under the object. Only units with men in them " - "can be structure owners, so newly created units cannot own a " - "structure until they contain men."; - f.Paragraph(temp); + f << " Units within a structure are always visible, even if they would otherwise not be seen."; + f << '\n' << enclose("p", false); + f << enclose("p", true) << "Units inside structures are still considered to be in the region, and other units " + << "can interact with them; however, they may gain benefits, such as defensive bonuses in combat from being " + << "inside a building. The first unit to enter an object is considered to be the owner; only this unit can " + << "do things such as renaming the object, or permitting other units to enter. The owner of an object can be " + << "identified on the turn report, as it is the first unit listed under the object. Only units with men in " + << "them can be structure owners, so newly created units cannot own a structure until they contain men.\n" + << enclose("p", false); if (Globals->NEXUS_EXISTS) { - f.LinkRef("world_nexus"); - temp = "Atlantis Nexus:"; - f.TagText("h3", temp); - temp = "Note: the following section contains some details that " - "you may wish to skip over until you have had a chance to " - "read the rest of the rules, and understand the mechanics " - "of Atlantis. However, be sure to read this section before " - "playing, as it will affect your early plans in Atlantis."; - f.Paragraph(temp); - temp = "When a faction first starts in Atlantis, it begins with " - "one unit, in a special region called the Atlantis Nexus."; - if (Globals->MULTI_HEX_NEXUS) - temp += " These regions exist "; - else - temp += " This region exists "; + f << link_ref("world_nexus") << '\n'; + f << enclose("h3", true) << "Atlantis Nexus:\n" << enclose("h3", false); + f << enclose("p", true) << "Note: the following section contains some details that you may wish to skip " + << "over until you have had a chance to read the rest of the rules, and understand the mechanics of " + << "Atlantis. However, be sure to read this section before playing, as it will affect your early plans " + << "in Atlantis.\n" << enclose("p", false); + f << enclose("p", true) << "When a faction first starts in Atlantis, it begins with one unit, in a special " + << "region called the Atlantis Nexus." + << (Globals->MULTI_HEX_NEXUS ? " These regions exist " : " This region exists "); if (!Globals->NEXUS_IS_CITY) { - temp += "outside of the normal world of Atlantis, and as such "; - if (Globals->MULTI_HEX_NEXUS) - temp += "have "; - else - temp += "has "; - temp += "no products or marketplaces; "; - if (Globals->MULTI_HEX_NEXUS) - temp += "they merely serve "; - else - temp += "it merely serves "; - temp += "as the magical entry into Atlantis."; + f << "outside of the normal world of Atlantis, and as such " + << (Globals->MULTI_HEX_NEXUS ? "have " : "has ") + << "no products or marketplaces; " + << (Globals->MULTI_HEX_NEXUS ? "they merely serve " : "it merely serves ") + << "as the magical entry into Atlantis."; + } else { - temp += "outside of the normal world of Atlantis, but "; - if (Globals->MULTI_HEX_NEXUS) - temp += "each contains "; - else - temp += "contains "; - temp += "a starting city with all its benefits"; - if (Globals->GATES_EXIST) - temp += ", including a gate"; - temp += ". "; - if (Globals->MULTI_HEX_NEXUS) - temp += "They also serve "; - else - temp += "It also serves "; - temp += "as the magical entry into "; - temp += Globals->WORLD_NAME; - temp += "."; + f << "inside of the normal world of Atlantis, but " + << (Globals->MULTI_HEX_NEXUS ? "each contains " : "contains ") + << "a starting city with all its benefits" + << (Globals->GATES_EXIST ? ", including a gate" : "") << ". " + << (Globals->MULTI_HEX_NEXUS ? "They also serve " : "It also serves ") + << "as the magical entry into " << Globals->WORLD_NAME << "."; } - f.Paragraph(temp); + f << '\n' << enclose("p", false); + + f << enclose("p", true); if (!Globals->START_CITIES_EXIST) { - temp = "The Nexus contains portals that provide one-way " - "transportation to various terrain types. " - "A unit that enters one of these portals (by " - "entering the portal and moving IN) will " - "be transported to a region of the matching " - "terrain type. The region chosen is somewhat " - "random, but will prefer to place players in " - "towns where no other players are present. " - "Once a unit has passed through a portal, there " - "is no way to return to the Nexus."; + f << "The Nexus contains portals that provide one-way transportation to various terrain types. " + << "A unit that enters one of these portals (by entering the portal and moving IN) will " + << "be transported to a region of the matching terrain type. The region chosen is somewhat " + << "random, but will prefer to place players in towns where no other players are present. " + << "Once a unit has passed through a portal, there is no way to return to the Nexus."; } else if (Globals->MULTI_HEX_NEXUS) { - temp = "From the Nexus hexes, there are exits either to other " - "Nexus hexes, or to starting cities in Atlantis. Units may " - "move through these exits as normal, but once in a starting " - "city, there is no way to regain entry to the Nexus."; + f << "From the Nexus hexes, there are exits either to other Nexus hexes, or to starting cities " + << "in Atlantis. Units may move through these exits as normal, but once in a starting city, there " + << "is no way to regain entry to the Nexus."; } else { - temp = "From the Atlantis Nexus, there are six exits into the " - "starting cities of Atlantis. Units may move through " - "these exits as normal, but once through an exit, there is " - "no return path to the Nexus."; + f << "From the Atlantis Nexus, there are six exits into the starting cities of Atlantis. Units may " + << "move through these exits as normal, but once through an exit, there is no return path to the Nexus."; } - if (Globals->GATES_EXIST && - (Globals->NEXUS_GATE_OUT || Globals->NEXUS_IS_CITY)) { - temp += " It is also possible to use Gate Lore to get out of " - "the Nexus"; - if (Globals->NEXUS_GATE_OUT && !Globals->NEXUS_IS_CITY) - temp += " (but not to return)"; - temp += "."; + if (Globals->GATES_EXIST && (Globals->NEXUS_GATE_OUT || Globals->NEXUS_IS_CITY)) { + f << " It is also possible to use Gate Lore to get out of the Nexus" + << (Globals->NEXUS_GATE_OUT && !Globals->NEXUS_IS_CITY ? " (but not to return)" : "") << "."; } if (Globals->START_CITIES_EXIST) { - temp += " The "; - if (!Globals->MULTI_HEX_NEXUS) - temp += "six "; - temp += "starting cities offer much to a starting faction; "; + f << " The " << (!Globals->MULTI_HEX_NEXUS ? "six " : "") << "starting cities offer much to a starting " + << "faction; "; if (Globals->START_CITIES_START_UNLIMITED) { - if (!Globals->SAFE_START_CITIES && Globals->CITY_MONSTERS_EXIST) - temp += "until someone conquers the guardsmen, "; - temp += "there are unlimited amounts of many materials and men " - "(though the prices are often quite high)."; + f << (!Globals->SAFE_START_CITIES && Globals->CITY_MONSTERS_EXIST + ? "until someone conquers the guardsmen, " + : "") + << "there are unlimited amounts of many materials and men (though the prices are often quite high)."; } else { - temp += "there are materials as well as a very large supply of " - "men (though the prices are often quite high)."; + f << "there are materials as well as a very large supply of men (though the prices are often quite high)."; } if (Globals->SAFE_START_CITIES || Globals->CITY_MONSTERS_EXIST) - temp += " In addition, "; + f << " In addition, "; if (Globals->SAFE_START_CITIES) - temp += "no battles are allowed in starting cities"; + f << "no battles are allowed in starting cities"; if (Globals->CITY_MONSTERS_EXIST) { - if (Globals->SAFE_START_CITIES) temp += " and "; - temp += "the starting cities are guarded by strong guardsmen, " - "keeping any units within the city "; - if (!Globals->SAFE_START_CITIES) - temp += "much safer "; - else - temp += "safe "; - temp += "from attack. See the section on Non-Player Units for " - "more information on city guardsmen"; + f << (Globals->SAFE_START_CITIES ? " and " : "") + << "the starting cities are guarded by strong guardsmen, keeping any units within the city " + << (!Globals->SAFE_START_CITIES ? "much safer " : "safe ") + << "from attack. See the section on Non-Player Units for more information on city guardsmen"; } - temp += ". "; - temp += "As a drawback, these cities tend to be extremely crowded, " - "and most factions will wish to leave the starting cities when " - "possible."; - f.Paragraph(temp); - temp = "It is always possible to enter any starting city from the " - "nexus"; - if (!Globals->SAFE_START_CITIES) - temp += ", even if that starting city has been taken over and " - "guarded by another faction"; - temp += ". This is due to the transportation from the Nexus to the " - "starting city being magical in nature."; - if (!Globals->SAFE_START_CITIES) - temp += " Once in the starting city however, no guarantee of " - "safety is given."; - f.Paragraph(temp); - int num_methods = 1 + (Globals->GATES_EXIST?1:0) + (may_sail?1:0); - char const *methods[] = {"You must go ", "The first is ", "The second is "}; + f << ". As a drawback, these cities tend to be extremely crowded, and most factions will wish to leave " + << "the starting cities when possible.\n" + << enclose("p", false); + + f << enclose("p", true) << "It is always possible to enter any starting city from the nexus" + << (!Globals->SAFE_START_CITIES + ? ", even if that starting city has been taken over and guarded by another faction" + : "" + ) + << ". This is due to the transportation from the Nexus to the starting city being magical in nature." + << (!Globals->SAFE_START_CITIES + ? " Once in the starting city however, no guarantee of safety is given." + : "" + ) + << '\n' << enclose("p", false); + + int num_methods = 1 + (Globals->GATES_EXIST ? 1 : 0) + (may_sail ? 1 : 0); + string methods[] = {"You must go ", "The first is ", "The second is "}; int method = 1; if (num_methods == 1) method = 0; - temp = AString("There ") + (num_methods == 1?"is ":"are ") + - NumToWord(num_methods) + " method" + (num_methods == 1?" ":"s ") + - "of departing the starting cities. "; - temp += methods[method++]; - temp += " by land, but keep in mind that the lands immediately " - "surrounding the starting cities will tend to be highly " - "populated, and possibly quite dangerous to travel."; + f << enclose("p", true); + f << "There " << plural(num_methods, "is ", "are ") << num_to_word(num_methods) << " " + << plural(num_methods, "method", "methods") << " of departing the starting cities. " + << methods[method++] << " by land, but keep in mind that the lands immediately surrounding the starting " + << "cities will tend to be highly populated, and possibly quite dangerous to travel."; if (may_sail) { - temp += AString(" ") + methods[method]; - temp += " by sea; all of the starting cities lie against an " - "ocean, and a faction may easily purchase wood and " - "construct a ship to "; - temp += f.Link("#sail", "SAIL"); - temp += " away. Be wary of pirates seeking to prey on new " - "factions, however!"; + f << " " << methods[method] << " by sea; all of the starting cities lie against an " + << "ocean, and a faction may easily purchase wood and construct a ship to " + << link("#sail", "SAIL") << " away. Be wary of pirates seeking to prey on new " + << "factions, however!"; } if (Globals->GATES_EXIST) { - temp += " And last, rumors of a magical Gate Lore suggest yet " - "another way to travel from the starting cities. The rumors " - "are vague, but factions wishing to travel far from the " - "starting cities, taking only a few men with them, might " - "wish to pursue this method."; + f << " And last, rumors of a magical Gate Lore suggest yet another way to travel from the " + << "starting cities. The rumors are vague, but factions wishing to travel far from the " + << "starting cities, taking only a few men with them, might wish to pursue this method."; } } - f.Paragraph(temp); - } - - f.LinkRef("movement"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Movement"); + f << '\n' << enclose("p", false); + } + + f << link_ref("movement") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Movement\n" << enclose("h2", false); + f << enclose("p", true) + << (may_sail + ? "There are two main methods of movement in Atlantis. The first " + : "The main method of movement in Atlantis ") + << "is done using the " << link("#move", "MOVE") << " order (or the " << link("#advance", "ADVANCE") + << " order), and moves units individually from one region to another. "; if (may_sail) - temp = "There are two main methods of movement in Atlantis. The " - "first "; - else - temp = "The main method of movement in Atlantis "; - temp += "is done using the "; - temp += f.Link("#move", "MOVE") + " order (or the " + - f.Link("#advance", "ADVANCE"); - temp += " order), and moves units individually from one region to " - "another. "; - if (may_sail) { - temp += "The other method is done using the "; - temp += f.Link("#sail", "SAIL") + " order, which can sail a "; - temp += "fleet, including all of its occupants from one region to " - "another. "; - } - temp += "Certain powerful mages may also teleport themselves, or even " - "other units, but the knowledge of the workings of this magic is " - "carefully guarded."; - f.Paragraph(temp); - - f.LinkRef("movement_normal"); - f.TagText("h3", "Normal Movement:"); - temp = "In one month, a unit can issue a single "; - temp += f.Link("#move", "MOVE") + " order, using one or more of its " - "movement points. There are three modes of travel: walking, riding " - "and flying. Walking units have "; - temp += NumToWord(ItemDefs[I_LEADERS].speed) + " movement point" + - (ItemDefs[I_LEADERS].speed==1?"":"s") + ", riding units have "; - temp += NumToWord(ItemDefs[I_HORSE].speed) + ", and flying units have "; - temp += NumToWord(ItemDefs[I_WHORSE].speed) + ". "; - temp += "A unit will automatically use the fastest mode of travel " - "it has available. The "; - temp += f.Link("#advance", "ADVANCE") + " order is the same as " + - f.Link("#move", "MOVE") + ", except that it implies attacks on " + - "units which try to forbid access; see the section on combat for " + - "details."; - f.Paragraph(temp); - - temp = "Note that depending on game settings certain races might " - "be able to swim or fly and there are items that can enable " - "your units to fly or walk on water."; - f.Paragraph(temp); - - temp = "Flying units are not initially available to starting players. " - "A unit can ride provided that the carrying capacity of its " - "horses is at least as great as the weight of its people and " - "all other items. A unit can walk provided that the carrying " - "capacity of its people"; - if (!(ItemDefs[I_HORSE].flags & ItemType::DISABLED)) { - if (!(ItemDefs[I_WAGON].flags & ItemType::DISABLED)) temp += ", "; - else temp += " and "; - temp += "horses"; - } - if (!(ItemDefs[I_WAGON].flags & ItemType::DISABLED) && - (!(ItemDefs[I_HORSE].flags & ItemType::DISABLED))) { - temp += ", and wagons"; - } - temp += " is at least as great as the weight of all its other items"; - if (!(ItemDefs[I_WAGON].flags & ItemType::DISABLED) && - (!(ItemDefs[I_HORSE].flags & ItemType::DISABLED))) { - temp += ", and provided that it has at least as many horses as " - "wagons (otherwise the excess wagons count as weight, not " - "capacity)"; - } - temp += ". Otherwise the unit cannot issue a "; - temp += f.Link("#move", "MOVE") + " order."; - temp += " Most people weigh 10 units and have a capacity of 5 units; " - "data for items is as follows:"; - f.Paragraph(temp); - f.LinkRef("tableitemweights"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", ""); - f.TagText("th", "Weight"); - f.TagText("th", "Capacity"); - f.Enclose(0, "tr"); - for (i = 0; i < NITEMS; i++) { + f << "The other method is done using the " << link("#sail", "SAIL") << " order, which can sail a " + << "fleet, including all of its occupants from one region to another. "; + f << "Certain powerful mages may also teleport themselves, or even other units, but the knowledge of the " + << "workings of this magic is carefully guarded.\n" + << enclose("p", false); + + f << link_ref("movement_normal") << '\n'; + f << enclose("h3", true) << "Normal Movement:\n" << enclose("h3", false); + f << enclose("p", true) << "In one month, a unit can issue a single " << link("#move", "MOVE") + << " order, using one or more of its movement points. There are three modes of travel: walking, riding " + << "and flying. Walking units have " << num_to_word(ItemDefs[I_LEADERS].speed) << " movement " + << plural(ItemDefs[I_LEADERS].speed, "point", "points") << ", riding units have " + << num_to_word(ItemDefs[I_HORSE].speed) << ", and flying units have " << num_to_word(ItemDefs[I_WHORSE].speed) + << ". A unit will automatically use the fastest mode of travel it has available. The " + << link("#advance", "ADVANCE") << " order is the same as " << link("#move", "MOVE") << ", except that it " + << "implies attacks on units which try to forbid access; see the section on combat for details.\n" + << enclose("p", false); + + f << enclose("p", true) << "Note that depending on game settings certain races might be able to swim or fly " + << "and there are items that can enable your units to fly or walk on water.\n" + << enclose("p", false); + + f << enclose("p", true) << "Flying units are not initially available to starting players. A unit can ride " + << "provided that the carrying capacity of its horses is at least as great as the weight of its people and " + << "all other items. A unit can walk provided that the carrying capacity of its people"; + if (!(ItemDefs[I_HORSE].flags & ItemType::DISABLED)) + f << (!(ItemDefs[I_WAGON].flags & ItemType::DISABLED) ? ", " : " and ") << "horses"; + if (!(ItemDefs[I_WAGON].flags & ItemType::DISABLED) && (!(ItemDefs[I_HORSE].flags & ItemType::DISABLED))) + f << ", and wagons"; + f << " is at least as great as the weight of all its other items"; + if (!(ItemDefs[I_WAGON].flags & ItemType::DISABLED) && (!(ItemDefs[I_HORSE].flags & ItemType::DISABLED))) { + f << ", and provided that it has at least as many horses as wagons (otherwise the excess wagons count as " + << "weight, not capacity)"; + } + f << ". Otherwise the unit cannot issue a " << link("#move", "MOVE") << " order. Most people weigh 10 units " + << "and have a capacity of 5 units; data for items is as follows:\n" << enclose("p", false); + f << link_ref("tableitemweights") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << '\n' << enclose("td", false); + f << enclose("th", true) << "Weight\n" << enclose("th", false); + f << enclose("th", true) << "Capacity\n" << enclose("th", false); + f << enclose("tr", false); + + for (int i = 0; i < NITEMS; i++) { if (ItemDefs[i].flags & ItemType::DISABLED) continue; if (!(ItemDefs[i].type & IT_NORMAL)) continue; pS = FindSkill(ItemDefs[i].pSkill); if (pS && (pS->flags & SkillType::DISABLED)) continue; - last = 0; - for (j = 0; j < (int) (sizeof(ItemDefs->pInput) / + int last = 0; + for (int j = 0; j < (int) (sizeof(ItemDefs->pInput) / sizeof(ItemDefs->pInput[0])); j++) { - k = ItemDefs[i].pInput[j].item; + int k = ItemDefs[i].pInput[j].item; if (k != -1 && (ItemDefs[k].flags & ItemType::DISABLED)) last = 1; if (k != -1 && !(ItemDefs[k].type & IT_NORMAL)) last = 1; } if (last == 1) continue; - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ItemDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ItemDefs[i].weight); - f.Enclose(0, "td"); - cap = ItemDefs[i].walk - ItemDefs[i].weight; - f.Enclose(1, "td align=\"left\" nowrap"); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap", true) << ItemDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << ItemDefs[i].weight << '\n' << enclose("td", false); + int cap = ItemDefs[i].walk - ItemDefs[i].weight; + f << enclose("td align=\"left\" nowrap", true); if (ItemDefs[i].walk || (ItemDefs[i].hitchItem != -1)) { if (ItemDefs[i].hitchItem == -1) - f.PutStr(cap); + f << cap << '\n'; else { - temp = (cap + ItemDefs[i].hitchwalk); - temp += " (with "; - temp += ItemDefs[ItemDefs[i].hitchItem].name; - temp += ")"; - f.PutStr(temp); + f << (cap + ItemDefs[i].hitchwalk) << " (with " + << ItemDefs[ItemDefs[i].hitchItem].name << ")\n"; } } else { - f.PutStr(" "); + f << " \n"; } - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + f << enclose("td", false); + f << enclose("tr", false); } - f.Enclose(0, "table"); - f.Enclose(0, "center"); + f << enclose("table", false); + f << enclose("center", false); if (Globals->FLIGHT_OVER_WATER != GameDefs::WFLIGHT_NONE) { - temp = "A unit which can fly is capable of travelling over water"; - if (Globals->FLIGHT_OVER_WATER == GameDefs::WFLIGHT_MUST_LAND) - temp += ", but if the unit ends its turn over a water " - "hex then it will drown."; - temp += "."; - f.Paragraph(temp); + f << enclose("p", true) << "A unit which can fly is capable of travelling over water" + << (Globals->FLIGHT_OVER_WATER == GameDefs::WFLIGHT_MUST_LAND + ? ", but if the unit ends its turn over a water hex then it will drown." : "" + ) + << ".\n" << enclose("p", false); } - temp = "Since regions are hexagonal, each region has six neighbouring " - "regions to the north, northeast, southeast, south, southwest and " - "northwest. Moving from one region to another normally takes one " - "movement point, except that the following terrain types take two " - "movement points for riding or walking units to enter:"; - temp += " Forest, Mountain, Swamp, Jungle, and Tundra."; + f << enclose("p", true) << "Since regions are hexagonal, each region has six neighbouring " + << "regions to the north, northeast, southeast, south, southwest and northwest. Moving from one region to " + << "another normally takes one movement point, except that the following terrain types take two movement " + << "points for riding or walking units to enter: Forest, Mountain, Swamp, Jungle, and Tundra."; if (Globals->WEATHER_EXISTS) { - temp += " Also, during certain seasons (depending on the latitude " - "of the region), all units (including flying ones) have a " - "harder time and travel will take twice as many movement " - "points as normal, as freezing weather makes travel difficult; " - "in the tropics, seasonal hurricane winds and torrential " - "rains have a similar effect."; + f << " Also, during certain seasons (depending on the latitude of the region), all units (including flying " + << "ones) have a harder time and travel will take twice as many movement points as normal, as freezing " + << "weather makes travel difficult; in the tropics, seasonal hurricane winds and torrential rains have a " + << "similar effect."; } - temp += " Units may not move through ocean regions "; + f << " Units may not move through ocean regions "; if (may_sail) { - temp += "without using the "; - temp += f.Link("#sail", "SAIL") + " order"; + f << "without using the " << link("#sail", "SAIL") << " order"; } if (Globals->FLIGHT_OVER_WATER != GameDefs::WFLIGHT_NONE) { - temp += " unless they are capable of flight"; - if (Globals->FLIGHT_OVER_WATER==GameDefs::WFLIGHT_MUST_LAND) { - temp += ", and even then, flying units must end their " - "movement on land or else drown"; - } - } - temp += "."; - f.Paragraph(temp); - temp = "Units may also enter or exit structures while moving. Moving " - "into or out of a structure does not use any movement points at " - "all. Note that a unit can also use the "; - temp += f.Link("#enter", "ENTER") + " and " + f.Link("#leave", "LEAVE"); - temp += " orders to move in and out of structures, without issuing a "; - temp += f.Link("#move", "MOVE") + " order."; - temp += " The unit can also use the "; - temp += f.Link("#move", "MOVE") + " order to enter or leave a structure."; - f.Paragraph(temp); + f << " unless they are capable of flight" + << (Globals->FLIGHT_OVER_WATER == GameDefs::WFLIGHT_MUST_LAND + ? ", and even then, flying units must end their movement on land or else drown" + : "" + ); + } + f << ".\n" << enclose("p", false); + f << enclose("p", true) << "Units may also enter or exit structures while moving. Moving " + << "into or out of a structure does not use any movement points at all. Note that a unit can also use the " + << link("#enter", "ENTER") << " and " << link("#leave", "LEAVE") << " orders to move in and out of " + << "structures, without issuing a " << link("#move", "MOVE") << " order." << " The unit can also use the " + << link("#move", "MOVE") << " order to enter or leave a structure.\n" + << enclose("p", false); if (Globals->UNDERWORLD_LEVELS || Globals->UNDERDEEP_LEVELS) { - temp = "Finally, certain structures contain interior passages to " - "other regions. The "; - temp += f.Link("#move", "MOVE") + " IN order can be used to go "; - temp += "through these passages; the movement point cost is equal " - "to the normal cost to enter the destination region."; - f.Paragraph(temp); - } - temp = "Example: One man with a horse, sword, and chain mail wants to " - "move north, then northeast. The capacity of the horse is "; - cap = ItemDefs[I_HORSE].ride - ItemDefs[I_HORSE].weight; - temp += cap; - temp += " and the weight of the man and other items is "; - int weight = ItemDefs[I_MAN].weight + ItemDefs[I_SWORD].weight + - ItemDefs[I_CHAINARMOR].weight; - temp += weight; - if (cap > weight) - temp += ", so he can ride"; - else - temp += ", so he must walk"; - if (Globals->WEATHER_EXISTS) - temp += ". The month is April, so he has "; - else - temp += " and has "; - if (cap > weight) - temp += NumToWord(ItemDefs[I_HORSE].speed); - else - temp += NumToWord(ItemDefs[I_MAN].speed); - int travel = ItemDefs[I_HORSE].speed; - temp += " movement point"; - temp += AString((ItemDefs[I_HORSE].speed == 1) ? "" : "s") + ". "; - temp += "He issues the order MOVE NORTH NORTHEAST. First he moves north, " - "into a plain region. This uses "; + f << enclose("p", true) << "Finally, certain structures contain interior passages to " + << "other regions. The " << link("#move", "MOVE") << " IN order can be used to go " + << "through these passages; the movement point cost is equal to the normal cost to enter the destination " + << "region.\n" << enclose("p", false); + } + int cap = ItemDefs[I_HORSE].ride - ItemDefs[I_HORSE].weight; + int weight = ItemDefs[I_MAN].weight + ItemDefs[I_SWORD].weight + ItemDefs[I_CHAINARMOR].weight; + int speed = ItemDefs[(cap > weight) ? I_HORSE : I_MAN].speed; int cost = TerrainDefs[R_PLAIN].movepoints; - temp += NumToWord(cost) + " movement point" + (cost == 1?"":"s") + "."; - travel -= cost; - if (travel > TerrainDefs[R_FOREST].movepoints) { - temp += " Then he moves northeast, into a forest region. This uses "; + f << enclose("p", true) << "Example: One man with a horse, sword, and chain mail wants to " + << "move north, then northeast. The capacity of the horse is " << cap + << " and the weight of the man and other items is " << weight + << (cap > weight ? ", so he can ride" : ", so he must walk") + << (Globals->WEATHER_EXISTS ? ". The month is April, so he has " : " and has ") + << num_to_word(speed) << " movement " << plural(speed, "point", "points") << ". He issues the order " + << "MOVE NORTH NORTHEAST. First he moves north, into a plain region. This uses " << num_to_word(cost) + << " movement " << plural(cost, "point", "points") << "."; + speed -= cost; + if (speed > TerrainDefs[R_FOREST].movepoints) { cost = TerrainDefs[R_FOREST].movepoints; - temp += NumToWord(cost) + " movement point" + (cost == 1?"":"s") + ","; - travel -= cost; - temp += " so the movement is completed with "; - temp += NumToWord(travel) + " to spare."; + speed -= cost; + f << " Then he moves northeast, into a forest region. This uses " + << num_to_word(TerrainDefs[R_FOREST].movepoints) << " movement " + << plural(TerrainDefs[R_FOREST].movepoints, "point", "points") << ", so the movement is completed with " + << num_to_word(speed) << " to spare."; } else { - temp += " He does not have the "; - cost = TerrainDefs[R_FOREST].movepoints; - temp += NumToWord(cost) + " movement point" + (cost == 1?"":"s"); - temp += " needed to move into the forest region to the northeast, " - "so the movement is halted at this point. The remaining move" - "will be added to his orders for the next turn, before any"; - temp += f.Link("#turn", "TURN") + " orders are processed."; + f << " He does not have the " << num_to_word(TerrainDefs[R_FOREST].movepoints) + << " movement " << plural(TerrainDefs[R_FOREST].movepoints, "point", "points") + << " needed to move into the forest region to the northeast, so the movement is halted at this point. " + << "The remaining move will be added to his orders for the next turn, before any " + << link("#turn", "TURN") << " orders are processed."; } - f.Paragraph(temp); + f << '\n' << enclose("p", false); if (may_sail) { - f.LinkRef("movement_sailing"); - f.TagText("h3", "Sailing:"); - temp = "Movement by sea is in some ways similar. It does not use the "; - temp += f.Link("#move", "MOVE") + " order however. Instead, the " + - "owner of a fleet must issue the " + f.Link("#sail", "SAIL") + - " order, and other units wishing to help sail the fleet must " + - "also issue the " + f.Link("#sail", "SAIL") + " order. "; - temp += "The fleet will then, if possible, make the indicated " - "movement, carrying all units on the fleet with it. Units on " - "board the fleet, but not aiding in the sailing of the fleet, " - "may execute other orders while the fleet is sailing. A unit " - "which does not wish to travel with the fleet should leave the " - "fleet in a coastal region, before the "; - temp += f.Link("#sail", "SAIL") + " order is processed. (A coastal " + - "region is defined as a non-ocean region with at least one " - "adjacent ocean region.)"; - f.Paragraph(temp); - temp = AString("Note that a unit on board a fleet while it is ") + - "sailing may not " + f.Link("#move", "MOVE") + - " later in the turn, even if he doesn't issue the " + - f.Link("#sail", "SAIL"); - temp += " order; sailing is considered to take the whole month. " - "Also, units may not remain on guard while on board a sailing " - "fleet; they will have to reissue the "; - temp += f.Link("#guard", "GUARD") + " 1 order to guard a " + - "region after sailing."; - f.Paragraph(temp); - temp = AString("Most ships get ") + NumToWord(ItemDefs[I_LONGBOAT].speed); - temp += AString(" movement point") + (ItemDefs[I_LONGBOAT].speed==1?"":"s"); - temp += " per turn."; + f << link_ref("movement_sailing") << '\n'; + f << enclose("h3", true) << "Sailing:\n" << enclose("h3", false); + f << enclose("p", true) << "Movement by sea is in some ways similar. It does not use the " + << link("#move", "MOVE") << " order however. Instead, the owner of a fleet must issue the " + << link("#sail", "SAIL") << " order, and other units wishing to help sail the fleet must also issue the " + << link("#sail", "SAIL") << " order. The fleet will then, if possible, make the indicated movement, " + << "carrying all units on the fleet with it. Units on board the fleet, but not aiding in the sailing of " + << "the fleet, may execute other orders while the fleet is sailing. A unit which does not wish to travel " + << "with the fleet should leave the fleet in a coastal region, before the " << link("#sail", "SAIL") + << " order is processed. (A coastal region is defined as a non-ocean region with at least one adjacent " + << "ocean region.)\n" << enclose("p", false); + f << enclose("p", true) << "Note that a unit on board a fleet while it is sailing may not " + << link("#move", "MOVE") << " later in the turn, even if he doesn't issue the " << link("#sail", "SAIL") + << " order; sailing is considered to take the whole month. Also, units may not remain on guard while " + << "on board a sailing fleet; they will have to reissue the " << link("#guard", "GUARD") + << " 1 order to guard a region after sailing.\n" + << enclose("p", false); + f << enclose("p", true) << "Most ships get " << num_to_word(ItemDefs[I_LONGBOAT].speed) + << " movement point" << (ItemDefs[I_LONGBOAT].speed==1?"":"s") << " per turn."; if (Globals->FLEET_CREW_BOOST > 0) { - temp += " Ships get an extra movement point for each " - "time they double the number of required crew, " - "up to a maximum of "; - temp += NumToWord(Globals->FLEET_CREW_BOOST); - temp += " extra point"; - if (Globals->FLEET_CREW_BOOST > 1) temp += "s"; - temp += "."; + f << " Ships get an extra movement point for each time they double the number of required crew, " + << "up to a maximum of " << num_to_word(Globals->FLEET_CREW_BOOST) << " extra " + << plural(Globals->FLEET_CREW_BOOST, "point", "points") << "."; } if (Globals->FLEET_LOAD_BOOST > 0) { - temp += " Ships get extra movement points if they are " - "only lightly loaded. One extra point is given " - "if they are at 1/2 capacity or less"; - if (Globals->FLEET_LOAD_BOOST > 1) { - temp += "; a second is given if they are at " - "1/4 capacity or less"; - if (Globals->FLEET_LOAD_BOOST > 2) { - temp += ", and so on up to a maximum of "; - temp += NumToWord(Globals->FLEET_LOAD_BOOST); - - } + f << " Ships get extra movement points if they are only lightly loaded. One extra point is given " + << "if they are at 1/2 capacity or less" + << (Globals->FLEET_LOAD_BOOST > 1 ? "; a second is given if they are at 1/4 capacity or less" : ""); + if (Globals->FLEET_LOAD_BOOST > 2) { + f << ", and so on up to a maximum of " << num_to_word(Globals->FLEET_LOAD_BOOST); } - temp += "."; + f << "."; } - temp += " A fleet can move from an ocean region to another " - "ocean region, or from a coastal region to an ocean " - "region, or from an ocean region to a coastal region."; + f << " A fleet can move from an ocean region to another ocean region, or from a coastal region to an ocean " + << "region, or from an ocean region to a coastal region."; if (Globals->PREVENT_SAIL_THROUGH) { - temp += " Ships may not sail through single hex land masses " - "and must leave via the same side they entered or a side " - "adjacent to that one."; - if (Globals->ALLOW_TRIVIAL_PORTAGE) { - temp += " Ships ending their movement in a land hex may " - "sail out along any side connecting to water."; - } + f << " Ships may not sail through single hex land masses and must leave via the same side they " + << "entered or a side adjacent to that one."; + if (Globals->ALLOW_TRIVIAL_PORTAGE) + f << " Ships ending their movement in a land hex may sail out along any side connecting to water."; } - temp += " Ships can only be constructed in coastal regions. For a " - "fleet to enter any region only costs one movement point; the " - "cost of two movement points for entering, say, a forest " - "coastal region, does not apply."; + f << " Ships can only be constructed in coastal regions. For a fleet to enter any region only costs one " + << "movement point; the cost of two movement points for entering, say, a forest coastal region, does " + << "not apply."; if (Globals->WEATHER_EXISTS) { - temp += " Ships do, however, only get half movement points " - "during the winter months (or monsoon months in the " - "tropical latitudes)."; + f << " Ships do, however, only get half movement points during the winter months (or monsoon months in " + << "the tropical latitudes)."; } - f.Paragraph(temp); - temp = "A fleet can only move if the total weight of everything " - "aboard does not exceed the fleet's capacity (the rules do " - "not prevent an overloaded fleet from staying afloat, only " - "from moving). Also, there must be enough sailors aboard " - "(using the "; - temp += f.Link("#sail", "SAIL") + " order), to sail the fleet, or "; - temp += "it will not go anywhere. Note that the sailing skill " - "increases the usefulness of a unit proportionally; thus, a " - "1 man unit with level 5 sailing skill can sail a longboat " - "alone. (See the section on skills for further details on " - "skills.) The capacities (and costs in labor units) of the " - "various basic ship types are as follows:"; - f.Paragraph(temp); - f.LinkRef("tableshipcapacities"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", "Class"); - f.TagText("th", "Capacity"); - f.TagText("th", "Cost"); - f.TagText("th", "Sailors"); - f.TagText("th", "Skill"); - f.Enclose(0, "tr"); - for (i = 0; i < NITEMS; i++) { + f << '\n' << enclose("p", false); + f << enclose("p", true) << "A fleet can only move if the total weight of everything aboard does not " + << "exceed the fleet's capacity (the rules do not prevent an overloaded fleet from staying afloat, only " + << "from moving). Also, there must be enough sailors aboard (using the " << link("#sail", "SAIL") + << " order), to sail the fleet, or it will not go anywhere. Note that the sailing skill increases the " + << "usefulness of a unit proportionally; thus, a 1 man unit with level 5 sailing skill can sail a longboat " + << "alone. (See the section on skills for further details on skills.) The capacities (and costs in " + << "labor units) of the various basic ship types are as follows:\n" + << enclose("p", false); + + f << link_ref("tableshipcapacities") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << "Class\n" << enclose("td", false); + f << enclose("th", true) << "Capacity\n" << enclose("th", false); + f << enclose("th", true) << "Cost\n" << enclose("th", false); + f << enclose("th", true) << "Sailors\n" << enclose("th", false); + f << enclose("th", true) << "Skill\n" << enclose("th", false); + f << enclose("tr", false); + for (int i = 0; i < NITEMS; i++) { if (ItemDefs[i].flags & ItemType::DISABLED) continue; if (!(ItemDefs[i].type & IT_SHIP)) continue; int pub = 1; @@ -1764,25 +1564,15 @@ int Game::GenRules(const AString &rules, const AString &css, if (ItemDefs[i].mLevel > 0) continue; int slevel = ItemDefs[i].pLevel; if (slevel > 3) continue; - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].swim); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].pMonths); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].weight/50); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(slevel); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + f << enclose("tr", true); + f << enclose("td align=\"center\"", true) << ItemDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ItemDefs[i].swim << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ItemDefs[i].pMonths << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ItemDefs[i].weight/50 << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << slevel << '\n' << enclose("td", false); + f << enclose("tr", false); } - for (i = 0; i < NOBJECTS; i++) { + for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (!ObjectIsShip(i)) continue; if (ItemDefs[ObjectDefs[i].item].flags & ItemType::DISABLED) @@ -1790,138 +1580,103 @@ int Game::GenRules(const AString &rules, const AString &css, int normal = (ItemDefs[ObjectDefs[i].item].type & IT_NORMAL); normal |= (ItemDefs[ObjectDefs[i].item].type & IT_TRADE); if (!normal) continue; - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].capacity); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].cost); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].sailors); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(AString("")+1); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + f << enclose("tr", true); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].capacity << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].cost << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].sailors << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << 1 << '\n' << enclose("td", false); + f << enclose("tr", false); } - f.Enclose(0, "table"); - f.Enclose(0, "center"); - temp = "The skill column is the level of shipbuilding skill required " - "to build that ship type."; - f.Paragraph(temp); - } - f.LinkRef("movement_order"); - f.TagText("h3", "Order of Movement:"); - temp = "This section is probably unimportant to beginning players, but " - "it can be helpful for more experienced players."; - f.Paragraph(temp); - temp = "Movement in Atlantis is processed one hex of movement at a " - "time, region by region. " - "Atlantis cycles through all of the regions; for each region, " - "it finds any units that are due to move, and moves them (if " - "they can move) one hex (and only one hex). " - "After processing all the regions, it conducts any battles " - "that result from these movements. " - "After it has gone through all of the regions, units will " - "have moved at most one hex, so it goes back and does the " - "whole process again. " - "This is repeated until all units have had the opportunity " - "to move their allowed distance. " - "Units' movement is spread out over these phases " - "proportionally to their speed, so a unit riding at speed " - "4 would move twice as often as one walking at speed 2. " - "If the unit requires more than one move to enter a " - "particular region, then it will move once it has accumulated " - "enough movement points to do so. " - "Note that these movement points can be carried over from " - "one month to another if a MOVE (or ADVANCE) command did " - "not complete in the month - for example, a unit on foot " - "trying to move into a mountain region in winter would not " - "have enough movement points to enter in one turn, but if " - "it continues the same move on the next turn, it would use " - "the accumulated points from the last month and manage to " - "enter the mountains at last."; - f.Paragraph(temp); + f << enclose("table", false); + f << enclose("center", false); + f << enclose("p", true) << "The skill column is the level of shipbuilding skill required " + << "to build that ship type.\n" << enclose("p", false); + } + f << link_ref("movement_order") << '\n'; + f << enclose("h3", true) << "Order of Movement:\n" << enclose("h3", false); + f << enclose("p", true) << "This section is probably unimportant to beginning players, but " + << "it can be helpful for more experienced players.\n" << enclose("p", false); + f << enclose("p", true) << "Movement in Atlantis is processed one hex of movement at a " + << "time, region by region. Atlantis cycles through all of the regions; for each region, " + << "it finds any units that are due to move, and moves them (if they can move) one hex (and only one hex). " + << "After processing all the regions, it conducts any battles that result from these movements. " + << "After it has gone through all of the regions, units will have moved at most one hex, so it goes back " + << "and does the whole process again. This is repeated until all units have had the opportunity to move " + << "their allowed distance. Units' movement is spread out over these phases proportionally to their speed, " + << "so a unit riding at speed 4 would move twice as often as one walking at speed 2. If the unit requires " + << "more than one move to enter a particular region, then it will move once it has accumulated enough " + << "movement points to do so. Note that these movement points can be carried over from one month to another " + << "if a MOVE (or ADVANCE) command did not complete in the month - for example, a unit on foot trying to move " + << "into a mountain region in winter would not have enough movement points to enter in one turn, but if it " + << "continues the same move on the next turn, it would use the accumulated points from the last month and " + << "manage to enter the mountains at last.\n" + << enclose("p", false); if (may_sail) { - temp = "Sailing is handled the same way, with one minor " - "difference: where units using MOVE or ADVANCE will " - "be prevented from entering a GUARDed region (where " - "the guards are unfriendly or worse to the moving " - "unit), fleets will instead enter the region and " - "then be stopped by the guards. "; - f.Paragraph(temp); - } - - temp = "The following table shows when exactly units will move, " - "given their base movement speed. The \"x\"s mark the phases " - "in which a unit of that speed will move. " - "If you wish to make units of different speeds move together " - "(for example, to coordinate an attack), you may need to " - "tell the faster units to PAUSE in their movement. See the "; - temp += f.Link("#move", "MOVE"); - temp += " order for details."; - f.Paragraph(temp); - - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.Enclose(1, "td colspan=\"2\" rowspan=\"2\""); - f.Enclose(0, "td"); - f.Enclose(1, AString("td colspan=\"") + Globals->MAX_SPEED + "\""); - f.PutStr("Movement Phase"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - for (i = 0; i < Globals->MAX_SPEED; i++) { - f.TagText("th", i + 1); - } - f.Enclose(0, "tr"); - for (i = 0; i < Globals->MAX_SPEED; i++) { - f.Enclose(1, "tr"); + f << enclose("p", true) << "Sailing is handled the same way, with one minor difference: where units " + << "using MOVE or ADVANCE will be prevented from entering a GUARDed region (where the guards are " + << "unfriendly or worse to the moving unit), fleets will instead enter the region and then be stopped " + << "by the guards. \n" << enclose("p", false); + } + + f << enclose("p", true) << "The following table shows when exactly units will move, given their base " + << "movement speed. The \"x\"s mark the phases in which a unit of that speed will move. If you wish to " + << "make units of different speeds move together (for example, to coordinate an attack), you may need to " + << "tell the faster units to PAUSE in their movement. See the " << link("#move", "MOVE") + << " order for details.\n" + << enclose("p", false); + + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td colspan=\"2\" rowspan=\"2\"", true) << enclose("td", false); + f << enclose("td colspan=\"" + to_string(Globals->MAX_SPEED) + "\"", true) << "Movement Phase\n" + << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + for (int i = 0; i < Globals->MAX_SPEED; i++) { + f << enclose("th", true) << i + 1 << '\n' << enclose("th", false); + } + f << enclose("tr", false); + for (int i = 0; i < Globals->MAX_SPEED; i++) { + f << enclose("tr", true); if (!i) { - f.Enclose(1, AString("td rowspan=\"") + Globals->MAX_SPEED + "\""); - f.PutStr("Speed"); - f.Enclose(0, "td"); + f << enclose("td rowspan=\"" + to_string(Globals->MAX_SPEED) + "\"", true) << "Speed\n" + << enclose("td", false); } - f.TagText("th", i + 1); - k = Globals->PHASED_MOVE_OFFSET; - for (j = 0; j < Globals->MAX_SPEED; j++) { + f << enclose("th", true) << i + 1 << '\n' << enclose("th", false); + int k = Globals->PHASED_MOVE_OFFSET; + for (int j = 0; j < Globals->MAX_SPEED; j++) { k += i + 1; if (k >= Globals->MAX_SPEED) { - f.TagText("td", "x"); + f << enclose("td", true) << "x\n" << enclose("td", false); k -= Globals->MAX_SPEED; } else { - f.TagText("td", ""); + f << enclose("td", true) << "\n" << enclose("td", false); } } - f.Enclose(0, "tr"); + f << enclose("tr", false); } + f << enclose("table", false); + f << enclose("center", false); - f.Enclose(0, "table"); - f.Enclose(0, "center"); - - f.LinkRef("skills"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Skills"); - temp = "The most important thing distinguishing one character from " - "another in Atlantis is skills. The following skills are " - "available: "; + f << link_ref("skills") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Skills\n" << enclose("h2", false); + f << enclose("p", true) << "The most important thing distinguishing one character from another in Atlantis " + << "is skills. The following skills are available: "; int comma = 0; - found = 0; - last = -1; - for (i = 0; i < NSKILLS; i++) { + found = false; + int last = -1; + for (int i = 0; i < NSKILLS; i++) { if (SkillDefs[i].flags & SkillType::DISABLED) continue; if (SkillDefs[i].flags & SkillType::APPRENTICE) continue; if (SkillDefs[i].flags & SkillType::MAGIC) continue; - found = 0; - for (j = 0; j < 3; j++) { + found = false; + for (int j = 0; j < 3; j++) { SkillType *pS = FindSkill(SkillDefs[i].depends[j].skill); if (pS && !(pS->flags & SkillType::DISABLED)) { - found = 1; + found = true; break; } } @@ -1930,139 +1685,108 @@ int Game::GenRules(const AString &rules, const AString &css, last = i; continue; } - - temp += SkillDefs[last].name; - temp += ", "; + f << SkillDefs[last].name << ", "; last = i; comma++; } if (last != -1) { - if (comma) temp += "and "; - temp += SkillDefs[last].name; + f << (comma ? "and " : "") << SkillDefs[last].name; } - temp += ". When a unit possesses a skill, he also has a skill level " - "to go with it. Generally, the effectiveness of a skill is " - "directly proportional to the skill level involved, so a unit with " - "level 2 in a skill is twice as good as a unit with level 1 in the " - "same skill."; - f.Paragraph(temp); - f.LinkRef("skills_limitations"); - f.TagText("h3", "Limitations:"); + f << ". When a unit possesses a skill, he also has a skill level to go with it. Generally, the effectiveness of " + << "a skill is directly proportional to the skill level involved, so a unit with level 2 in a skill is twice " + << "as good as a unit with level 1 in the same skill.\n" + << enclose("p", false); + f << link_ref("skills_limitations") << '\n'; + f << enclose("h3", true) << "Limitations:\n" << enclose("h3", false); if (Globals->LEADERS_EXIST && Globals->SKILL_LIMIT_NONLEADERS) { - temp = "A unit made up of leaders may know one or more skills; " - "for the rest of this section, the word \"leader\" will refer " - "to such a unit. Other units, those which contain " - "non-leaders, will be refered to as normal units. A normal " - "unit may only know one skill."; - f.Paragraph(temp); + f << enclose("p", true) << "A unit made up of leaders may know one or more skills; for the rest of this " + << "section, the word \"leader\" will refer to such a unit. Other units, those which contain non-" + << "leaders, will be refered to as normal units. A normal unit may only know one skill.\n" + << enclose("p", false); } if (!Globals->RACES_EXIST) { - if (Globals->SKILL_LIMIT_NONLEADERS) { - temp = "A unit may only learn one skill. "; - } else { - temp = "A unit may learn as many skills as it requires. "; - } + f << (Globals->SKILL_LIMIT_NONLEADERS + ? "A unit may only learn one skill. " + : "A unit may learn as many skills as it requires. "); ManType *mt = FindRace("MAN"); if (mt != NULL) { - temp += "Skills can be learned up to a maximum level of "; - temp += mt->defaultlevel; - temp += "."; + f << "Skills can be learned up to a maximum level of " << mt->defaultlevel << "."; } - f.Paragraph(temp); + f << '\n' << enclose("p", false); } - if (Globals->RACES_EXIST) { - temp = "Skills may be learned up to a maximum level depending on " - "the race of the studying unit (remembering that for units " - "containing more than one race, the maximum is determined by " - "the least common denominator). Every race has a normal " - "maximum skill level, and a list of skills that they " - "specialize in, and can learn up to higher level. "; + f << enclose("p", true) << "Skills may be learned up to a maximum level depending on the race of the " + << "studying unit (remembering that for units containing more than one race, the maximum is determined by " + << "the least common denominator). Every race has a normal maximum skill level, and a list of skills " + << "that they specialize in, and can learn up to higher level. "; if (Globals->LEADERS_EXIST) { - temp += "Leaders, being more powerful, can learn skills to " - "even higher levels. "; + f << "Leaders, being more powerful, can learn skills to even higher levels. "; } - temp += "Here is a list of the races (including leaders) and the " - "information on normal skill levels and specialized skills."; - f.Paragraph(temp); - f.LinkRef("tableraces"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("th", "Race/Type"); - f.TagText("th", "Specilized Skills"); - f.TagText("th", "Max Level (specialized skills)"); - f.TagText("th", "Max Level (non-specialized skills)"); - f.Enclose(0, "tr"); - temp2 = "MANI"; - for (i = 0; i < NITEMS; i++) { + f << "Here is a list of the races (including leaders) and the information on normal skill levels " + << "and specialized skills.\n" << enclose("p", false); + f << link_ref("tableraces") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("th", true) << "Race/Type\n" << enclose("th", false); + f << enclose("th", true) << "Specilized Skills\n" << enclose("th", false); + f << enclose("th", true) << "Max Level (specialized skills)\n" << enclose("th", false); + f << enclose("th", true) << "Max Level (non-specialized skills)\n" << enclose("th", false); + f << enclose("tr", false); + for (int i = 0; i < NITEMS; i++) { if (ItemDefs[i].flags & ItemType::DISABLED) continue; if (!(ItemDefs[i].type & IT_MAN)) continue; - f.Enclose(1, "tr"); ManType *mt = FindRace(ItemDefs[i].abr); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ItemDefs[i].names); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); + + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap", true) << ItemDefs[i].names << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true); int spec = 0; comma = 0; - temp = ""; - for (j=0; j<(int)(sizeof(mt->skills)/sizeof(mt->skills[0])); j++) { + for (int j = 0; j < (int)(sizeof(mt->skills) / sizeof(mt->skills[0])); j++) { pS = FindSkill(mt->skills[j]); if (!pS) continue; - if (temp2 == pS->abbr && - Globals->MAGE_NONLEADERS) { + if (string(pS->abbr) == "MANI" && Globals->MAGE_NONLEADERS) { spec = 1; - if (comma) temp += ", "; - temp += "all magical skills"; + f << (comma ? ", " : "") << "all magical skills"; comma++; continue; } if (pS->flags & SkillType::DISABLED) continue; spec = 1; - if (comma) temp += ", "; - temp += pS->name; + f << (comma ? ", " : "") << pS->name; comma++; } - if (!spec) temp = "None."; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - if (spec) - f.PutStr(mt->speciallevel); - else - f.PutStr("--"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(mt->defaultlevel); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + f << (spec ? "" : "None.") << "\n"; + f << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << (spec ? to_string(mt->speciallevel) : "--") << '\n' + << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << mt->defaultlevel << '\n' << enclose("td", false); + f << enclose("tr", false); } - f.Enclose(0, "table"); - f.Enclose(0, "center"); + f << enclose("table", false); + f << enclose("center", false); } - temp = "If units are merged together, their skills are averaged out. " - "No rounding off is done; rather, the computer keeps track for each " - "unit of how many total months of training that unit has in each " - "skill. When units are split up, these months are divided as evenly " - "as possible among the people in the unit; but no months are ever " - "lost."; - f.Paragraph(temp); - f.LinkRef("skills_studying"); - f.TagText("h3", "Studying:"); - temp = "For a unit to gain level 1 of a skill, they must gain one " - "months worth of training in that skill by issuing the "; - temp += f.Link("#study", "STUDY") + " order. "; + + f << enclose("p", true) << "If units are merged together, their skills are averaged out. No rounding off is " + << "done; rather, the computer keeps track for each unit of how many total months of training that unit has " + << "in each skill. When units are split up, these months are divided as evenly as possible among the people " + << "in the unit; but no months are ever lost.\n" + << enclose("p", false); + + f << link_ref("skills_studying") << '\n'; + f << enclose("h3", true) << "Studying:\n" << enclose("h3", false); + f << enclose("p", true) << "For a unit to gain level 1 of a skill, they must gain one " + << "months worth of training in that skill by issuing the " << link("#study", "STUDY") << " order. "; if (Globals->REQUIRED_EXPERIENCE) { - temp += "Initially, a unit will gain a full months worth of training " - "(30 day equivalents). However, high levels of " - "skill also require experience, which is gained by performing " - "actions making use of the skill. Any such experience " - "is unknown even to a unit's owner, but will allow the unit to study " - "at a much faster rate to higher skill levels. A unit continuing study but not " - "acquiring experience will find it's study rate reduced as it progresses. "; - f.Paragraph(temp); + f << "Initially, a unit will gain a full months worth of training (30 day equivalents). However, high " + << "levels of skill also require experience, which is gained by performing actions making use of the " + << "skill. Any such experience is unknown even to a unit's owner, but will allow the unit to study " + << "at a much faster rate to higher skill levels. A unit continuing study but not acquiring experience " + << "will find it's study rate reduced as it progresses. \n"; + f << enclose("p", false); + int months2 = 0; int months3 = 0; int months5 = 0; @@ -2071,7 +1795,7 @@ int Game::GenRules(const AString &rules, const AString &css, int days = 0; int dneeded = GetDaysByLevel(2); while(days < dneeded) { - days += StudyRate(days, 0); + days += study_rate(days, 0); months2++; months3++; months5++; @@ -2080,48 +1804,44 @@ int Game::GenRules(const AString &rules, const AString &css, int tries = 60; while((days < dneeded) && (tries > 0)) { tries--; - days += StudyRate(days, 0); + days += study_rate(days, 0); months3++; months5++; } dneeded = GetDaysByLevel(5); - int rate = StudyRate(days, 0); + int rate = study_rate(days, 0); while((days < dneeded) && (rate > 0) && (tries5 >0)) { tries5--; - rate = StudyRate(days, 0); + rate = study_rate(days, 0); days += rate; months5++; } mlevel = GetLevelByDays(days); - temp = "To illustrate this, a unit would have to spend "; - temp += NumToWord(months2); - temp += " months studying to gain level 2 in a skill without any experience. "; + + f << enclose("p", true); + f << "To illustrate this, a unit would have to spend " << num_to_word(months2) + << " months studying to gain level 2 in a skill without any experience. "; if (tries > 0) { - temp += "In order to reach level 3 only by studying, a total of "; - temp += NumToWord(months3); - temp += " months must be spent. "; + f << "In order to reach level 3 only by studying, a total of " << num_to_word(months3) + << " months must be spent. "; } else { - temp += "Said unit would for all practical purposes be unable to reach " - "skill level 3 by studying without experience. "; - } - temp += "The maximum skill level that is possible through " - "continuous study only (i.e. no experience involved) is "; - temp += NumToWord(mlevel) + ", "; - if (months5 > 36) { - temp += "although it is hardly feasible without any experience at all, "; + f << "Said unit would for all practical purposes be unable to reach " + << "skill level 3 by studying without experience. "; } - temp += "taking "; - temp += NumToWord(months5) + " months of studying to achieve. " - "Note that this assumes that the unit type is allowed to " - "achieve this level at all "; - temp += f.Link("#skills_limitations", "(see skill limitations)") + ". "; + f << "The maximum skill level that is possible through continuous study only (i.e. no experience " + << "involved) is " << num_to_word(mlevel) + ", " + << (months5 > 36 ? "although it is hardly feasible without any experience at all, " : "") + << "taking " << num_to_word(months5) << " months of studying to achieve. " + << "Note that this assumes that the unit type is allowed to achieve this level at all " + << link("#skills_limitations", "(see skill limitations)") + ". "; + /* Example with 30 experience */ months2 = 0; months3 = 0; days = 0; dneeded = GetDaysByLevel(2); while(days < dneeded) { - days += StudyRate(days, 30); + days += study_rate(days, 30); months2++; months3++; } @@ -2129,769 +1849,580 @@ int Game::GenRules(const AString &rules, const AString &css, tries = 60; while((days < dneeded) && (tries > 0)) { tries--; - days += StudyRate(days, 30); + days += study_rate(days, 30); months3++; } - temp += "A unit will start with 30 experience in it's race's specialized " - "skills. In comparison, units with this amount of experience will reach level 2 in " - "just "; - temp += NumToWord(months2); - temp += " months of study, "; + + f << "A unit will start with 30 experience in it's race's specialized skills. In comparison, units with " + << "this amount of experience will reach level 2 in just " << num_to_word(months2) << " months of study, "; if (tries > 0) { - temp += " and in order to reach level 3 only by studying, a total of "; - temp += NumToWord(months3); - temp += " months must be spent by a unit starting with 30 experience. "; + f << " and in order to reach level 3 only by studying, a total of " << num_to_word(months3) + << " months must be spent by a unit starting with 30 experience. "; } else { - temp += "but even such a unit would be unable to reach skill level 3 merely " - "through study, but will have to gain some experience along the way. "; - } - temp += "The study progress is shown in the following table:"; - f.Paragraph(temp); - f.LinkRef("studyprogress"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("th", "Unit type"); - f.TagText("th", "starts with"); - f.TagText("th", "1 month"); - f.TagText("th", "2 months"); - f.TagText("th", "3 months"); - f.TagText("th", "4 months"); - f.TagText("th", "5 months"); - f.TagText("th", "6 months"); - f.TagText("th", "7 months"); - f.TagText("th", "8 months"); - f.TagText("th", "9 months"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.TagText("td", "non-specialized"); + f << "but even such a unit would be unable to reach skill level 3 merely through study, but will have " + << "to gain some experience along the way. "; + } + f << "The study progress is shown in the following table:\n" << enclose("p", false); + + f << link_ref("studyprogress") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("th", true) << "Unit type\n" << enclose("th", false); + f << enclose("th", true) << "starts with\n" << enclose("th", false); + f << enclose("th", true) << "1 month\n" << enclose("th", false); + f << enclose("th", true) << "2 months\n" << enclose("th", false); + f << enclose("th", true) << "3 months\n" << enclose("th", false); + f << enclose("th", true) << "4 months\n" << enclose("th", false); + f << enclose("th", true) << "5 months\n" << enclose("th", false); + f << enclose("th", true) << "6 months\n" << enclose("th", false); + f << enclose("th", true) << "7 months\n" << enclose("th", false); + f << enclose("th", true) << "8 months\n" << enclose("th", false); + f << enclose("th", true) << "9 months\n" << enclose("th", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td", true) << "non-specialized\n" << enclose("td", false); days = 0; int level = 0; int plevel = 0; - int next = StudyRate(days, 0); - temp = " "; - temp += level; - temp += " ("; - temp += days; - temp += "+"; - temp += next; - temp += ")"; - f.TagText("td", temp); + int next = study_rate(days, 0); + f << enclose("td", true) << " " << level << " (" << days << "+" << next + << ")\n" << enclose("td", false); for (int m = 0; m < 9; m++) { - days += StudyRate(days, 0); - next = StudyRate(days, 0); + days += study_rate(days, 0); + next = study_rate(days, 0); level = GetLevelByDays(days); - temp = " "; - if (level > plevel) temp += ""; - temp += level; + f << enclose("td", true) << " "; + if (level > plevel) f << ""; + f << level; if (level > plevel) { plevel = level; - temp += ""; + f << ""; } - temp += " ("; - temp += days; - temp += "+"; - temp += next; - temp += ")"; - f.TagText("td", temp); + f << " (" << days << "+" << next << ")\n" << enclose("td", false); } - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.TagText("td", "specialized"); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td", true) << "specialized\n" << enclose("td", false); days = 0; level = 0; plevel = 0; - next = StudyRate(days, 30); - temp = " "; - temp += level; - temp += " ("; - temp += days; - temp += "+"; - temp += next; - temp += ")"; - f.TagText("td", temp); + next = study_rate(days, 30); + f << enclose("td", true) << " " << level << " (" << days << "+" << next + << ")\n" << enclose("td", false); for (int m = 0; m < 9; m++) { - days += StudyRate(days, 30); - next = StudyRate(days, 30); + days += study_rate(days, 30); + next = study_rate(days, 30); level = GetLevelByDays(days); - temp = " "; - if (level > plevel) temp += ""; - temp += level; + f << enclose("td", true) << " "; + if (level > plevel) f << ""; + f << level; if (level > plevel) { plevel = level; - temp += ""; + f << ""; } - temp += " ("; - temp += days; - temp += "+"; - temp += next; - temp += ")"; - f.TagText("td", temp); + f << " (" << days << "+" << next << ")\n" << enclose("td", false); } - f.Enclose(0, "tr"); - f.Enclose(0, "table"); - f.Enclose(0, "center"); - temp = ""; - temp += "Each skill is listed with it's skill level, followed " - "(in parentheses) by first the number of day equivalents " - "already achieved, a plus sign, and the number of " - "day equivalents expected to be gained with the next " - "study order. This last amount will vary with experience " - "and with progress in skill training (more training in the " - "skill requiring considerably more experience in order to " - "continue studying). This information is also listed for each " - "unit in the report. As can be seen for the specialized units " - "above, surplus experience will garner a considerable bonus to " - "the study rate. "; - f.Paragraph(temp); - temp = ""; - + f << enclose("tr", false); + f << enclose("table", false); + f << enclose("center", false); + f << enclose("p", true) << "Each skill is listed with it's skill level, followed (in parentheses) by first " + << "the number of day equivalents already achieved, a plus sign, and the number of day equivalents " + << "expected to be gained with the next study order. This last amount will vary with experience " + << "and with progress in skill training (more training in the skill requiring considerably more experience " + << "in order to continue studying). This information is also listed for each unit in the report. As can " + << "be seen for the specialized units above, surplus experience will garner a considerable bonus to " + << "the study rate. \n" + << enclose("p", false); + f << enclose("p", true); } else { - temp += "To raise this skill level " - "to 2, the unit must add an additional two months worth of " - "training. Then, to raise this to skill level 3 requires another " - "three months worth of training, and so forth. "; + f << "To raise this skill level to 2, the unit must add an additional two months worth of training. Then, " + << "to raise this to skill level 3 requires another three months worth of training, and so forth. "; } - temp += "A month of training is gained when a unit uses the "; - temp += f.Link("#study", "STUDY") + " order. Note that study months " - "do not need to be consecutive; for a unit to go from level 1 to " - "level 2, he can study for a month, do something else for a month, " - "and then go back and complete the rest of his studies."; + f << "A month of training is gained when a unit uses the " << link("#study", "STUDY") << " order. Note that " + << "study months do not need to be consecutive; for a unit to go from level 1 to level 2, he can study for " + << "a month, do something else for a month, and then go back and complete the rest of his studies."; if (Globals->SKILL_PRACTICE_AMOUNT > 0) { - temp += " A unit can also increase its level of training by " - "using a skill. This progress is "; + f << " A unit can also increase its level of training by using a skill. This progress is "; if (Globals->SKILL_PRACTICE_AMOUNT < 11) - temp += "much slower than"; + f << "much slower than"; else if (Globals->SKILL_PRACTICE_AMOUNT < 30) - temp += "slower than"; + f << "slower than"; else if (Globals->SKILL_PRACTICE_AMOUNT == 30) - temp += "the same as"; + f << "the same as"; else if (Globals->SKILL_PRACTICE_AMOUNT < 61) - temp += "faster than"; + f << "faster than"; else - temp += "much faster than"; - temp += " studying. Only one skill can be improved through " - "practice in any month; if multiple skills are used, only the " - "first will be improved. A skill will only improve with " - "practice if the unit has first studied the rudiments of the " - "skill."; + f << "much faster than"; + f << " studying. Only one skill can be improved through practice in any month; if multiple skills are " + << "used, only the first will be improved. A skill will only improve with practice if the unit has " + << "first studied the rudiments of the skill."; } - f.Paragraph(temp); + f << '\n' << enclose("p", false); // XXX -- This is not as nice as it could be and could cause problems // if the skills are given disparate costs. This should probably be // a table of all skills/costs. - temp = "Most skills cost $"; - temp += SkillDefs[S_COMBAT].cost; - temp += " per person per month to study (in addition to normal " - "maintenance costs). The exceptions are "; - if (has_stea || has_obse) { - if (has_stea) temp += "Stealth"; - if (has_obse) { - if (has_stea) temp += " and "; - temp += "Observation"; - } - temp += " ("; - if (has_stea && has_obse) - temp += "both of which cost $"; - else - temp += "which costs $"; - temp += SkillDefs[S_STEALTH].cost; - temp += "), "; - } - temp += "Magic skills (which cost $"; - temp += SkillDefs[S_FORCE].cost; - temp += ")"; - if (!(SkillDefs[S_TACTICS].flags & SkillType::DISABLED)) { - temp += ", and Tactics (which costs $"; - temp += SkillDefs[S_TACTICS].cost; - temp += ")"; - } - temp += "."; - f.Paragraph(temp); - f.LinkRef("skills_teaching"); - f.TagText("h3", "Teaching:"); - temp = AString("A unit with a teacher can learn up to twice as fast ") + - "as normal. The " + f.Link("#teach", "TEACH") + " order is used to "; - temp += "spend the month teaching one or more other units (your own or " - "another factions). The unit doing the teaching must have a skill " - "level greater than the unit doing the studying. (Note: for all " - "skill uses, it is skill level, not number of months of training, " - "that counts. Thus, a unit with 1 month of training is effectively " - "the same as a unit with 2 months of training, since both have a " - "skill level of 1.) The units being taught simply issue the "; - temp += f.Link("#study", "STUDY") + " order normally (also, his faction " - "must be declared Friendly by the teaching faction). Each person " - "can only teach up to " + Globals->STUDENTS_PER_TEACHER + - " student" + (Globals->STUDENTS_PER_TEACHER == 1?"":"s") + " in a "; - temp += "month; additional students dilute the training. Thus, if 1 " - "teacher teaches "; - temp += AString(2*Globals->STUDENTS_PER_TEACHER) + - " men, each man being taught will gain 1 1/2 months of training, " - "not 2 months."; - f.Paragraph(temp); - temp = "Note that it is quite possible for a single unit to teach two " - "or more other units different skills in the same month, provided " - "that the teacher has a higher skill level than each student in " - "the skill that that student is studying, and that there are no " - "more than "; - temp += AString(Globals->STUDENTS_PER_TEACHER) + " student"; - temp += (Globals->STUDENTS_PER_TEACHER == 1 ? "" : "s"); - temp += " per teacher."; - f.Paragraph(temp); + f << enclose("p", true) << "Most skills cost $" << SkillDefs[S_COMBAT].cost + << " per person per month to study (in addition to normal maintenance costs). The exceptions are "; + if (has_stea || has_obse) { + f << (has_stea ? "Stealth" : "") << (has_stea && has_obse ? " and " : "") << (has_obse ? "Observation" : "") + << " (" << (has_stea && has_obse ? "both of which cost $" : "which costs $") << SkillDefs[S_STEALTH].cost + << "), "; + } + f << "Magic skills (which cost $" << SkillDefs[S_FORCE].cost << ")"; + if (!(SkillDefs[S_TACTICS].flags & SkillType::DISABLED)) + f << ", and Tactics (which costs $" << SkillDefs[S_TACTICS].cost << ")"; + f << ".\n" << enclose("p", false); + f << link_ref("skills_teaching") << '\n'; + f << enclose("h3", true) << "Teaching:\n" << enclose("h3", false); + f << enclose("p", true) << "A unit with a teacher can learn up to twice as fast as normal. The " + << link("#teach", "TEACH") << " order is used to spend the month teaching one or more other units (your own or " + << "another factions). The unit doing the teaching must have a skill level greater than the unit doing the " + << "studying. (Note: for all skill uses, it is skill level, not number of months of training, that counts. " + << "Thus, a unit with 1 month of training is effectively the same as a unit with 2 months of training, " + << "since both have a skill level of 1.) The units being taught simply issue the " << link("#study", "STUDY") + << " order normally (also, his faction must be declared Friendly by the teaching faction). Each person can " + << "only teach up to " << Globals->STUDENTS_PER_TEACHER << " " + << plural(Globals->STUDENTS_PER_TEACHER, "student", "students") << " in a month; additional students dilute " + << "the training. Thus, if 1 teacher teaches " << (2 * Globals->STUDENTS_PER_TEACHER) + << " men, each man being taught will gain 1 1/2 months of training, not 2 months.\n" + << enclose("p", false); + + f << enclose("p", true) << "Note that it is quite possible for a single unit to teach two or more other units " + << "different skills in the same month, provided that the teacher has a higher skill level than each student " + << "in the skill that that student is studying, and that there are no more than " + << Globals->STUDENTS_PER_TEACHER << ' ' << plural(Globals->STUDENTS_PER_TEACHER, "student", "students") + << " per teacher.\n" << enclose("p", false); + if (Globals->LEADERS_EXIST) { - temp = "Note: Only leaders may use the "; - temp += f.Link("#teach", "TEACH") + " order."; - f.Paragraph(temp); - } - f.LinkRef("skills_skillreports"); - f.TagText("h3", "Skill Reports:"); - temp = "When a faction learns a new skill level for this first time, it " - "will be given a report on special abilities that a unit with this " - "skill level has. This report can be shown again at any time (once " - "a faction knows the skill), using the "; - temp += f.Link("#show", "SHOW") + " order. For example, when a faction "; - temp += "learned the skill Shoemaking level 3 for the first time, it " - "might receive the following (obviously farcical) report:"; - f.Paragraph(temp); - f.Paragraph(""); - f.Enclose(1, "pre"); - f.ClearWrapTab(); - f.WrapStr("Shoemaking [SHOE] 3: A unit with this skill may PRODUCE " - "Sooper Dooper Air Max Winged Sandals."); - f.Enclose(0, "pre"); - f.LinkRef("economy"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "The Economy"); - temp = "The unit of currency in Atlantis is the silver piece. Silver " - "is a normal item, with zero weight, appearing in your unit's " - "reports. Silver is used for such things as buying items, and " - "unit's maintenance."; - f.Paragraph(temp); - f.LinkRef("economy_maintenance"); - f.TagText("h3", "Maintenance Costs:"); - temp = "IMPORTANT: Each and every character in Atlantis requires a " - "maintenance fee each month. Anyone who ends the month without " - "this maintenance cost has a "; - temp += Globals->STARVE_PERCENT; - temp += " percent chance of "; + f << enclose("p", true) << "Note: Only leaders may use the " << link("#teach", "TEACH") << " order.\n" + << enclose("p", false); + } + f << link_ref("skills_skillreports") << '\n'; + f << enclose("h3", true) << "Skill Reports:\n" << enclose("h3", false); + f << enclose("p", true) << "When a faction learns a new skill level for this first time, it will be given a " + << "report on special abilities that a unit with this skill level has. This report can be shown again at " + << "any time (once a faction knows the skill), using the " << link("#show", "SHOW") << " order. For " + << "example, when a faction learned the skill Shoemaking level 3 for the first time, it might receive the " + << "following (obviously farcical) report:\n" + << enclose("p", false); + f << enclose("p", true) << '\n' << enclose("p", false); + f << pre(true); + f << "Shoemaking [SHOE] 3: A unit with this skill may PRODUCE Sooper Dooper Air Max Winged Sandals.\n"; + f << pre(false); + + f << link_ref("economy") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "The Economy\n" << enclose("h2", false); + f << enclose("p", true) << "The unit of currency in Atlantis is the silver piece. Silver is a normal item, " + << "with zero weight, appearing in your unit's reports. Silver is used for such things as buying items, and " + << "unit's maintenance.\n" << enclose("p", false); + + f << link_ref("economy_maintenance") << '\n'; + f << enclose("h3", true) << "Maintenance Costs:\n" << enclose("h3", false); + f << enclose("p", true) << "IMPORTANT: Each and every character in Atlantis requires a maintenance fee each " + << "month. Anyone who ends the month without this maintenance cost has a " << Globals->STARVE_PERCENT + << " percent chance of"; if (Globals->SKILL_STARVATION != GameDefs::STARVE_NONE) { - temp += "starving, leading to the following effects:"; - f.Paragraph(temp); - f.Enclose(1, "ul"); - f.Enclose(1, "li"); + f << " starving, leading to the following effects:\n" << enclose("p", false); + f << enclose("ul", true); + f << enclose("li", true); if (Globals->SKILL_STARVATION == GameDefs::STARVE_MAGES) - temp = "If the unit is a mage, it"; + f << "If the unit is a mage, it"; else if (Globals->SKILL_STARVATION == GameDefs::STARVE_LEADERS) - temp = "If the unit is a leader, it"; + f << "If the unit is a leader, it"; else - temp = "A unit"; - temp += " will lose a skill level in some of its skills."; - f.PutStr(temp); - f.Enclose(0, "li"); + f << "A unit"; + f << " will lose a skill level in some of its skills.\n"; + f << enclose("li", false); if (Globals->SKILL_STARVATION != GameDefs::STARVE_ALL) { - f.Enclose(1, "li"); - f.PutStr("Otherwise, it will starve to death."); - f.Enclose(0, "li"); + f << enclose("li", true) << "Otherwise, it will starve to death.\n" << enclose("li", false); } - f.Enclose(1, "li"); - f.PutStr("If a unit should forget a skill level and it knows none, " - "it will starve to death."); - f.Enclose(0, "li"); - f.Enclose(0, "ul"); - temp = ""; + f << enclose("li", true) << "If a unit should forget a skill level and it knows none, it will starve to " + << "death.\n"; + f << enclose("li", false); + f << enclose("ul", false); } else { - temp += "starving to death. "; - } - temp += "It is up to you to make sure that your people have enough money "; - if (Globals->UPKEEP_MINIMUM_FOOD > 0) - temp += "and food "; - temp += "available. Money "; - if (Globals->UPKEEP_MINIMUM_FOOD > 0) - temp += "and food "; - temp += "will be shared automatically between your units " - "in the same region, if one is starving and another has more than " - "enough; but this will not happen between units in different " - "regions (this sharing of money applies only for maintenance costs, " - "and does not occur for other purposes). If you have silver in your " - "unclaimed fund, then that silver will be automatically claimed by " - "units that would otherwise starve. "; + f << " starving to death. "; + } + f << "It is up to you to make sure that your people have enough money " << (Globals->UPKEEP_MINIMUM_FOOD > 0 + ? "and food " : "") << "available. Money " << (Globals->UPKEEP_MINIMUM_FOOD > 0 ? "and food " : "") + << "will be shared automatically between your units in the same region, if one is starving and another has " + << "more than enough; but this will not happen between units in different regions (this sharing of money " + << "applies only for maintenance costs, and does not occur for other purposes). If you have silver in your " + << "unclaimed fund, then that silver will be automatically claimed by units that would otherwise starve. "; if (Globals->UPKEEP_MINIMUM_FOOD && Globals->ALLOW_WITHDRAW) { - temp += "Similarly, food will automatically be "; - temp += f.Link("#withdraw", "withdraw"); - temp += "n if needed and unclaimed funds are available. "; + f << "Similarly, food will automatically be " << link("#withdraw", "withdraw") << "n if needed and " + << "unclaimed funds are available. "; } - temp += "Lastly, if a faction is allied to yours, their units will " - "provide surplus cash "; - if (Globals->UPKEEP_MINIMUM_FOOD > 0) - temp += "or food "; - temp += "to your units for maintenance, as a last resort."; - f.Paragraph(temp); - temp = ""; + f << "Lastly, if a faction is allied to yours, their units will provide surplus cash " + << (Globals->UPKEEP_MINIMUM_FOOD > 0 ? "or food " : "") << "to your units for maintenance, as a last resort.\n" + << enclose("p", false); + + f << enclose("p", true); if (Globals->MULTIPLIER_USE == GameDefs::MULT_NONE) { - temp += AString("This fee is generally ") + - Globals->MAINTENANCE_COST + " silver for a normal character"; + f << "This fee is generally " << Globals->MAINTENANCE_COST << " silver for a normal character"; if (Globals->LEADERS_EXIST) { - temp += AString(", and ") + Globals->LEADER_COST + - " silver for a leader"; + f << ", and " << Globals->LEADER_COST << " silver for a leader"; } } else { if (Globals->MULTIPLIER_USE == GameDefs::MULT_MAGES) { - temp += "Mages "; - } else if (Globals->MULTIPLIER_USE==GameDefs::MULT_LEADERS && - Globals->LEADERS_EXIST) { - temp += "Leaders "; + f << "Mages "; + } else if (Globals->MULTIPLIER_USE==GameDefs::MULT_LEADERS && Globals->LEADERS_EXIST) { + f << "Leaders "; } else { - temp += "All units "; + f << "All units "; } - temp += "pay a fee based on the number of skill levels the character " - "has. This fee is the maximum of $"; - temp += AString(Globals->MAINTENANCE_MULTIPLIER) + " per skill level"; - temp += " and a cost of $"; - temp += AString(Globals->MAINTENANCE_COST) + " for normal characters"; - temp += AString(" or $") + Globals->LEADER_COST + " for leaders"; + f << " pay a fee based on the number of skill levels the character " + << "has. This fee is the maximum of $" << Globals->MAINTENANCE_MULTIPLIER << " per skill level" + << " and a cost of $" << Globals->MAINTENANCE_COST << " for normal characters" + << " or $" << Globals->LEADER_COST << " for leaders"; if (Globals->MULTIPLIER_USE != GameDefs::MULT_ALL) { - temp += ". All other characters pay a fee of "; - temp += Globals->MAINTENANCE_COST; - temp += " silver for a normal character"; + f << ". All other characters pay a fee of $" << Globals->MAINTENANCE_COST << " for a normal character" ; if (Globals->LEADERS_EXIST) { - temp += ", and "; - temp += Globals->LEADER_COST; - temp += " silver for a leader"; + f << ", and $" << Globals->LEADER_COST << " for a leader"; } } } - temp += "."; + f << "."; if (Globals->FOOD_ITEMS_EXIST) { - temp += " Units may substitute one unit of "; - for (last = -1, i = 0, j = 0; i < NITEMS; i++) { + f << " Units may substitute one unit of "; + int j = 0; + int last = -1; + for (int i = 0; i < NITEMS; i++) { if (ItemDefs[i].flags & ItemType::DISABLED) continue; if (!(ItemDefs[i].type & IT_FOOD)) continue; if (last != -1) { - if (j > 0) temp += ", "; - temp += ItemDefs[last].names; + if (j > 0) f << ", "; + f << ItemDefs[last].names; } last = i; j++; } - if (j > 0) temp += " or "; - temp += ItemDefs[last].names; - temp += " for each "; - temp += Globals->UPKEEP_FOOD_VALUE; - temp += " silver of maintenance owed. "; + if (j > 0) f << " or "; + f << ItemDefs[last].names << " for each " << Globals->UPKEEP_FOOD_VALUE << " silver of maintenance owed. "; if (Globals->UPKEEP_MINIMUM_FOOD > 0) { - temp += "A unit must be given at least "; - temp += Globals->UPKEEP_MINIMUM_FOOD; - temp += " maintenance per man in the form of food. "; + f << "A unit must be given at least " << Globals->UPKEEP_MINIMUM_FOOD + << " maintenance per man in the form of food. "; } if (Globals->UPKEEP_MAXIMUM_FOOD >= 0) { - temp += "At most "; - temp += Globals->UPKEEP_MAXIMUM_FOOD; - temp += " silver worth of food can be counted against each " - "man's maintenance. "; + f << "At most " << Globals->UPKEEP_MAXIMUM_FOOD << " silver worth of food can be counted against each " + << "man's maintenance. "; } - temp += "A unit may use the "; - temp += f.Link("#consume", "CONSUME") + " order to specify that it " - "wishes to use food items in preference to silver. Note that "; - temp += "these items are worth more when sold in towns, so selling " - "them and using the money is more economical than using them for " - "maintenance."; + f << "A unit may use the " << link("#consume", "CONSUME") << " order to specify that it wishes to use food " + << "items in preference to silver. Note that these items are worth more when sold in towns, so selling " + << "them and using the money is more economical than using them for maintenance."; }; - f.Paragraph(temp); - f.LinkRef("economy_recruiting"); - f.TagText("h3", "Recruiting:"); - temp = "People may be recruited in a region. The total amount of " - "recruits available per month in a region, and the amount that must " - "be paid per person recruited, are shown in the region description. " - "The "; - temp += f.Link("#buy", "BUY") + " order is used to recruit new people. "; - temp += "New recruits will not have any skills or items. Note that the " - "process of recruiting a new unit is somewhat counter-intuitive; it " - "is necessary to "; - temp += f.Link("#form", "FORM")+" an empty unit, "; - temp += f.Link("#give", "GIVE")+" the empty unit some money, and have it "; - temp += f.Link("#buy", "BUY") + " people; see the description of the "; - temp += f.Link("#form", "FORM")+ " order for further details."; - f.Paragraph(temp); - f.LinkRef("economy_items"); - f.TagText("h3", "Items:"); - temp = "A unit may have a number of possessions, referred to as " - "\"items\". Some details were given above in the section on " - "Movement, but many things were left out. Here is a table giving " - "some information about common items in Atlantis:"; - f.Paragraph(temp); - f.LinkRef("tableiteminfo"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", " "); - f.TagText("th", "Skill (min level)"); - f.TagText("th", "Material"); - f.TagText("th", "Production time"); - f.TagText("th", "Weight (capacity)"); - f.TagText("th", "Extra Information"); - f.Enclose(0, "tr"); - for (i = 0; i < NITEMS; i++) { + f << '\n' << enclose("p", false); + + f << link_ref("economy_recruiting") << '\n'; + f << enclose("h3", true) << "Recruiting:\n" << enclose("h3", false); + f << enclose("p", true) << "People may be recruited in a region. The total amount of recruits available per " + << "month in a region, and the amount that must be paid per person recruited, are shown in the region " + << "description. The " << link("#buy", "BUY") << " order is used to recruit new people. New recruits will " + << "not have any skills or items. Note that the process of recruiting a new unit is somewhat counter-" + << "intuitive; it is necessary to " << link("#form", "FORM") << " an empty unit, " << link("#give", "GIVE") + << " the empty unit some money, and have it " << link("#buy", "BUY") << " people; see the description of the " + << link("#form", "FORM") << " order for further details.\n" + << enclose("p", false); + f << link_ref("economy_items") << '\n'; + f << enclose("h3", true) << "Items:\n" << enclose("h3", false); + f << enclose("p", true) << "A unit may have a number of possessions, referred to as \"items\". Some details " + << "were given above in the section on Movement, but many things were left out. Here is a table " + << "giving some information about common items in Atlantis:\n" + << enclose("p", false); + + f << link_ref("tableiteminfo") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << " \n" << enclose("td", false); + f << enclose("th", true) << "Skill (min level)\n" << enclose("th", false); + f << enclose("th", true) << "Material\n" << enclose("th", false); + f << enclose("th", true) << "Production time\n" << enclose("th", false); + f << enclose("th", true) << "Weight (capacity)\n" << enclose("th", false); + f << enclose("th", true) << "Extra Information\n" << enclose("th", false); + f << enclose("tr", false); + for (int i = 0; i < NITEMS; i++) { if (ItemDefs[i].flags & ItemType::DISABLED) continue; if (!(ItemDefs[i].type & IT_NORMAL)) continue; pS = FindSkill(ItemDefs[i].pSkill); if (pS && (pS->flags & SkillType::DISABLED)) continue; last = 0; - for (j = 0; j < (int) (sizeof(ItemDefs->pInput) / + for (int j = 0; j < (int) (sizeof(ItemDefs->pInput) / sizeof(ItemDefs->pInput[0])); j++) { - k = ItemDefs[i].pInput[j].item; + int k = ItemDefs[i].pInput[j].item; if (k != -1 && !(ItemDefs[k].flags & ItemType::DISABLED) && !(ItemDefs[k].type & IT_NORMAL)) last = 1; } if (last == 1) continue; - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ItemDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap", true) << ItemDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true); if (pS != NULL) { - temp = pS->name; - temp += AString(" (") + ItemDefs[i].pLevel + ")"; - f.PutStr(temp); + f << pS->name << " (" << ItemDefs[i].pLevel << ")\n"; } - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); + f << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true); comma = 0; - temp = ""; if (ItemDefs[i].flags & ItemType::ORINPUTS) - temp = "Any of : "; - for (j = 0; j < (int) (sizeof(ItemDefs->pInput) / - sizeof(ItemDefs->pInput[0])); j++) { - k = ItemDefs[i].pInput[j].item; - if (k < 0 || (ItemDefs[k].flags&ItemType::DISABLED)) - continue; - if (comma) temp += ", "; - temp += ItemDefs[i].pInput[j].amt; - temp += " "; - if (ItemDefs[i].pInput[j].amt > 1) - temp += ItemDefs[k].names; - else - temp += ItemDefs[k].name; + f << "Any of : "; + for (int j = 0; j < (int) (sizeof(ItemDefs->pInput) / sizeof(ItemDefs->pInput[0])); j++) { + int k = ItemDefs[i].pInput[j].item; + if (k < 0 || (ItemDefs[k].flags&ItemType::DISABLED)) continue; + f << (comma ? ", " : "") << ItemDefs[i].pInput[j].amt << " " + << (ItemDefs[i].pInput[j].amt > 1 ? ItemDefs[k].names : ItemDefs[k].name); comma = 1; } - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); + f << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true); if (ItemDefs[i].pMonths) { - temp = ItemDefs[i].pMonths; - temp += AString(" month") + (ItemDefs[i].pMonths == 1 ? "" : "s"); + f << ItemDefs[i].pMonths << plural(ItemDefs[i].pMonths, " month", " months") << '\n'; } else { - temp = " "; + f << " \n"; } - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - temp = ItemDefs[i].weight; + f << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true); + f << ItemDefs[i].weight; cap = ItemDefs[i].walk - ItemDefs[i].weight; if (ItemDefs[i].walk || (ItemDefs[i].hitchItem != -1)) { - temp += " ("; + f << " ("; if (ItemDefs[i].hitchItem == -1) - temp += cap; + f << cap; else { - temp += (cap + ItemDefs[i].hitchwalk); - temp += " with "; - temp += ItemDefs[ItemDefs[i].hitchItem].name; + f << (cap + ItemDefs[i].hitchwalk) << " with " << ItemDefs[ItemDefs[i].hitchItem].name; } - temp += ")"; + f << ")"; } - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\""); - temp = ""; + f << '\n' << enclose("td", false); + f << enclose("td align=\"left\"", true); if (ItemDefs[i].type & IT_WEAPON) { WeaponType *wp = FindWeapon(ItemDefs[i].abr); if (wp->attackBonus || wp->defenseBonus || (wp->flags & WeaponType::RANGED) || (wp->flags & WeaponType::NEEDSKILL)) { if (wp->flags & WeaponType::RANGED) - temp += "Ranged weapon"; + f << "Ranged weapon"; else - temp += "Weapon"; - temp += " which gives "; - if (wp->attackBonus > -1) temp += "+"; - temp += wp->attackBonus; - temp += " on attack"; - temp += " and "; - if (wp->defenseBonus > -1) temp += "+"; - temp += wp->defenseBonus; - temp += " on defense"; + f << "Weapon"; + f << " which gives " << (wp->attackBonus > -1 ? "+" : "") + << wp->attackBonus << " on attack and " << (wp->defenseBonus > -1 ? "+" : "") + << wp->defenseBonus << " on defense"; if (wp->flags & WeaponType::NEEDSKILL) { pS = FindSkill(wp->baseSkill); if (pS && !(pS->flags & SkillType::DISABLED)) - temp += AString(" (needs ") + pS->name; + f << " (needs " << pS->name; pS = FindSkill(wp->orSkill); if (pS && !(pS->flags & SkillType::DISABLED)) - temp += AString(" or ") + pS->name; - temp += " skill)"; + f << " or " << pS->name; + f << " skill)"; } - temp += ".
"; + f << ".
"; } if (wp->numAttacks < 0) { - temp += "Gives 1 attack every "; - temp += -(wp->numAttacks); - temp += " rounds.
"; + f << "Gives 1 attack every " << -wp->numAttacks << " rounds.
"; } } if (ItemDefs[i].type & IT_MOUNT) { MountType *mp = FindMount(ItemDefs[i].abr); pS = FindSkill(mp->skill); if (pS && !(pS->flags & SkillType::DISABLED)) { - temp += "Gives a riding bonus with the "; - temp += pS->name; - temp += " skill.
"; + f << "Gives a riding bonus with the " << pS->name << " skill.
"; } } if (ItemDefs[i].type & IT_ARMOR) { ArmorType *at = FindArmor(ItemDefs[i].abr); - temp += "Gives a "; - temp += at->saves[SLASHING]; - temp += " in "; - temp += at->from; - temp += " chance to survive a normal hit.
"; - if ((at->flags & ArmorType::USEINASSASSINATE) && has_stea) { - temp += "May be used during assassinations.
"; - } + f << "Gives a " << at->saves[SLASHING] << " in " << at->from + << " chance to survive a normal hit.
" + << ((at->flags & ArmorType::USEINASSASSINATE && has_stea) + ? "May be used during assassinations.
" + : ""); } if (ItemDefs[i].type & IT_TOOL) { - for (j = 0; j < NITEMS; j++) { + for (int j = 0; j < NITEMS; j++) { if (ItemDefs[j].flags & ItemType::DISABLED) continue; if (ItemDefs[j].mult_item != i) continue; if (!(ItemDefs[j].type & IT_NORMAL)) continue; pS = FindSkill(ItemDefs[j].pSkill); if (!pS || (pS->flags & SkillType::DISABLED)) continue; last = 0; - for (k = 0; k < (int) (sizeof(ItemDefs->pInput) / + for (int k = 0; k < (int) (sizeof(ItemDefs->pInput) / sizeof(ItemDefs->pInput[0])); k++) { - l = ItemDefs[j].pInput[k].item; + int l = ItemDefs[j].pInput[k].item; if (l != -1 && !(ItemDefs[l].flags & ItemType::DISABLED) && !(ItemDefs[l].type & IT_NORMAL)) last = 1; } if (last == 1) continue; - temp += AString("+") + ItemDefs[j].mult_val + - " bonus when producing " + ItemDefs[j].names + ".
"; + f << "+" << ItemDefs[j].mult_val << " bonus when producing " + << ItemDefs[j].names << ".
"; } } - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - } - f.Enclose(0, "table"); - f.Enclose(0, "center"); - temp = "All items except silver and trade goods are produced with the "; - temp += f.Link("#produce", "PRODUCE") + " order."; - - temp += " Producing items will always produce as many items as " - "during a month up to the limit of the supplies carried by the " - "producing unit. The required skills and raw materials required " - "to produce one output item are in the table above."; - f.Paragraph(temp); - - temp = "If an item requires raw materials, then the specified " - "amount of each material is consumed for each item produced. "; - temp += "The higher the skill of the unit, the more productive each " - "man-month of work will be. Thus, five men at skill level one are " - "exactly equivalent to one guy at skill level 5 in terms of base " - "output. Items which require multiple man-months to produce will " - "take still benefit from higher skill level units, just not as " - "quickly. For example, if a unit of six level one men wanted to " - "produce something which required three man-months per item, that " - "unit could produce two of them in one month. If their skill level " - "was raised to two, then they could produce four of them in a month. " - "At level three, they could then produce 6 per month."; - f.Paragraph(temp); - - temp = "Some items may allow each man to produce multiple output " - "items per raw material or have other differences from these basic " - "rules. Those items will explain their differences in the " - "description of the item."; - f.Paragraph(temp); + f << '\n' << enclose("td", false); + f << enclose("tr", false); + } + f << enclose("table", false); + f << enclose("center", false); + + f << enclose("p", true) << "All items except silver and trade goods are produced with the " + << link("#produce", "PRODUCE") << " order. Producing items will always produce as many items as " + << "during a month up to the limit of the supplies carried by the producing unit. The required skills " + << "and raw materials required to produce one output item are in the table above.\n" + << enclose("p", false); + + f << enclose("p", true) << "If an item requires raw materials, then the specified amount of each " + << "material is consumed for each item produced. The higher the skill of the unit, the more " + << "productive each man-month of work will be. Thus, five men at skill level one are exactly " + << "equivalent to one guy at skill level 5 in terms of base output. Items which require multiple " + << "man-months to produce will take still benefit from higher skill level units, just not as " + << "quickly. For example, if a unit of six level one men wanted to produce something which required " + << "three man-months per item, that unit could produce two of them in one month. If their skill level " + << "was raised to two, then they could produce four of them in a month. At level three, they could " + << "then produce 6 per month.\n" << enclose("p", false); + + f << enclose("p", true) << "Some items may allow each man to produce multiple output items per raw material " + << "or have other differences from these basic rules. Those items will explain their differences in the " + << "description of the item.\n" << enclose("p", false); if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) { - temp = " Only Trade factions can issue "; - temp += f.Link("#produce", "PRODUCE") + " orders however, regardless " - "of skill levels."; + f << enclose("p", true) << " Only Trade factions can issue " << link("#produce", "PRODUCE") + << " orders however, regardless of skill levels.\n" + << enclose("p", false); } - f.Paragraph(temp); - temp = "Items which increase production may increase production of " - "advanced items in addition to the basic items listed. Some of " - "them also increase production of other tools. Read the skill " - "descriptions for details on which tools aid which production when " - "not noted above."; - f.Paragraph(temp); - temp = "If an item does not list a raw material it may be produced " - "directly from the land. Each region generally has at least one item " - "that can be produced there. Shown on the description of a region " - "is a list of the items that can be produced, and the amount of " - "each that can be produced per month. This amount depends on the " - "region type. "; - if (Globals->RANDOM_ECONOMY) { - temp += "It also varies from region to region of the same type. "; - } - temp += "If the units in a region attempt to produce more of a commodity " - "than can be produced that month, then the amount available is " - "distributed among the producers"; - f.Paragraph(temp); + f << enclose("p", true) << "Items which increase production may increase production of advanced items in " + << "addition to the basic items listed. Some of them also increase production of other tools. Read the skill " + << "descriptions for details on which tools aid which production when not noted above.\n" + << enclose("p", false); + f << enclose("p", true) << "If an item does not list a raw material it may be produced directly from the land. " + << "Each region generally has at least one item that can be produced there. Shown on the description of a " + << "region is a list of the items that can be produced, and the amount of each that can be produced per month. " + << "This amount depends on the region type. " + << (Globals->RANDOM_ECONOMY ? "It also varies from region to region of the same type. " : "") + << "If the units in a region attempt to produce more of a commodity than can be produced that month, then the " + << "amount available is distributed among the producers\n" + << enclose("p", false); + if (Globals->TOWNS_EXIST) { - f.LinkRef("economy_towns"); - f.TagText("h3", "Villages, Towns, and Cities:"); - temp = "Some regions in Atlantis contain villages, towns, and " - "cities. Villages add to the wages, population, and tax income " - "of the region they are in. "; - if (Globals->FOOD_ITEMS_EXIST) { - temp += "Also, villages will have an additional market for " - "grain, livestock, and fish. "; - } - temp += "As the village's demand for these goods is met, the " - "population will increase. When the population reaches a " - "certain threshold, the village will turn into a town. A " - "town will have some additional products that it demands, " - "in addition to what it previously wanted. Also a town " - "will sell some new items as well. A town whose demands are " - "being met will grow, and above another threshold it will " - "become a full-blown city. A city will have additional " - "markets for common items, and will also have markets for " - "less common, more expensive trade items."; - f.Paragraph(temp); - temp = "Trade items are bought and sold only by cities, and have " - "no other practical uses. However, the profit margins on " - "these items are usually quite high. "; - f.Paragraph(temp); - } - f.LinkRef("economy_buildings"); - f.TagText("h3", "Buildings and Trade Structures:"); - temp = "Construction of buildings "; - if (may_sail) temp += "and ships "; - temp += "goes as follows: each unit of work on a building requires a " - "unit of the required resource and a man-month of work by a " - "character with the appropriate skill and level; higher skill " - "levels allow work to proceed faster (still using one unit of " - "the required resource per unit of work done). "; + f << link_ref("economy_towns") << '\n'; + f << enclose("h3", true) << "Villages, Towns, and Cities:\n" << enclose("h3", false); + f << enclose("p", true) << "Some regions in Atlantis contain villages, towns, and cities. Villages add to " + << "the wages, population, and tax income of the region they are in. " + << (Globals->FOOD_ITEMS_EXIST + ? "Also, villages will have an additional market for grain, livestock, and fish. " + : "") + << "As the village's demand for these goods is met, the population will increase. When the population " + << "reaches a certain threshold, the village will turn into a town. A town will have some additional " + << "products that it demands, in addition to what it previously wanted. Also a town will sell some new " + << "items as well. A town whose demands are being met will grow, and above another threshold it will become " + << "a full-blown city. A city will have additional markets for common items, and will also have markets for " + << "less common, more expensive trade items.\n" + << enclose("p", false); + f << enclose("p", true) << "Trade items are bought and sold only by cities, and have no other practical uses. " + << "However, the profit margins on these items are usually quite high. \n" + << enclose("p", false); + } + f << link_ref("economy_buildings") << '\n'; + f << enclose("h3", true) << "Buildings and Trade Structures:\n" << enclose("h3", false); + f << enclose("p", true) << "Construction of buildings " << (may_sail ? "and ships " : "") + << "goes as follows: each unit of work on a building requires a unit of the required resource and a " + << "man-month of work by a character with the appropriate skill and level; higher skill levels allow " + << "work to proceed faster (still using one unit of the required resource per unit of work done). "; if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) { - if (Globals->BUILD_NO_TRADE) { - temp += "Any faction can issue "; - } else { - temp += "Again, only Trade factions can issue "; - } - temp += f.Link("#build", "BUILD") + " orders. "; - } - temp += "Here is a table of the various building types:"; - f.Paragraph(temp); - f.LinkRef("tablebuildings"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", ""); - f.TagText("th", "Size"); - f.TagText("th", "Cost"); - f.TagText("th", "Material"); - f.TagText("th", "Skill (min level)"); + f << (Globals->BUILD_NO_TRADE ? "Any faction can issue " : "Again, only Trade factions can issue ") + << link("#build", "BUILD") << " orders. "; + } + f << "Here is a table of the various building types:\n" + << enclose("p", false); + + f << link_ref("tablebuildings") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << "\n" << enclose("td", false); + f << enclose("th", true) << "Size\n" << enclose("th", false); + f << enclose("th", true) << "Cost\n" << enclose("th", false); + f << enclose("th", true) << "Material\n" << enclose("th", false); + f << enclose("th", true) << "Skill (min level)\n" << enclose("th", false); if (Globals->LIMITED_MAGES_PER_BUILDING) { - f.TagText("th", "Mages"); + f << enclose("th", true) << "Mages\n" << enclose("th", false); } - f.Enclose(0, "tr"); - for (i = 0; i < NOBJECTS; i++) { + f << enclose("tr", false); + for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (!ObjectDefs[i].protect) continue; pS = FindSkill(ObjectDefs[i].skill); if (pS == NULL) continue; if (pS->flags & SkillType::MAGIC) continue; if (ObjectIsShip(i)) continue; - j = ObjectDefs[i].item; + int j = ObjectDefs[i].item; if (j == -1) continue; /* Need the >0 since item could be WOOD_OR_STONE (-2) */ if (j > 0 && (ItemDefs[j].flags & ItemType::DISABLED)) continue; if (j > 0 && !(ItemDefs[j].type & IT_NORMAL)) continue; /* Okay, this is a valid object to build! */ - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].protect); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].cost); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - if (j == I_WOOD_OR_STONE) - temp = "wood or stone"; - else - temp = ItemDefs[j].name; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - temp = pS->name; - temp += AString(" (") + ObjectDefs[i].level + ")"; - f.PutStr(temp); - f.Enclose(0, "td"); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].protect << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].cost << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << (j == I_WOOD_OR_STONE ? "wood or stone" : ItemDefs[j].name) + << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << pS->name << " (" << ObjectDefs[i].level << ")\n" + << enclose("td", false); if (Globals->LIMITED_MAGES_PER_BUILDING) { - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].maxMages); - f.Enclose(0, "td"); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].maxMages << '\n' << enclose("td", false); } - f.Enclose(0, "tr"); + f << enclose("tr", false); } - f.Enclose(0, "table"); - f.Enclose(0, "center"); - temp = "Size is the number of people that the building can shelter. Cost " - "is both the number of man-months of labor and the number of units " - "of material required to complete the building. "; + f << enclose("table", false); + f << enclose("center", false); + + f << enclose("p", true) << "Size is the number of people that the building can shelter. Cost is both " + << "the number of man-months of labor and the number of units of material required to complete the building. "; if (Globals->LIMITED_MAGES_PER_BUILDING) { - temp += "Mages is the number of mages that the building " - "provides study facilities for, to enable unhindered " - "study above level 2 in magical skills. "; + f << "Mages is the number of mages that the building provides study facilities for, to enable unhindered " + << "study above level 2 in magical skills. "; } - temp += "There are possibly other buildings which can be built that " - "require more advanced resources, or odd skills to construct. " - "The description of a skill will include any buildings which " - "it allows to be built."; - f.Paragraph(temp); - temp = "There are other structures that increase the maximum production " - "of certain items in regions"; + f << "There are possibly other buildings which can be built that require more advanced resources, or odd " + << "skills to construct. The description of a skill will include any buildings which it allows to be built.\n" + << enclose("p", false); + + f << enclose("p", true) << "There are other structures that increase the maximum production of certain items " + << "in regions"; if (!(ObjectDefs[O_MINE].flags & ObjectType::DISABLED)) - temp += "; for example, a Mine will increase the amount of iron " - "that is available to be mined in a region"; - temp += ". To construct these structures requires a high skill level in " - "the production skill related to the item that the structure will " - "help produce. "; + f << "; for example, a Mine will increase the amount of iron that is available to be mined in a region"; + f << ". To construct these structures requires a high skill level in the production skill related to the item " + << "that the structure will help produce. "; if (!(ObjectDefs[O_INN].flags & ObjectType::DISABLED)) { - temp += "(Inns are an exception to this rule, requiring the Building " - "skill, not the Entertainment skill.) "; - } - temp += "This bonus in production is available to any unit in the " - "region; there is no need to be inside the structure."; - f.Paragraph(temp); - temp = "The first structure built in a region will increase the maximum " - "production of the related product by 25%; the amount added by each " - "additional structure will be half of the the effect of the previous " - "one. (Note that if you build enough of the same type of structure " - "in a region, the new structures may not add _any_ to the production " - "level)."; - f.Paragraph(temp); - f.LinkRef("tabletradestructures"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", ""); - f.TagText("th", "Cost"); - f.TagText("th", "Material"); - f.TagText("th", "Skill (level)"); - f.TagText("th", "Production Aided"); - f.Enclose(0, "tr"); - for (i = 0; i < NOBJECTS; i++) { + f << "(Inns are an exception to this rule, requiring the Building skill, not the Entertainment skill.) "; + } + f << "This bonus in production is available to any unit in the region; there is no need to be inside the " + << "structure.\n" << enclose("p", false); + + f << enclose("p", true) << "The first structure built in a region will increase the maximum production of the " + << "related product by 25%; the amount added by each additional structure will be half of the the effect of " + << "the previous one. (Note that if you build enough of the same type of structure in a region, the new " + << "structures may not add _any_ to the production level).\n" + << enclose("p", false); + + f << link_ref("tabletradestructures") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << "\n" << enclose("td", false); + f << enclose("th", true) << "Cost\n" << enclose("th", false); + f << enclose("th", true) << "Material\n" << enclose("th", false); + f << enclose("th", true) << "Skill (level)\n" << enclose("th", false); + f << enclose("th", true) << "Production Aided\n" << enclose("th", false); + f << enclose("tr", false); + for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (ObjectDefs[i].protect) continue; if (ObjectIsShip(i)) continue; - j = ObjectDefs[i].productionAided; + int j = ObjectDefs[i].productionAided; if (j == -1) continue; if (ItemDefs[j].flags & ItemType::DISABLED) continue; if (!(ItemDefs[j].type & IT_NORMAL)) continue; @@ -2904,87 +2435,69 @@ int Game::GenRules(const AString &rules, const AString &css, if (j > 0 && (ItemDefs[j].flags & ItemType::DISABLED)) continue; if (j > 0 && !(ItemDefs[j].type & IT_NORMAL)) continue; /* Okay, this is a valid object to build! */ - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].cost); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - if (j == I_WOOD_OR_STONE) - temp = "wood or stone"; - else - temp = ItemDefs[j].name; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - temp = pS->name; + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].cost << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << (j == I_WOOD_OR_STONE ? "wood or stone" : ItemDefs[j].name) + << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << pS->name; if (ObjectDefs[i].level > 1) - temp += AString(" (") + ObjectDefs[i].level + ")"; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - if (ObjectDefs[i].productionAided == I_SILVER) - f.PutStr("entertainment"); - else - f.PutStr(ItemDefs[ObjectDefs[i].productionAided].names); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - } - f.Enclose(0, "table"); - f.Enclose(0, "center"); - temp = "Note that these structures will not increase the availability " - "of an item in a region which does not already have that item " - "available. Also, Trade structures do not offer defensive bonuses " - "(which is why they do not have a size associated with them). As " - "with regular buildings, the Cost is the number of man-months of " - "labor and also the number of units of raw material required to " - "complete the structure. "; - if (!(ItemDefs[I_WOOD].flags & ItemType::DISABLED) && - !(ItemDefs[I_STONE].flags & ItemType::DISABLED)) { - temp += "You can use two different materials (wood or stone) to " - "construct most trade structures. "; - } - temp += "It is possible that there are structures not listed above " - "which require either advanced resources to build or which " - "increase the production of advanced resources. The skill " - "description for a skill will always note if new structures may " - "be built based on knowing that skill."; - f.Paragraph(temp); + f << " (" << ObjectDefs[i].level << ")"; + f << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) + << (ObjectDefs[i].productionAided == I_SILVER + ? "entertainment" + : ItemDefs[ObjectDefs[i].productionAided].names) + << '\n' << enclose("td", false); + f << enclose("tr", false); + } + f << enclose("table", false); + f << enclose("center", false); + + f << enclose("p", true) << "Note that these structures will not increase the availability of an item in a " + << "region which does not already have that item available. Also, Trade structures do not offer " + << "defensive bonuses (which is why they do not have a size associated with them). As with regular " + << "buildings, the Cost is the number of man-months of labor and also the number of units of raw " + << "material required to complete the structure. "; + if (!(ItemDefs[I_WOOD].flags & ItemType::DISABLED) && !(ItemDefs[I_STONE].flags & ItemType::DISABLED)) + f << "You can use two different materials (wood or stone) to construct most trade structures. "; + f << "It is possible that there are structures not listed above which require either advanced resources " + << "to build or which increase the production of advanced resources. The skill description for a skill " + << "will always note if new structures may be built based on knowing that skill.\n" + << enclose("p", false); + if (!(ObjectDefs[O_ROADN].flags & ObjectType::DISABLED)) { - f.LinkRef("economy_roads"); - f.TagText("h3", "Roads:"); - temp = "There is a another type of structure called roads. They do " - "not protect units, nor aid in the production of resources, but " - "do aid movement, and can improve the economy of a hex."; - f.Paragraph(temp); - temp = "Roads are directional and are only considered to reach from " - "one hexside to the center of the hex. To gain a movement " - "bonus, there must be two connecting roads, one in each " - "adjacent hex. Only one road may be built in each direction. " - "If a road in the given direction is connected, units move " - "along that road at half cost to a minimum of 1 movement point."; - f.Paragraph(temp); - temp = "For example: If a unit is moving northwest, then hex it is " - "in must have a northwest road, and the hex it is moving into " - "must have a southeast road."; - f.Paragraph(temp); - temp = "To gain an economy bonus, a hex must have roads that connect " - "to roads in at least two adjoining hexes. The economy bonus " - "for the connected roads raises the wages in the region by 1 " - "point."; - f.Paragraph(temp); - f.LinkRef("tableroadstructures"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", ""); - f.TagText("th", "Cost"); - f.TagText("th", "Material"); - f.TagText("th", "Skill (min level)"); - f.Enclose(0, "tr"); - for (i = 0; i < NOBJECTS; i++) { + f << link_ref("economy_roads") << '\n'; + f << enclose("h3", true) << "Roads:\n" << enclose("h3", false); + f << enclose("p", true) << "There is a another type of structure called roads. They do not protect units, " + << "nor aid in the production of resources, but do aid movement, and can improve the economy of a hex.\n" + << enclose("p", false); + + f << enclose("p", true) << "Roads are directional and are only considered to reach from one hexside to the " + << "center of the hex. To gain a movement bonus, there must be two connecting roads, one in each adjacent " + << "hex. Only one road may be built in each direction. If a road in the given direction is connected, " + << "units move along that road at half cost to a minimum of 1 movement point.\n" + << enclose("p", false); + + f << enclose("p", true) << "For example: If a unit is moving northwest, then hex it is in must have a " + << "northwest road, and the hex it is moving into must have a southeast road.\n" + << enclose("p", false); + + f << enclose("p", true) << "To gain an economy bonus, a hex must have roads that connect to roads in at " + << "least two adjoining hexes. The economy bonus for the connected roads raises the wages in the " + << "region by 1 point.\n" + << enclose("p", false); + + f << link_ref("tableroadstructures") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << "\n" << enclose("td", false); + f << enclose("th", true) << "Cost\n" << enclose("th", false); + f << enclose("th", true) << "Material\n" << enclose("th", false); + f << enclose("th", true) << "Skill (min level)\n" << enclose("th", false); + f << enclose("tr", false); + for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (ObjectDefs[i].productionAided != -1) continue; if (ObjectDefs[i].protect) continue; @@ -2992,95 +2505,72 @@ int Game::GenRules(const AString &rules, const AString &css, pS = FindSkill(ObjectDefs[i].skill); if (pS == NULL) continue; if (pS->flags & SkillType::MAGIC) continue; - j = ObjectDefs[i].item; + int j = ObjectDefs[i].item; if (j == -1) continue; /* Need the >0 since item could be WOOD_OR_STONE (-2) */ if (j > 0 && (ItemDefs[j].flags & ItemType::DISABLED)) continue; if (j > 0 && !(ItemDefs[j].type & IT_NORMAL)) continue; /* Okay, this is a valid object to build! */ - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].cost); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - if (j == I_WOOD_OR_STONE) - temp = "wood or stone"; - else - temp = ItemDefs[j].name; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - temp = pS->name; - temp += AString(" (") + ObjectDefs[i].level + ")"; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].cost << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) + << (j == I_WOOD_OR_STONE ? "wood or stone" : ItemDefs[j].name) << '\n' + << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << pS->name << " (" << ObjectDefs[i].level << ")\n" + << enclose("td", false); + f << enclose("tr", false); } - f.Enclose(0, "table"); - f.Enclose(0, "center"); + f << enclose("table", false); + f << enclose("center", false); } if (Globals->DECAY) { - f.LinkRef("economy_builddecay"); - f.TagText("h3", "Building Decay:"); - temp = "Some structures will decay over time if they are not " - "maintained. Difficult terrain and bad weather will speed up " - "this decay. Maintnenance involves having units with the " - "appropriate level of skill expend a small amount of the " - "material used to build the structure and labor on a fairly " - "regular basis in the exactly same manner as they would work on " - "the building it if it was not completed. In other words, enter " - "the structure and issue the BUILD command with no parameters. " - "If a structure will need maintenance, that information will be " - "related in the object information given about the structure. " - "If a structure is allowed to decay, it will not give any of " - "its bonuses until it is repaired."; - f.Paragraph(temp); + f << link_ref("economy_builddecay") << '\n'; + f << enclose("h3", true) << "Building Decay:\n" << enclose("h3", false); + f << enclose("p", true) << "Some structures will decay over time if they are not maintained. " + << "Difficult terrain and bad weather will speed up this decay. Maintnenance involves having units " + << "with the appropriate level of skill expend a small amount of the material used to build the " + << "structure and labor on a fairly regular basis in the exactly same manner as they would work on " + << "the building it if it was not completed. In other words, enter the structure and issue the BUILD " + << "command with no parameters. If a structure will need maintenance, that information will be related " + << "in the object information given about the structure. If a structure is allowed to decay, it will " + << "not give any of its bonuses until it is repaired.\n" + << enclose("p", false); } if (may_sail) { - f.LinkRef("economy_ships"); - f.TagText("h3", "Ships:"); - temp = "Ships are constructed similarly to buildings, with " - "a few small differences. " - "Firstly, they tend to be constructed out of wood, " - "not stone. " - "Secondly, their construction tends to depend on the " - "Shipbuilding skill, not the Building skill. " - "Thirdly, while unfinished buildings appear in the " - "region, and may be entered by other units, " - "unfinished ships appear only in their builder's " - "inventory until they are complete. If the builder "; - temp += f.Link("#move", "MOVE"); - temp += "s or they are in a fleet that "; - temp += f.Link("#sail", "SAIL"); - temp += "s while they have an unfinished ship in their " - "possession, the ship will be discarded and lost. "; - temp += "Finally, ships are never interacted with as objects " - "directly, but when completed are placed in Fleet " - "objects. Fleets may contain one or more ships, and " - "may be entered like other buildings."; - f.Paragraph(temp); - temp = ""; + f << link_ref("economy_ships") << '\n'; + f << enclose("h3", true) << "Ships:\n" << enclose("h3", false); + f << enclose("p", true) + << "Ships are constructed similarly to buildings, with a few small differences. " + << "Firstly, they tend to be constructed out of wood, not stone. Secondly, their " + << "construction tends to depend on the Shipbuilding skill, not the Building skill. " + << "Thirdly, while unfinished buildings appear in the region, and may be entered by " + << "other units, unfinished ships appear only in their builder's inventory until " + << "they are complete. If the builder " << link("#move", "MOVE") << "s or they are in " + << "a fleet that " << link("#sail", "SAIL") << "s while they have an unfinished ship " + << "in their possession, the ship will be discarded and lost. Finally, ships are " + << "never interacted with as objects directly, but when completed are placed in Fleet " + << "objects. Fleets may contain one or more ships, and may be entered like other buildings.\n" + << enclose("p", false); + f << enclose("p", true); if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) { - temp += "Only factions with at least one faction point spent on " - "trade can issue "; - temp += f.Link("#build", "BUILD") + " orders. "; + f << "Only factions with at least one faction point spent on " + "trade can issue " << link("#build", "BUILD") << " orders. "; } - temp += "Here is a table of the various ship types:"; - f.Paragraph(temp); - f.LinkRef("tableshipinfo"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", "Class"); - f.TagText("th", "Capacity"); - f.TagText("th", "Cost"); - f.TagText("th", "Sailors"); - f.TagText("th", "Skill"); - f.Enclose(0, "tr"); - for (i = 0; i < NITEMS; i++) { + f << "Here is a table of the various ship types:\n" + << enclose("p", false); + + f << link_ref("tableshipinfo") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << "Class\n" << enclose("td", false); + f << enclose("th", true) << "Capacity\n" << enclose("th", false); + f << enclose("th", true) << "Cost\n" << enclose("th", false); + f << enclose("th", true) << "Sailors\n" << enclose("th", false); + f << enclose("th", true) << "Skill\n" << enclose("th", false); + f << enclose("tr", false); + for (int i = 0; i < NITEMS; i++) { if (ItemDefs[i].flags & ItemType::DISABLED) continue; if (!(ItemDefs[i].type & IT_SHIP)) continue; int pub = 1; @@ -3088,33 +2578,22 @@ int Game::GenRules(const AString &rules, const AString &css, int m = ItemDefs[i].pInput[c].item; if (m != -1) { if (ItemDefs[m].flags & ItemType::DISABLED) pub = 0; - if ((ItemDefs[m].type & IT_ADVANCED) || - (ItemDefs[m].type & IT_MAGIC)) pub = 0; + if ((ItemDefs[m].type & IT_ADVANCED) || (ItemDefs[m].type & IT_MAGIC)) pub = 0; } } if (pub == 0) continue; if (ItemDefs[i].mLevel > 0) continue; int slevel = ItemDefs[i].pLevel; if (slevel > 3) continue; - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].swim); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].pMonths); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ItemDefs[i].weight/50); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(slevel); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + f << enclose("tr", true); + f << enclose("td align=\"center\"", true) << ItemDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ItemDefs[i].swim << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ItemDefs[i].pMonths << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ItemDefs[i].weight/50 << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << slevel << '\n' << enclose("td", false); + f << enclose("tr", false); } - for (i = 0; i < NOBJECTS; i++) { + for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (!ObjectIsShip(i)) continue; if (ItemDefs[ObjectDefs[i].item].flags & ItemType::DISABLED) @@ -3122,984 +2601,569 @@ int Game::GenRules(const AString &rules, const AString &css, int normal = (ItemDefs[ObjectDefs[i].item].type & IT_NORMAL); normal |= (ItemDefs[ObjectDefs[i].item].type & IT_TRADE); if (!normal) continue; - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].capacity); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].cost); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(ObjectDefs[i].sailors); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(AString("")+1); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"center\""); - f.PutStr(AString("no")); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - } - f.Enclose(0, "table"); - f.Enclose(0, "center"); - temp = "The capacity of a ship is the maximum weight that the " - "ship may have aboard and still move. The cost is both " - "the man-months of labor and the number of units of " - "material required to complete the ship. The sailors " - "are the number of skill levels of the Sailing skill " - "that must be aboard the ship (and issuing the "; - temp += f.Link("#sail", "SAIL") + " order) in order for the ship " - "to sail."; - f.Paragraph(temp); - temp = "When a ship is built, if its builder is already the " - "owner of a fleet object, then the ship will be " - "added to that fleet; otherwise a new fleet will be " - "created to hold the ship. A fleet has the combined " - "capacity and sailor requirement of its constituent " - "vessels, and moves at the speed of its slowest ship. "; - f.Paragraph(temp); - } - f.LinkRef("economy_advanceditems"); - f.TagText("h3", "Advanced Items:"); - temp = "There are also certain advanced items that highly skilled units " - "can produce. These are not available to starting players, but can " - "be discovered through study. When a unit is skilled enough to " - "produce one of these items, he will receive a skill report " - "describing the production of this item. Production of advanced " - "items is generally done in a manner similar to the normal items."; - f.Paragraph(temp); - f.LinkRef("economy_income"); - f.TagText("h3", "Income:"); - temp = "Units can earn money with the "; - temp += f.Link("#work", "WORK") + " order. This means that the unit " - "spends the month performing manual work for wages. The amount to " - "be earned from this is usually not very high, so it is generally " - "a last resort to be used if one is running out of money. The " - "current wages are shown in the region description for each region. " - "All units may "; - temp += f.Link("#work", "WORK") + ", regardless of skills"; - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) - temp += " or faction type"; - temp += "."; - f.Paragraph(temp); - if (!(SkillDefs[S_ENTERTAINMENT].flags & SkillType::DISABLED)) { - f.LinkRef("economy_entertainment"); - f.TagText("h3", "Entertainment:"); - temp = "Units with the Entertainment skill can use it to earn " - "money. A unit with Entertainment level 1 will earn "; - temp += AString(Globals->ENTERTAIN_INCOME) + - " silver per man by issuing the "; - temp += f.Link("#entertain", "ENTERTAIN") + " order. The total " - "amount of money that can be earned this way is shown in the " - "region descriptions. Higher levels of Entertainment skill can " - "earn more, so a character with Entertainment skill 2 can earn " - "twice as much money as one with skill 1 (and uses twice as " - "much of the demand for entertainment in the region). Note that " - "entertainment income is much less, per region, than the income " - "available through working or taxing."; - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) { - temp += " All factions may have entertainers, regardless of " - "faction type."; + f << enclose("tr", true); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].capacity << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].cost << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << ObjectDefs[i].sailors << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << 1 << '\n' << enclose("td", false); + f << enclose("td align=\"center\"", true) << "no" << '\n' << enclose("td", false); + f << enclose("tr", false); } - f.Paragraph(temp); - } + f << enclose("table", false); + f << enclose("center", false); + + f << enclose("p", true) << "The capacity of a ship is the maximum weight that the ship may have aboard " + << "and still move. The cost is both the man-months of labor and the number of units of material required " + << "to complete the ship. The sailors are the number of skill levels of the Sailing skill that must be " + << "aboard the ship (and issuing the " << link("#sail", "SAIL") << " order) in order for the ship to sail.\n" + << enclose("p", false); + + f << enclose("p", true) << "When a ship is built, if its builder is already the owner of a fleet object, then " + << "the ship will be added to that fleet; otherwise a new fleet will be created to hold the ship. A fleet " + << "has the combined capacity and sailor requirement of its constituent vessels, and moves at the speed of " + << "its slowest ship. \n" << enclose("p", false); + } + f << link_ref("economy_advanceditems") << '\n'; + f << enclose("h3", true) << "Advanced Items:\n" << enclose("h3", false); + f << enclose("p", true) << "There are also certain advanced items that highly skilled units can produce. " + << "These are not available to starting players, but can be discovered through study. When a unit is skilled " + << "enough to produce one of these items, he will receive a skill report describing the production of this " + << "item. Production of advanced items is generally done in a manner similar to the normal items.\n" + << enclose("p", false); + f << link_ref("economy_income") << '\n'; + f << enclose("h3", true) << "Income:\n" << enclose("h3", false); + f << enclose("p", true) << "Units can earn money with the " << link("#work", "WORK") << " order. This means " + << "that the unit spends the month performing manual work for wages. The amount to be earned from this is " + << "usually not very high, so it is generally a last resort to be used if one is running out of money. The " + << "current wages are shown in the region description for each region. All units may " << link("#work", "WORK") + << ", regardless of skills" + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES ? " or faction type" : "") + << ".\n" << enclose("p", false); - f.LinkRef("economy_taxingpillaging"); - f.TagText("h3", "Taxing/Pillaging:"); - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) - temp = "War factions "; - else - temp = "Factions "; - temp += "may collect taxes in a region. This is done using the "; - temp += f.Link("#tax", "TAX") + " order (which is "; - if (!Globals->TAX_PILLAGE_MONTH_LONG) temp += "not "; - temp += "a full month order). The amount of tax money that can be " - "collected each month in a region is shown in the region " - "description. "; + if (!(SkillDefs[S_ENTERTAINMENT].flags & SkillType::DISABLED)) { + f << link_ref("economy_entertainment") << '\n'; + f << enclose("h3", true) << "Entertainment:\n" << enclose("h3", false); + f << enclose("p", true) + << "Units with the Entertainment skill can use it to earn money. A unit with Entertainment level 1 will " + << "earn " << Globals->ENTERTAIN_INCOME << " silver per man by issuing the " + << link("#entertain", "ENTERTAIN") << " order. The total amount of money that can be earned this way " + << "is shown in the region descriptions. Higher levels of Entertainment skill can earn more, so a " + << "character with Entertainment skill 2 can earn twice as much money as one with skill 1 (and uses " + << "twice as much of the demand for entertainment in the region). Note that entertainment income is " + << "much less, per region, than the income available through working or taxing." + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES + ? " All factions may have entertainers, regardless of faction type." + : "") + << '\n' << enclose("p", false); + } + + f << link_ref("economy_taxingpillaging") << '\n'; + f << enclose("h3", true) << "Taxing/Pillaging:\n" << enclose("h3", false); + f << enclose("p", true) + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES ? "War factions " : "Factions ") + << "may collect taxes in a region. This is done using the " << link("#tax", "TAX") << " order (which is " + << (Globals->TAX_PILLAGE_MONTH_LONG ? "" : "not ") << "a full month order). The amount of tax money that can be " + << "collected each month in a region is shown in the region description. "; if (Globals->WHO_CAN_TAX & GameDefs::TAX_ANYONE) { - temp += "Any unit may "; - temp += f.Link("#tax", "TAX"); + f << "Any unit may " << link("#tax", "TAX"); } else { - AString temp3; - int prev = 0, hold = 0; - temp += "A unit may "; - temp += f.Link("#tax", "TAX"); - temp += " if it "; - if (Globals->WHO_CAN_TAX & - (GameDefs::TAX_COMBAT_SKILL | GameDefs::TAX_BOW_SKILL | - GameDefs::TAX_RIDING_SKILL | GameDefs::TAX_STEALTH_SKILL)) { - int prev2 = 0, hold2 = 0; - if (hold) { - if (prev) temp += ", "; - temp += temp2; - prev= 1; - } - temp2 = "has "; - if (Globals->WHO_CAN_TAX & GameDefs::TAX_COMBAT_SKILL) { - temp3 = "Combat"; - hold2 = 1; - } - if (Globals->WHO_CAN_TAX & GameDefs::TAX_BOW_SKILL) { - if (hold2) { - temp2 += temp3; - prev2 = 1; - } - if (prev2) temp2 += ", "; - temp2 += "Longbow"; - prev2 = 1; - temp3 = "Crossbow"; - hold2 = 1; - } - if (Globals->WHO_CAN_TAX & GameDefs::TAX_RIDING_SKILL) { - if (hold2) { - if (prev2) temp2 += ", "; - temp2 += temp3; - prev2 = 1; - } - temp3 = "Riding"; - hold2 = 1; - } - if (Globals->WHO_CAN_TAX & GameDefs::TAX_STEALTH_SKILL) { - if (hold2) { - if (prev2) temp2 += ", "; - temp2 += temp3; - prev2= 1; - } - temp3 = "Stealth"; - hold2 = 1; - } - if (prev2) temp2 += " or "; - temp2 += temp3; - temp2 += " skill of at least level 1"; - hold = 1; - } - if (Globals->WHO_CAN_TAX & - (GameDefs::TAX_ANY_WEAPON | GameDefs::TAX_USABLE_WEAPON | - GameDefs::TAX_MELEE_WEAPON_AND_MATCHING_SKILL | - GameDefs::TAX_BOW_SKILL_AND_MATCHING_WEAPON)) { - if (hold) { - if (prev) temp += ", "; - temp += temp2; - prev= 1; - } - temp2 = "has "; - if (Globals->WHO_CAN_TAX & GameDefs::TAX_ANY_WEAPON) - temp2 += "a weapon (regardless of skill requirements)"; - else if (Globals->WHO_CAN_TAX & GameDefs::TAX_USABLE_WEAPON) - temp2 += "a weapon and the appropriate skill to use it"; - else if (Globals->WHO_CAN_TAX & - (GameDefs::TAX_MELEE_WEAPON_AND_MATCHING_SKILL | - GameDefs::TAX_BOW_SKILL_AND_MATCHING_WEAPON)) { - AString temp3; - int prev2 = 0, hold2 = 0; - if (Globals->WHO_CAN_TAX & - GameDefs::TAX_MELEE_WEAPON_AND_MATCHING_SKILL) { - temp2 += "Combat skill of at least level 1 and a " - "weapon which does not require any skill"; - temp3 = "Riding skill of at least level 1 and " - "a weapon which requires riding skill"; - prev2 = 1; - hold2 = 1; - } - if (Globals->WHO_CAN_TAX & - GameDefs::TAX_BOW_SKILL_AND_MATCHING_WEAPON) { - if (hold2) { - temp2 += ", "; - temp2 += temp3; - } - temp3 = "a Bow (Longbow or Crossbow) skill and a weapon " - "which requires that skill"; - hold2 = 1; - } - if (prev2) temp2 += " or "; - temp2 += temp3; - } - hold = 1; - } - if (Globals->WHO_CAN_TAX & - (GameDefs::TAX_HORSE | GameDefs::TAX_HORSE_AND_RIDING_SKILL)) { - if (hold) { - if (prev) temp += ", "; - temp += temp2; - prev= 1; - } - temp2 = "has a mount"; - if (!(Globals->WHO_CAN_TAX & GameDefs::TAX_HORSE)) - temp2 += " and sufficient skill to ride it in combat"; - hold = 1; - } - if (Globals->WHO_CAN_TAX & - (GameDefs::TAX_ANY_MAGE | GameDefs::TAX_MAGE_DAMAGE | - GameDefs::TAX_MAGE_FEAR | GameDefs::TAX_MAGE_OTHER)) { - if (hold) { - if (prev) temp += ", "; - temp += temp2; - prev= 1; - } - temp2 = "is a mage "; - if ((Globals->WHO_CAN_TAX & - (GameDefs::TAX_MAGE_DAMAGE | - GameDefs::TAX_MAGE_FEAR | - GameDefs::TAX_MAGE_OTHER)) == - (GameDefs::TAX_MAGE_DAMAGE | GameDefs::TAX_MAGE_FEAR | - GameDefs::TAX_MAGE_OTHER)) { - if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_COMBAT_SPELL) - temp2 += "who has a combat spell set"; - else - temp2 += "who knows a combat spell"; - } else { - int hold2 = 0, prev2 = 0; - AString temp3; - if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_COMBAT_SPELL) - temp2 += "whose combat spell "; - else - temp2 += "who knows a spell which "; - if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_DAMAGE) { - temp3 = "damages enemies"; - hold2 = 1; - } - if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_FEAR) { - if (hold2) { - temp2 += temp3; - prev2 = 1; - } - temp3 = "weakens opponents"; - hold2 = 1; - } - if (Globals->WHO_CAN_TAX & GameDefs::TAX_MAGE_OTHER) { - if (hold2) { - if (prev2) temp2 += ", "; - temp2 += temp3; - prev2 = 1; - } - temp3 = "protects in combat"; - hold2 = 1; - } - if (prev2) temp2 += " or "; - temp2 += temp3; - } - hold = 1; - } - if (Globals->WHO_CAN_TAX & - (GameDefs::TAX_BATTLE_ITEM | - GameDefs::TAX_USABLE_BATTLE_ITEM)) { - if (hold) { - if (prev) temp += ", "; - temp += temp2; - prev= 1; - } - if (Globals->WHO_CAN_TAX & GameDefs::TAX_USABLE_BATTLE_ITEM) - temp2 = "has a "; - else - temp2 = "can use a "; - temp2 += "magical item which gives a special attack in combat"; - hold = 1; - } - if (prev) temp += " or "; - temp += temp2; - temp += ". "; + f << "A unit may " << link("#tax", "TAX") << " if it " << unit_tax_description(); } if (Globals->WHO_CAN_TAX & (GameDefs::TAX_CREATURES | GameDefs::TAX_ILLUSIONS)) { if (Globals->WHO_CAN_TAX & GameDefs::TAX_CREATURES) { - temp += "Summoned "; - if (Globals->WHO_CAN_TAX & GameDefs::TAX_ILLUSIONS) - temp += "and illusory "; + f << "Summoned " << (Globals->WHO_CAN_TAX & GameDefs::TAX_ILLUSIONS ? "and illusory " : ""); } else if (Globals->WHO_CAN_TAX & GameDefs::TAX_ILLUSIONS) - temp += "Illusory "; - temp += "creatures will assist in taxation. "; - } - temp += "Each taxing character can collect $"; - temp += AString(Globals->TAX_BASE_INCOME) + ", though if the number of " - "taxers would tax more than the available tax income, the tax " - "income is split evenly among all taxers."; - f.Paragraph(temp); - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) - temp = "War factions "; - else - temp = "Factions "; - temp += "may also pillage a region. To do this requires the faction to " - "have enough combat ready men in the region to tax half of the " - "available money in the region. The total amount of money that can " - "be pillaged will then be shared out between every combat ready " - "unit that issues the "; - temp += f.Link("#pillage", "PILLAGE") + " order. The amount of money " - "collected is equal to twice the available tax money. However, the " - "economy of the region will be seriously damaged by pillaging, and " - "will only slowly recover over time. Note that "; - temp += f.Link("#pillage", "PILLAGE") + " comes before " + - f.Link("#tax", "TAX") + ", so a unit performing " + - f.Link("#tax", "TAX") + " will collect no money in that region that " - "month."; - f.Paragraph(temp); - temp = "It is possible to safeguard one's tax income in regions one " - "controls. Units which have the Guard flag set (using the "; - temp += f.Link("#guard", "GUARD") + " order) will block " + - f.Link("#tax", "TAX") + " orders issued by other factions in the same " - "region, unless you have declared the faction in question Friendly. " - "Units on guard will also block "; - temp += f.Link("#pillage", "PILLAGE") + " orders issued by other " - "factions in the same region, regardless of your attitude towards " - "the faction in question, and they will attempt to prevent " - "Unfriendly units from entering the region. Only units which are " - "able to tax may be on guard. Units on guard "; - if (has_stea) - temp += " are always visible regardless of Stealth skill, and "; - temp += "will be marked as being \"on guard\" in the region description."; - f.Paragraph(temp); + f << "Illusory "; + f << "creatures will assist in taxation. "; + } + f << "Each taxing character can collect $" << Globals->TAX_BASE_INCOME << ", though if the number of " + << "taxers would tax more than the available tax income, the tax income is split evenly among all taxers.\n" + << enclose("p", false); + + f << enclose("p", true) + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES ? "War factions " : "Factions ") + << "may also pillage a region. To do this requires the faction to have enough combat ready men in the region " + << "to tax half of the available money in the region. The total amount of money that can be pillaged will then " + << "be shared out between every combat ready unit that issues the " << link("#pillage", "PILLAGE") + << " order. The amount of money collected is equal to twice the available tax money. However, the economy of " + << "the region will be seriously damaged by pillaging, and will only slowly recover over time. Note that " + << link("#pillage", "PILLAGE") << " comes before " << link("#tax", "TAX") << ", so a unit performing " + << link("#tax", "TAX") << " will collect no money in that region that month.\n" + << enclose("p", false); + + f << enclose("p", true) << "It is possible to safeguard one's tax income in regions one controls. Units" + << " which have the Guard flag set (using the " << link("#guard", "GUARD") << " order) will block " + << link("#tax", "TAX") << " orders issued by other factions in the same region, unless you have declared " + << "the faction in question Friendly. Units on guard will also block " << link("#pillage", "PILLAGE") + << " orders issued by other factions in the same region, regardless of your attitude towards the faction " + << "in question, and they will attempt to prevent Unfriendly units from entering the region. Only units " + << "which are able to tax may be on guard. Units on guard " + << (has_stea ? " are always visible regardless of Stealth skill, and " : "") + << "will be marked as being \"on guard\" in the region description.\n" + << enclose("p", false); if (qm_exist) { - f.LinkRef("economy_transport"); - f.TagText("H3", "Transportation of goods"); - - temp = "Trade factions may train Quartermaster units. " - "A Quartermaster unit may accept "; - temp += f.Link("#transport", "TRANSPORT") + "ed items from " - "any unit within " + Globals->LOCAL_TRANSPORT + " hex"; - if (Globals->LOCAL_TRANSPORT != 1) - temp += "es"; - temp += " distance from the hex containing the quartermaster. " - "Quartermasters may also "; - temp += f.Link("#distribute", "DISTRIBUTE") + " items to any " - "unit within " + Globals->LOCAL_TRANSPORT + " hex"; - if (Globals->LOCAL_TRANSPORT != 1) - temp += "es"; - temp += " distance from the hex containing the quartermaster " - "and may "; - temp += f.Link("#transport", "TRANSPORT") + - " items to another quartermaster up to " + - Globals->NONLOCAL_TRANSPORT + " hex"; - if (Globals->NONLOCAL_TRANSPORT != 1) - temp += "es"; - temp += " distant."; + f << link_ref("economy_transport") << '\n'; + f << enclose("H3", true) << "Transportation of goods\n" << enclose("H3", false); + f << enclose("p", true) << "Trade factions may train Quartermaster units. " + << "A Quartermaster unit may accept " << link("#transport", "TRANSPORT") << "ed items from " + << "any unit within " << Globals->LOCAL_TRANSPORT << ' ' << plural(Globals->LOCAL_TRANSPORT, "hex", "hexes") + << " distance from the hex containing the quartermaster. Quartermasters may also " + << link("#distribute", "DISTRIBUTE") << " items to any unit within " << Globals->LOCAL_TRANSPORT + << ' ' << plural(Globals->LOCAL_TRANSPORT, "hex", "hexes") << " distance from the hex containing the " + << "quartermaster and may " << link("#transport", "TRANSPORT") << " items to another quartermaster up to " + << Globals->NONLOCAL_TRANSPORT << ' ' << plural(Globals->NONLOCAL_TRANSPORT, "hex", "hexes") << " distant."; if (Globals->TRANSPORT & GameDefs::QM_AFFECT_DIST) { - temp += " The distance a quartermaster can "; - temp += f.Link("#transport", "TRANSPORT") + " items to " - "another quartermaster will increase with the level of " - "skill possessed by the quartermaster unit."; + f << " The distance a quartermaster can " << link("#transport", "TRANSPORT") << " items to " + << "another quartermaster will increase with the level of " + << "skill possessed by the quartermaster unit."; } - f.Paragraph(temp); - temp = "In order to accomplish this function, a quartermaster " - "must be the owner of a structure which allows transportation " - "of items. The structures which allow this are: "; + f << '\n' << enclose("p", false); + + f << enclose("p", true) << "In order to accomplish this function, a quartermaster must be the owner of a " + << "structure which allows transportation of items. The structures which allow this are: "; last = -1; comma = 0; - j = 0; - for (i = 0; i < NOBJECTS; i++) { + int j = 0; + for (int i = 0; i < NOBJECTS; i++) { if (!(ObjectDefs[i].flags & ObjectType::TRANSPORT)) continue; j++; if (last == -1) { last = i; continue; } - temp += ObjectDefs[i].name; - temp += ", "; + f << ObjectDefs[i].name << ", "; comma++; last = i; } - if (comma) temp += "and "; - temp += ObjectDefs[last].name; - temp += "."; - f.Paragraph(temp); + if (comma) f << "and "; + f << ObjectDefs[last].name << ".\n" << enclose("p", false); if (Globals->SHIPPING_COST > 0) { - temp = "The cost of transport items from one quartermaster to " - "another is based on the weight of the items and costs "; - temp += Globals->SHIPPING_COST; - temp += " silver per weight unit."; + f << enclose("p", true) << "The cost of transport items from one quartermaster to " + << "another is based on the weight of the items and costs " << Globals->SHIPPING_COST + << " silver per weight unit."; if (Globals->TRANSPORT & GameDefs::QM_AFFECT_COST) { - temp += " The cost of shipping is increased for units with a " - "lower quartermaster skill, dropping to the minimum " - "above when the unit is at the maximum skill level."; + f << " The cost of shipping is increased for units with a lower quartermaster skill, dropping " + << "to the minimum above when the unit is at the maximum skill level."; } - f.Paragraph(temp); - } - - temp = "Quartermasters must be single man units"; - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) { - temp += ", and a faction is limited in the number of " - "quartermasters it may have at any one time"; + f << '\n' << enclose("p", false); } - temp += ". Both the "; - temp += f.Link("#transport", "TRANSPORT") + " and " + - f.Link("#distribute", "DISTRIBUTE") + " orders count as " - "trade activity in the hex of the unit issuing the order. "; - temp += "The target unit must be at least FRIENDLY to the unit " - "which issues the order."; - - f.Paragraph(temp); - - temp = "Not all type of items can be "; - temp += f.Link("#transport", "TRANSPORT") + "ed to or "; - temp += f.Link("#distribute", "DISTRIBUTE") + "d by "; - temp += "a quartermaster. "; - temp += "Men (including Leaders), summoned creatures (including "; - temp += "illusionary ones), ships, mounts, war machines, and "; - temp += "items created using artifact lore need to be "; - temp += "carried/sailed from one location to another by a unit."; - - f.Paragraph(temp); - } - f.LinkRef("com"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Combat"); - temp = "Combat occurs when one unit attacks another. The computer then " - "gathers together all the units on the attacking side, and all the " - "units on the defending side, and the two sides fight until an " - "outcome is reached."; - f.Paragraph(temp); - f.LinkRef("com_attitudes"); - f.TagText("h3", "Attitudes:"); - temp = "Which side a faction's units will fight on depends on declared " - "attitudes. A faction can have one of the following attitudes " - "towards another faction: Ally, Friendly, Neutral, Unfriendly or " - "Hostile. Each faction has a general attitude, called the \"Default " - "Attitude\", that it normally takes towards other factions; this is " - "initially Neutral, but can be changed. It is also possible to "; - temp += f.Link("#declare", "DECLARE") + " attitudes to specific " - "factions, e.g. "; - temp += f.Link("#declare", "DECLARE") + " 27 ALLY will declare the " - "Ally attitude to faction 27. (Note that this does not necessarily " - "mean that faction 27 has decided to treat you as an ally.)"; - f.Paragraph(temp); - temp = "Ally means that you will fight to defend units of that faction " - "whenever they come under attack, if you have non-avoiding units in " - "the region where the attack occurs. "; + f << enclose("p", true) << "Quartermasters must be single man units" + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES + ? ", and a faction is limited in the number of quartermasters it may have at any one time" + : "") + << ". Both the " << link("#transport", "TRANSPORT") << " and " << link("#distribute", "DISTRIBUTE") + << " orders count as trade activity in the hex of the unit issuing the order. The target unit must be at " + << "least FRIENDLY to the unit which issues the order.\n" + << enclose("p", false); + + f << enclose("p", true) << "Not all type of items can be " << link("#transport", "TRANSPORT") << "ed to " + << "or " << link("#distribute", "DISTRIBUTE") << "d by a quartermaster. Men (including Leaders), " + << "summoned creatures (including illusionary ones), ships, mounts, war machines, and items created " + << "using artifact lore need to be carried/sailed from one location to another by a unit.\n" + << enclose("p", false); + } + + f << link_ref("com") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Combat\n" << enclose("h2", false); + f << enclose("p", true) << "Combat occurs when one unit attacks another. The computer then gathers together " + << "all the units on the attacking side, and all the units on the defending side, and the two sides fight " + << "until an outcome is reached.\n" << enclose("p", false); + + f << link_ref("com_attitudes") << '\n'; + f << enclose("h3", true) << "Attitudes:\n" << enclose("h3", false); + f << enclose("p", true) << "Which side a faction's units will fight on depends on declared attitudes. " + << "A faction can have one of the following attitudes towards another faction: Ally, Friendly, Neutral, " + << "Unfriendly or Hostile. Each faction has a general attitude, called the \"Default Attitude\", that it " + << "normally takes towards other factions; this is initially Neutral, but can be changed. It is also " + << "possible to " << link("#declare", "DECLARE") << " attitudes to specific factions, e.g. " + << link("#declare", "DECLARE") << " 27 ALLY will declare the Ally attitude to faction 27. (Note that this " + << "does not necessarily mean that faction 27 has decided to treat you as an ally.)\n" << enclose("p", false); + f << enclose("p", true) << "Ally means that you will fight to defend units of that faction whenever they come " + << "under attack, if you have non-avoiding units in the region where the attack occurs. "; if (has_stea) { - temp += " You will also attempt to prevent any theft or " - "assassination attempts against units of the faction"; + f << " You will also attempt to prevent any theft or assassination attempts against units of the faction"; if (has_obse) { - temp += ", if you are capable of seeing the unit which is " - "attempting the crime"; + f << ", if you are capable of seeing the unit which is attempting the crime"; } - temp += ". "; - } - temp += "It also has the implications of the Friendly attitude."; - f.Paragraph(temp); - temp = "Friendly means that you will accept gifts from units of that " - "faction. This includes the giving of items, units of people, and " - "the teaching of skills. You will also admit units of that faction " - "into buildings or fleets owned by one of your units, and you will " - "permit units of that faction to collect taxes (but not pillage) " - "in regions where you have units on guard."; - f.Paragraph(temp); - temp = "Unfriendly means that you will not admit units of that faction " - "into any region where you have units on guard. You will not, " - "however, automatically attack unfriendly units which are already " - "present."; - f.Paragraph(temp); - temp = "Hostile means that any of your units which do not have the " - "Avoid Combat flag set (using the "; - temp += f.Link("#avoid", "AVOID") + " order) will attack any units of " - "that faction wherever they find them."; - f.Paragraph(temp); - temp = "If a unit can see another unit, but "; - if (has_obse) { - temp += "does not have high enough Observation skill to determine " - "its faction,"; - } else { - temp += "it is not revealing its faction,"; - } - temp += " it will treat the unit using the faction's default attitude, " - "even if the unit belongs to an Unfriendly or Hostile faction, " - "because it does not know the unit's identity. However, if your " - "faction has declared an attitude of Friendly or Ally towards that " - "unit's faction, the unit will be treated with the better attitude; " - "it is assumed that the unit will produce proof of identity when " - "relevant."; - if (has_stea) { - temp += " (See the section on stealth for more information on when " - "units can see each other.)"; - } - f.Paragraph(temp); - temp = "If a faction declares Unfriendly or Hostile as default attitude " - "(the latter is a good way to die fast), it will block or attack " - "all unidentified units, unless they belong to factions for which a " - "Friendly or Ally attitude has been specifically declared."; - if (has_stea) { - temp += " Units which cannot be seen at all cannot be directly " - "blocked or attacked, of course."; - } - f.Paragraph(temp); - f.LinkRef("com_attacking"); - f.TagText("h3", "Attacking:"); - temp = "A unit can attack another by issuing an "; - temp += f.Link("#attack", "ATTACK") + " order. A unit that does not " - "have Avoid Combat set will automatically attack any Hostile units " - "it identifies as such."; + f << ". "; + } + f << "It also has the implications of the Friendly attitude.\n" << enclose("p", false); + f << enclose("p", true) << "Friendly means that you will accept gifts from units of that faction. This " + << "includes the giving of items, units of people, and the teaching of skills. You will also admit units of " + << "that faction into buildings or fleets owned by one of your units, and you will permit units of that " + << "faction to collect taxes (but not pillage) in regions where you have units on guard.\n" + << enclose("p", false); + f << enclose("p", true) << "Unfriendly means that you will not admit units of that faction into any region " + << "where you have units on guard. You will not, however, automatically attack unfriendly units which are " + << "already present.\n" << enclose("p", false); + f << enclose("p", true) << "Hostile means that any of your units which do not have the Avoid Combat flag set " + << "(using the " << link("#avoid", "AVOID") << " order) will attack any units of that faction wherever they " + << "find them.\n" << enclose("p", false); + f << enclose("p", true) << "If a unit can see another unit, but " + << (has_obse + ? "does not have high enough Observation skill to determine its faction, " + : "it is not revealing its faction, ") + << "it will treat the unit using the faction's default attitude, even if the unit belongs to an Unfriendly " + << "or Hostile faction, because it does not know the unit's identity. However, if your faction has declared " + << "an attitude of Friendly or Ally towards that unit's faction, the unit will be treated with the better " + << "attitude; it is assumed that the unit will produce proof of identity when relevant." + << (has_stea ? " (See the section on stealth for more information on when units can see each other.)" : "") + << '\n' << enclose("p", false); + f << enclose("p", true) << "If a faction declares Unfriendly or Hostile as default attitude (the latter " + << "is a good way to die fast), it will block or attack all unidentified units, unless they belong to " + << "factions for which a Friendly or Ally attitude has been specifically declared." + << (has_stea ? " Units which cannot be seen at all cannot be directly blocked or attacked, of course." : "") + << '\n' << enclose("p", false); + + f << link_ref("com_attacking") << '\n'; + f << enclose("h3", true) << "Attacking:\n" << enclose("h3", false); + f << enclose("p", true) << "A unit can attack another by issuing an " << link("#attack", "ATTACK") + << " order. A unit that does not have Avoid Combat set will automatically attack any Hostile units it " + << "identifies as such."; if (has_stea || !(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) { - temp += " When a unit issues the "; - temp += f.Link("#attack", "ATTACK") + " order, or otherwise " - "decides to attack another unit, it must first be able to " - "attack the unit. "; - if (has_stea && !(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) - temp += "There are two conditions for this; the first is that the"; - else - temp += "The"; + f << " When a unit issues the " << link("#attack", "ATTACK") << " order, or otherwise decides to attack " + << "another unit, it must first be able to attack the unit. " + << (has_stea && !(SkillDefs[S_RIDING].flags & SkillType::DISABLED) + ? "There are two conditions for this; the first is that the" + : "The"); if (has_stea) { - temp += " attacking unit must be able to see the unit that it " - "wishes to attack. More information is available on this " - "in the stealth section of the rules."; + f << " attacking unit must be able to see the unit that it wishes to attack. More information is " + << "available on this in the stealth section of the rules."; } if (!(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) { if (has_stea) { - f.Paragraph(temp); - temp = "Secondly, the"; + f << '\n' << enclose("p", false); + f << enclose("p", true) << "Secondly, the"; } - temp += " attacking unit must be able to catch the unit it " - "wishes to attack. A unit may only catch a unit if its " - "effective Riding skill is greater than or equal to the " - "target unit's effective Riding skill; otherwise, the " - "target unit just rides away from the attacking unit. " - "Effective Riding is the unit's Riding skill, but with " - "a potential maximum; if the unit can not ride, the " - "effective Riding skill is 0; if the unit can ride, the " - "maximum effective Riding is 3; if the unit can fly, the " - "maximum effective Riding is 5. Note that the effective " - "Riding also depends on whether the unit is attempting to " - "attack or defend; for attack purposes, only one man in " - "the unit needs to be able to ride or fly (generally, this " - "means one of the men must possess a horse, or other form " - "of transportation), whereas for defense purposes the entire " - "unit needs to be able to ride or fly (usually meaning " - "that every man in the unit must possess a horse or other " - "form of speedier transportation). Also, note that for a " - "unit to be able to use its defensive Riding ability to " - "avoid attack, the unit cannot be in a building, fleet, or " - "structure of any type."; + f << " attacking unit must be able to catch the unit it wishes to attack. A unit may only " + << "catch a unit if its effective Riding skill is greater than or equal to the target unit's " + << "effective Riding skill; otherwise, the target unit just rides away from the attacking unit. " + << "Effective Riding is the unit's Riding skill, but with a potential maximum; if the unit can " + << "not ride, the effective Riding skill is 0; if the unit can ride, the maximum effective Riding " + << "is 3; if the unit can fly, the maximum effective Riding is 5. Note that the effective Riding " + << "also depends on whether the unit is attempting to attack or defend; for attack purposes, only " + << "one man in the unit needs to be able to ride or fly (generally, this means one of the men " + << "must possess a horse, or other form of transportation), whereas for defense purposes the entire " + << "unit needs to be able to ride or fly (usually meaning that every man in the unit must possess " + << "a horse or other form of speedier transportation). Also, note that for a unit to be able to use " + << "its defensive Riding ability to avoid attack, the unit cannot be in a building, fleet, or " + << "structure of any type."; } } - f.Paragraph(temp); - temp = "A unit which is on guard, and is Unfriendly towards a unit, " - "will deny access to units using the "; - temp += f.Link("#move", "MOVE") + " order to enter its region. "; + f << '\n' << enclose("p", false); + f << enclose("p", true) << "A unit which is on guard, and is Unfriendly towards a unit, will deny access to " + << "units using the " << link("#move", "MOVE") << " order to enter its region. "; if (has_stea || !(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) { - temp += "Note that to deny access to a unit, at least one unit " - "from the same faction as the unit guarding the hex must satisfy " - "the above requirements. "; - } - temp += "A unit using "; - temp += f.Link("#advance", "ADVANCE") + " instead of " + - f.Link("#move", "MOVE") + " to enter a region, will attack any " - "units that attempt to deny it access. If the advancing unit loses " - "the battle, it will be forced to retreat to the previous region it " - "moved through. If the unit wins the battle and its army doesn't " - "lose any men, it is allowed to continue to move, provided that it " - "has enough movement points."; - f.Paragraph(temp); + f << "Note that to deny access to a unit, at least one unit from the same faction as the unit guarding the " + << "hex must satisfy the above requirements. "; + } + f << "A unit using " << link("#advance", "ADVANCE") << " instead of " << link("#move", "MOVE") + << " to enter a region, will attack any units that attempt to deny it access. If the advancing unit loses " + << "the battle, it will be forced to retreat to the previous region it moved through. If the unit wins the " + << "battle and its army doesn't lose any men, it is allowed to continue to move, provided that it has " + << "enough movement points.\n" + << enclose("p", false); if (has_stea || !(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) { - temp = "Note that "; - if (has_stea && !(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) - temp += "these restrictions do "; - else - temp += "this restriction does "; - temp += "not apply for sea combat, as "; - if (has_stea) - temp += "units within a fleet are always visible"; + f << enclose("p", true) << "Note that " + << (has_stea && !(SkillDefs[S_RIDING].flags & SkillType::DISABLED) + ? "these restrictions do " + : "this restriction does ") + << "not apply for sea combat, as " + << (has_stea ? "units within a fleet are always visible" : ""); if (!(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) { - if (has_stea) temp += ", and"; - temp += " Riding does not play a part in combat on board fleets"; + f << (has_stea ? ", and" : "") << " Riding does not play a part in combat on board fleets"; } - temp += "."; - f.Paragraph(temp); - } - f.LinkRef("com_muster"); - f.TagText("h3", "The Muster:"); - temp = "Once the attack has been made, the sides are gathered. Although " - "the "; - temp += f.Link("#attack", "ATTACK") + " order takes a unit rather than " - "a faction as its parameter (mainly so that unidentified units can " - "be attacked), an attack is basically considered to be by an entire " - "faction, against an entire faction and its allies."; - f.Paragraph(temp); - temp = "On the attacking side are all units of the attacking faction in " - "the region where the fight is taking place, except those with Avoid " - "Combat set. A unit which has explicitly (or implicitly via "; - temp += f.Link("#advance", "ADVANCE") + ") issued an " + - f.Link("#attack", "ATTACK") + " order will join the fight anyway, " - "regardless of whether Avoid Combat is set."; - f.Paragraph(temp); - temp = "Also on the attacking side are all units of other factions that " - "attacked the target faction (implicitly or explicitly) in the " - "region where the fight is taking place. In other words, if several " - "factions attack one, then all their armies join together to attack " - "at the same time (even if they are enemies and will later fight " - "each other)."; - f.Paragraph(temp); - temp = "On the defending side are all identifiable units belonging to " - "the defending faction. If a unit has Avoid Combat set and it " - "belongs to the target faction, it will be uninvolved only if its " - "faction cannot be identified by the attacking faction. A unit " - "which was explicitly attacked will be involved anyway, regardless " - "of Avoid Combat. "; - if (has_stea) { - temp += "(This means that Avoid Combat is mostly useful for high " - "stealth scouts.) "; - } - temp += "Also, all non-avoiding units located in the target region " - "belonging to factions allied with the defending unit will join " - "in on the defending side"; - if (Globals->ALLIES_NOAID) - temp += ", provided that at least one of the units belonging to " - "the defending faction is not set to noaid."; - else - temp += "."; - f.Paragraph(temp); - temp = "Units in adjacent regions can also become involved. This is " - "the exception to the general rule that you cannot interact with " - "units in a different region."; - f.Paragraph(temp); - temp = "If a faction has at least one unit involved in the initial " - "region, then any units in adjacent regions will join the fight, " - "if they could reach the region and do not have Avoid Combat set. " - "There are a few flags that units may set to affect this; a unit " - "with the Hold flag (set using the "; - temp += f.Link("#hold", "HOLD") + " order) will not join battles in " - "adjacent regions. This flag applies to both attacking and " - "defending factions. A unit with the Noaid flag (set using the "; - temp += f.Link("#noaid", "NOAID") + " order) will receive no aid from " - "adjacent hexes when attacked, or when it issues an attack."; - f.Paragraph(temp); - temp = "Example: A fight starts in region A, in the initial combat " - "phase (before any movement has occurred). The defender has a unit " - "of soldiers in adjacent region B. They have 2 movement points at " - "this stage. "; - temp += "They will buy horses later in the turn, so that when " - "they execute their "; - temp += f.Link("#move", "MOVE") + " order they will have 4 movement " - "points, but right now they have 2. "; - if (Globals->WEATHER_EXISTS) - temp += "Region A is forest, but fortunately it is summer, "; - else - temp += "Region A is forest, "; - temp += "so the soldiers can join the fight."; - f.Paragraph(temp); - temp = "It is important to note that the units in nearby regions do not " - "actually move to the region where the fighting happens; the " - "computer only checks that they could move there. (In game world " - "terms, presumably they did move there to join the fight, and then " - "moved back where they started.) The computer checks for weight " - "allowances and terrain types when determining whether a unit could " - "reach the scene of the battle. Note that the use of fleets is not " - "allowed in this virtual movement."; - f.Paragraph(temp); - temp = "If you order an attack on an ally (either with the "; - temp += f.Link("#attack", "ATTACK") + " order, or if your ally has " - "declared you Unfriendly, by attempting to "; - temp += f.Link("#advance", "ADVANCE") +" into a region which he is " - "guarding), then your commander will decide that a mistake has " - "occurred somewhere, and withdraw your troops from the fighting " - "altogether. Thus, your units will not attack that faction in " - "that region. Note that you will always defend an ally against " - "attack, even if it means that you fight against other factions " - "that you are allied with."; - f.Paragraph(temp); - f.LinkRef("com_thebattle"); - f.TagText("h3", "The Battle:"); - temp = "The troops having lined up, the fight begins."; + f << ".\n" << enclose("p", false); + } + + f << link_ref("com_muster") << '\n'; + f << enclose("h3", true) << "The Muster:\n" << enclose("h3", false); + f << enclose("p", true) << "Once the attack has been made, the sides are gathered. Although " + << "the " << link("#attack", "ATTACK") << " order takes a unit rather than " + << "a faction as its parameter (mainly so that unidentified units can " + << "be attacked), an attack is basically considered to be by an entire " + << "faction, against an entire faction and its allies.\n" + << enclose("p", false); + f << enclose("p", true) << "On the attacking side are all units of the attacking faction in the region where " + << "the fight is taking place, except those with Avoid Combat set. A unit which has explicitly (or " + << "implicitly via " << link("#advance", "ADVANCE") << ") issued an " << link("#attack", "ATTACK") + << " order will join the fight anyway, regardless of whether Avoid Combat is set.\n" + << enclose("p", false); + f << enclose("p", true) << "Also on the attacking side are all units of other factions that attacked the target " + << "faction (implicitly or explicitly) in the region where the fight is taking place. In other words, if " + << "several factions attack one, then all their armies join together to attack at the same time (even if " + << "they are enemies and will later fight each other).\n" << enclose("p", false); + f << enclose("p", true) << "On the defending side are all identifiable units belonging to the defending faction. " + << "If a unit has Avoid Combat set and it belongs to the target faction, it will be uninvolved only if its " + << "faction cannot be identified by the attacking faction. A unit which was explicitly attacked will be " + << "involved anyway, regardless of Avoid Combat. " + << (has_stea ? "(This means that Avoid Combat is mostly useful for high stealth scouts.) " : "") + << "Also, all non-avoiding units located in the target region belonging to factions allied with the defending " + << "unit will join in on the defending side" + << (Globals->ALLIES_NOAID + ? ", provided that at least one of the units belonging to the defending faction is not set to noaid." + : ".") + << '\n' << enclose("p", false); + f << enclose("p", true) << "Units in adjacent regions can also become involved. This is the exception " + << "to the general rule that you cannot interact with units in a different region.\n" + << enclose("p", false); + f << enclose("p", true) << "If a faction has at least one unit involved in the initial region, then any units " + << "in adjacent regions will join the fight, if they could reach the region and do not have Avoid Combat set. " + << "There are a few flags that units may set to affect this; a unit with the Hold flag (set using the " + << link("#hold", "HOLD") << " order) will not join battles in adjacent regions. This flag applies to both " + << "attacking and defending factions. A unit with the Noaid flag (set using the " << link("#noaid", "NOAID") + << " order) will receive no aid from adjacent hexes when attacked, or when it issues an attack.\n" + << enclose("p", false); + f << enclose("p", true) << "Example: A fight starts in region A, in the initial combat phase (before any " + << "movement has occurred). The defender has a unit of soldiers in adjacent region B. They have 2 movement " + << "points at this stage. They will buy horses later in the turn, so that when they execute their " + << link("#move", "MOVE") << " order they will have 4 movement points, but right now they have 2. " + << (Globals->WEATHER_EXISTS ? "Region A is forest, but fortunately it is summer, " : "Region A is forest, ") + << "so the soldiers can join the fight.\n" + << enclose("p", false); + f << enclose("p", true) << "It is important to note that the units in nearby regions do not actually move to " + << "the region where the fighting happens; the computer only checks that they could move there. (In game " + << "world terms, presumably they did move there to join the fight, and then moved back where they started.) " + << "The computer checks for weight allowances and terrain types when determining whether a unit could reach " + << "the scene of the battle. Note that the use of fleets is not allowed in this virtual movement.\n" + << enclose("p", false); + f << enclose("p", true) << "If you order an attack on an ally (either with the " << link("#attack", "ATTACK") + << " order, or if your ally has declared you Unfriendly, by attempting to " << link("#advance", "ADVANCE") + << " into a region which he is guarding), then your commander will decide that a mistake has occurred " + << "somewhere, and withdraw your troops from the fighting altogether. Thus, your units will not attack " + << "that faction in that region. Note that you will always defend an ally against attack, even if it means " + << "that you fight against other factions that you are allied with.\n" + << enclose("p", false); + + f << link_ref("com_thebattle") << '\n'; + f << enclose("h3", true) << "The Battle:\n" << enclose("h3", false); + f << enclose("p", true) << "The troops having lined up, the fight begins."; if (!(SkillDefs[S_TACTICS].flags & SkillType::DISABLED)) { - temp += " The computer selects the best tactician from each side; " - "that unit is regarded as the leader of its side. If two or " - "more units on one side have the same Tactics skill, then the " - "one with the lower unit number is regarded as the leader of " - "that side. If one side's leader has a better Tactics skill " - "than the other side's,"; - - if (Globals->ADVANCED_TACTICS) { - temp += "then that side gets a tactics difference bonus to their attack and defense."; - } else { - temp += "then that side gets a free round of attacks."; - } - } - f.Paragraph(temp); - temp = "In each combat round, the combatants each get to attack once, in " - "a random order. "; - if (!(SkillDefs[S_TACTICS].flags & SkillType::DISABLED) && !Globals->ADVANCED_TACTICS) { - temp += "(In a free round of attacks, only one side's forces get to " - "attack.) "; - } - temp += "Each combatant will attempt to hit a randomly selected enemy. " - "If he hits, and the target has no armor, then the target is " - "automatically killed. Armor may provide extra defense against " - "otherwise successful attacks."; - f.Paragraph(temp); - temp = "The basic skill used in battle is the Combat skill; this is " - "used for hand to hand fighting. If one soldier tries to hit " - "another using most weapons, there is a 50% chance that the " - "attacker will get an opportunity for a lethal blow. If the " - "attacker does get that opportunity, then there is a contest " - "between his combat skill (modified by weapon attack bonus) and " - "the defender's combat skill (modified by weapon defense bonus). " - "Some weapons may not allow combat skill to affect defense (e.g. " - "bows), and others may allow different skills to be used on " - "defense (or offense)."; - f.Paragraph(temp); - temp = "If the skills are equal, then there is a 1:1 (i.e. 50%) " - "chance that the attack will succeed. If the attacker's skill is 1 " - "higher then there is a 2:1 (i.e. 66%) chance, if the attacker's " - "skill is 2 higher then there is a 4:1 (i.e. 80%) chance, 3 higher " - "means an 8:1 (i.e. 88%) chance, and so on. Similarly if the " - "defender's skill is 1 higher, then there is only a 1:2 (i.e. 33%) " - "chance, etc."; - f.Paragraph(temp); - temp = ""; - temp = "There are a variety of weapons in the world which can increase " - "a soldier's skill on attack or defense. Better weapons will " - "generally convey better bonuses, but not all weapons are as good " - "in all situations. Specifics about the bonuses conferred by " - "specific weapons can be found both in these rules (for most basic " - "weapons), and in the descriptions of the weapons themselves. Troops " - "which are fighting hand-to-hand without specific weapons are " - "assumed to be irregularly armed with makeshift weapons such as " - "clubs, pitchforks, torches, etc. "; - f.Paragraph(temp); - - temp = " Possession of a mount, and the appropriate skill to use that " - "mount will also confer a bonus to the effective Combat skill. The " - "amount of the bonus will depend on the level of the appropriate " - "skill and the mount in question. Some mounts are better than " - "others, and may provide better bonus, but may also require higher " - "levels of skill to get any bonus at all. Some terrain might not " - "allow mounts to give a combat advantage."; - f.Paragraph(temp); - - temp = "Certain weapons may provide different attack and defense " - "bonuses, or have additional attack bonuses against mounted " - "opponents or other special characteristics. These bonuses will " - "be listed in the item descriptions in the turn reports."; - f.Paragraph(temp); - - temp = "Some melee weapons may be defined as Long or Short (this is " - "relative to a normal weapon, e.g. the sword). A soldier wielding " - "a longer weapon than his opponent gets a +1 bonus to his attack " - "skill."; - f.Paragraph(temp); - temp = "Ranged weapons are slightly different from melee weapons. The " - "target will generally not get any sort of combat bonus to defense " - "against a ranged attack."; - f.Paragraph(temp); - temp = "Some weapons, including some ranged weapons, may only attack " - "every other round, or even less frequently. When a weapon is not " - "able to attack every round, this will be specified in the item " - "description."; - f.Paragraph(temp); - temp = "Weapons may have one of several different attack types: " - "Slashing, Piercing, Crushing, Cleaving and Armor Piercing. " - "Different types of armor may give different survival chances " - "against a successful attack of different types."; - f.Paragraph(temp); - temp = "A soldier attacking with a ranged weapon will generally be " - "treated as if they have a Combat skill of 0, even if they have an " - "actual Combat skill. This is the trade off for being able to hit " - "from the back line of fighting."; - f.Paragraph(temp); - temp = "Being inside a building confers a bonus to defense. This " - "bonus is effective against ranged as well as melee weapons. The " - "number of men that a building can protect is equal to its size. " - "The size of the various common buildings was listed in the "; - temp += f.Link("#tablebuildings", "Table of Buildings") + " earlier. "; - f.Paragraph(temp); - temp = "If there are too many units in a building to all gain " - "protection from it, then those units who have been in the building " - "longest will gain protection. (Note that these units appear first " - "on the turn report.)"; + f << " The computer selects the best tactician from each side; that unit is regarded as the leader of " + << "its side. If two or more units on one side have the same Tactics skill, then the one with the lower " + << "unit number is regarded as the leader of that side. If one side's leader has a better Tactics skill " + << "than the other side's," + << (Globals->ADVANCED_TACTICS + ? "then that side gets a tactics difference bonus to their attack and defense." + : "then that side gets a free round of attacks."); + } + f << '\n' << enclose("p", false); + f << enclose("p", true) << "In each combat round, the combatants each get to attack once, in " + << "a random order. " + << (!(SkillDefs[S_TACTICS].flags & SkillType::DISABLED) && !Globals->ADVANCED_TACTICS + ? "(In a free round of attacks, only one side's forces get to attack.) " + : "") + << "Each combatant will attempt to hit a randomly selected enemy. If he hits, and the target has no armor, " + << "then the target is automatically killed. Armor may provide extra defense against otherwise successful " + << "attacks.\n" + << enclose("p", false); + + f << enclose("p", true) << "The basic skill used in battle is the Combat skill; this is used for hand to " + << "hand fighting. If one soldier tries to hit another using most weapons, there is a 50% chance that the " + << "attacker will get an opportunity for a lethal blow. If the attacker does get that opportunity, then " + << "there is a contest between his combat skill (modified by weapon attack bonus) and the defender's combat " + << "skill (modified by weapon defense bonus). Some weapons may not allow combat skill to affect defense (e.g. " + << "bows), and others may allow different skills to be used on defense (or offense).\n" + << enclose("p", false); + f << enclose("p", true) << "If the skills are equal, then there is a 1:1 (i.e. 50%) chance that the attack " + << "will succeed. If the attacker's skill is 1 higher then there is a 2:1 (i.e. 66%) chance, if the " + << "attacker's skill is 2 higher then there is a 4:1 (i.e. 80%) chance, 3 higher means an 8:1 (i.e. 88%) " + << "chance, and so on. Similarly if the defender's skill is 1 higher, then there is only a 1:2 (i.e. 33%) " + << "chance, etc.\n" + << enclose("p", false); + f << enclose("p", true) << "There are a variety of weapons in the world which can increase a soldier's skill " + << "on attack or defense. Better weapons will generally convey better bonuses, but not all weapons are as " + << "good in all situations. Specifics about the bonuses conferred by specific weapons can be found both in " + << "these rules (for most basic weapons), and in the descriptions of the weapons themselves. Troops which " + << "are fighting hand-to-hand without specific weapons are assumed to be irregularly armed with makeshift " + << "weapons such as clubs, pitchforks, torches, etc. \n" + << enclose("p", false); + f << enclose("p", true) << " Possession of a mount, and the appropriate skill to use that mount will also " + << "confer a bonus to the effective Combat skill. The amount of the bonus will depend on the level of the " + << "appropriate skill and the mount in question. Some mounts are better than others, and may provide better " + << "bonus, but may also require higher levels of skill to get any bonus at all. Some terrain might not allow " + << "mounts to give a combat advantage.\n" + << enclose("p", false); + f << enclose("p", true) << "Certain weapons may provide different attack and defense bonuses, or have " + << "additional attack bonuses against mounted opponents or other special characteristics. These bonuses will " + << "be listed in the item descriptions in the turn reports.\n" + << enclose("p", false); + f << enclose("p", true) << "Some melee weapons may be defined as Long or Short (this is relative to a normal " + << "weapon, e.g. the sword). A soldier wielding a longer weapon than his opponent gets a +1 bonus to his " + << "attack skill.\n" + << enclose("p", false); + f << enclose("p", true) << "Ranged weapons are slightly different from melee weapons. The target will " + << "generally not get any sort of combat bonus to defense against a ranged attack.\n" + << enclose("p", false); + f << enclose("p", true) << "Some weapons, including some ranged weapons, may only attack every other round, " + << "or even less frequently. When a weapon is not able to attack every round, this will be specified in the " + << "item description.\n" + << enclose("p", false); + f << enclose("p", true) << "Weapons may have one of several different attack types: Slashing, Piercing, " + << "Crushing, Cleaving and Armor Piercing. Different types of armor may give different survival chances " + << "against a successful attack of different types.\n" + << enclose("p", false); + f << enclose("p", true) << "A soldier attacking with a ranged weapon will generally be treated as if they " + << "have a Combat skill of 0, even if they have an actual Combat skill. This is the trade off for being able " + << "to hit from the back line of fighting.\n" << enclose("p", false); + + f << enclose("p", true) << "Being inside a building confers a bonus to defense. This bonus is effective " + << "against ranged as well as melee weapons. The number of men that a building can protect is equal to " + << "its size. The size of the various common buildings was listed in the " + << link("#tablebuildings", "Table of Buildings") + " earlier. \n" + << enclose("p", false); + + f << enclose("p", true) << "If there are too many units in a building to all gain protection from it, then " + << "those units who have been in the building longest will gain protection. (Note that these units appear " + << "first on the turn report.)"; + if (!(ObjectDefs[O_FORT].flags & ObjectType::DISABLED)) { - temp += " If a unit of 200 men is inside a Fort (capacity "; - temp += ObjectDefs[O_FORT].protect; - temp += "), then the first "; - temp += ObjectDefs[O_FORT].protect; - temp += " men in the unit will gain the full bonus, and the other "; - temp += (200 - ObjectDefs[O_FORT].protect); - temp += " will gain no protection."; - } - f.Paragraph(temp); - temp = "Units which have the Behind flag set are at the rear and " - "cannot be attacked by any means until all non-Behind units have " - "been wiped out. On the other hand, neither can they attack with " - "melee weapons, but only with ranged weapons or magic. Once all " - "front-line units have been wiped out, then the Behind flag no " - "longer has any effect."; - f.Paragraph(temp); - f.LinkRef("com_victory"); - f.TagText("h3", "Victory!"); - temp = "Combat rounds continue until one side has accrued 50% losses " - "(or more). The victorious side is then awarded one free round of " - "attacks, after which the battle is over. If both sides have " - "more than 50% losses, the battle is a draw, and neither side gets " - "a free round."; - f.Paragraph(temp); + f << " If a unit of 200 men is inside a Fort (capacity " << ObjectDefs[O_FORT].protect << "), then the first " + << ObjectDefs[O_FORT].protect << " men in the unit will gain the full bonus, and the other " + << (200 - ObjectDefs[O_FORT].protect) << " will gain no protection."; + } + f << '\n' << enclose("p", false); + + f << enclose("p", true) << "Units which have the Behind flag set are at the rear and cannot be attacked by " + << "any means until all non-Behind units have been wiped out. On the other hand, neither can they attack " + << "with melee weapons, but only with ranged weapons or magic. Once all front-line units have been wiped " + << "out, then the Behind flag no longer has any effect.\n" << enclose("p", false); + f << link_ref("com_victory") << '\n'; + f << enclose("h3", true) << "Victory!\n" << enclose("h3", false); + f << enclose("p", true) << "Combat rounds continue until one side has accrued 50% losses (or more). The " + << "victorious side is then awarded one free round of attacks, after which the battle is over. If both sides " + << "have more than 50% losses, the battle is a draw, and neither side gets a free round.\n" + << enclose("p", false); + /* XXX -- Here is where to put the ROUT information */ - if (!(SkillDefs[S_HEALING].flags & SkillType::DISABLED) && - !(ItemDefs[I_HERBS].flags & SkillType::DISABLED)) { - temp = "Units with the Healing skill have a chance of being able " - "to heal casualties of the winning side, so that they recover " - "rather than dying. Each character with this skill can attempt " - "to heal "; - temp += Globals->HEALS_PER_MAN; - temp += " casualties per skill level. Each attempt however " - "requires one unit of Herbs, which is thereby used up. Each " - "attempt has a some chance of healing one casualty; only one " - "attempt at Healing may be made per casualty. Healing occurs " - "automatically, after the battle is over, by any living " - "healers on the winning side."; - f.Paragraph(temp); + if (!(SkillDefs[S_HEALING].flags & SkillType::DISABLED) && !(ItemDefs[I_HERBS].flags & SkillType::DISABLED)) { + f << enclose("p", true) << "Units with the Healing skill have a chance of being able to heal casualties " + << "of the winning side, so that they recover rather than dying. Each character with this skill can " + << "attempt to heal " << Globals->HEALS_PER_MAN << " casualties per skill level. Each attempt however " + << "requires one unit of Herbs, which is thereby used up. Each attempt has a some chance of healing one " + << "casualty; only one attempt at Healing may be made per casualty. Healing occurs automatically, after " + << "the battle is over, by any living healers on the winning side.\n" + << enclose("p", false); } - temp = "Any items owned by dead combatants on the losing side have a " - "50% chance of being found and collected by the winning side. " - "Each item which is recovered is picked up by one of the " - "survivors able to carry it (see the "; - temp += f.Link("#spoils", "SPOILS") + " command) at random, so the " - "winners generally collect loot in proportion to their number of " - "surviving men."; - f.Paragraph(temp); - temp = "If you are expecting to fight an enemy who is carrying so " - "much equipment that you would not be able to move after picking " - "it up, and you want to move to another region later that month, it " - "may be worth issuing some orders to drop items (with the "; - temp += f.Link("#give", "GIVE") + " 0 order) or to prevent yourself " - "picking up certain types of spoils (with the "; - temp += f.Link("#spoils", "SPOILS") + " order) in case you win the " - "battle! Also, note that if the winning side took any losses in " - "the battle, any units on this side will not be allowed to move, " - "or attack again for the rest of the turn."; - f.Paragraph(temp); + + f << enclose("p", true) << "Any items owned by dead combatants on the losing side have a 50% chance of being " + << "found and collected by the winning side. Each item which is recovered is picked up by one of the " + << "survivors able to carry it (see the " << link("#spoils", "SPOILS") << " command) at random, so the " + << "winners generally collect loot in proportion to their number of surviving men.\n" + << enclose("p", false); + f << enclose("p", true) << "If you are expecting to fight an enemy who is carrying so much equipment that " + << "you would not be able to move after picking it up, and you want to move to another region later that " + << "month, it may be worth issuing some orders to drop items (with the " << link("#give", "GIVE") + << " 0 order) or to prevent yourself picking up certain types of spoils (with the " << link("#spoils", "SPOILS") + << " order) in case you win the battle! Also, note that if the winning side took any losses in the battle, " + << "any units on this side will not be allowed to move, or attack again for the rest of the turn.\n" + << enclose("p", false); if (has_stea || has_obse) { - f.LinkRef("stealthobs"); - f.ClassTagText("div", "rule", ""); - temp = (has_stea ? "Stealth" : ""); - if (has_obse) { - if (has_stea) temp += " and "; - temp += "Observation"; - } - f.TagText("h2", temp); + f << link_ref("stealthobs") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) + << (has_stea ? "Stealth" : "") + << (has_stea && has_obse ? " and " : "") + << (has_obse ? "Observation" : "") + << "\n" << enclose("h2", false); + f << enclose("p", true); if (has_stea && has_obse) { - temp = "The Stealth skill is used to hide units, while the " - "Observation skill is used to see units that would otherwise " - "be hidden. A unit can be seen only if you have at least " - "one unit in the same region, with an Observation skill at " - "least as high as that unit's Stealth skill. If your " - "Observation skill is equal to the unit's Stealth skill, " - "you will see the unit, but not the name of the owning " - "faction. If your Observation skill is higher than the " - "unit's Stealth skill, you will also see the name of the " - "faction that owns the unit."; + f << "The Stealth skill is used to hide units, while the Observation skill is used to see units that " + << "would otherwise be hidden. A unit can be seen only if you have at least one unit in the same " + << "region, with an Observation skill at least as high as that unit's Stealth skill. If your " + << "Observation skill is equal to the unit's Stealth skill, you will see the unit, but not the name " + << "of the owning faction. If your Observation skill is higher than the unit's Stealth skill, you " + << "will also see the name of the faction that owns the unit.\n"; } else if (has_stea) { - temp = "The Stealth skill is used to hide units. A unit can be " - "seen only if it doesn't know the Stealth skill and if you " - "have at least one unit in the same region."; + f << "The Stealth skill is used to hide units. A unit can be seen only if it doesn't know the Stealth " + << "skill and if you have at least one unit in the same region.\n"; } else if (has_obse) { - temp = "The Observation skill is used to see information about " - "units that would otherwise be hidden. If your unit knows " - "the Observation skill, it will see the name of the faction " - "that owns any unit in the same region."; + f << "The Observation skill is used to see information about units that would otherwise be hidden. If " + << "your unit knows the Observation skill, it will see the name of the faction that owns any unit in " + << "the same region.\n"; } - f.Paragraph(temp); + f << enclose("p", false); if (has_stea) { - temp = "Regardless of Stealth skill, units are always visible " - "when participating in combat; when guarding a region with " - "the Guard flag; or when in a building or aboard a fleet."; + f << enclose("p", true) << "Regardless of Stealth skill, units are always visible when participating in " + << "combat; when guarding a region with the Guard flag; or when in a building or aboard a fleet. "; if (has_obse) { - temp += " However, in order to see the faction that owns " - "the unit, you will still need a higher Observation " - "skill than the unit's Stealth skill."; + f << "However, in order to see the faction that owns the unit, you will still need a higher " + << "Observation skill than the unit's Stealth skill."; } - f.Paragraph(temp); - f.LinkRef("stealthobs_stealing"); - f.TagText("h3", "Stealing:"); - temp = AString("The ") + f.Link("#steal", "STEAL") + - " order is a way to steal items from other player factions" - " without a battle. The order can only be issued by a one-man" - " unit. The order specifies a target unit; the thief will then" - " attempt to steal the specified item from the target unit."; - f.Paragraph(temp); + f << '\n' << enclose("p", false); + f << link_ref("stealthobs_stealing") << '\n'; + f << enclose("h3", true) << "Stealing:\n" << enclose("h3", false); + f << enclose("p", true) << "The " << link("#steal", "STEAL") << " order is a way to steal items from " + << "other player factions without a battle. The order can only be issued by a one-man unit. The " + << "order specifies a target unit; the thief will then attempt to steal the specified item from " + << "the target unit.\n" << enclose("p", false); + f << enclose("p", true); if (has_obse) { - temp = "If the thief has higher Stealth than any of the " - "target faction's units have Observation (i.e. the " - "thief cannot be seen by the target faction), the theft " - "will succeed."; - if (Globals->HARDER_ASSASSINATION){ - temp += " While stealing, the thief has a -1 penalty to his " - "Stealth Skill."; - } + f << "If the thief has higher Stealth than any of the target faction's units have Observation " + << "(i.e. the thief cannot be seen by the target faction), the theft will succeed. " + << (Globals->HARDER_ASSASSINATION + ? "While stealing, the thief has a -1 penalty to his Stealth Skill. " + : ""); } else { - temp = "The thief must know Stealth to attempt theft."; + f << "The thief must know Stealth to attempt theft. "; } - temp += " The target faction will be told what was stolen, but " - "not by whom. If the specified item is silver, then $200 " - "or half the total available, whichever is less, will be " - "stolen. If it is any other item, then only one will be " - "stolen (if available)."; - f.Paragraph(temp); + f << "The target faction will be told what was stolen, but not by whom. If the specified item is silver, " + << "then $200 or half the total available, whichever is less, will be stolen. If it is any other item, " + << "then only one will be stolen (if available).\n" + << enclose("p", false); if (has_obse) { - temp = "Any unit with high enough Observation to see the " - "thief will see the attempt to steal, whether the " - "attempt is successful or not. Allies of the target " - "unit will prevent the theft, if they have high enough " - "Observation to see the unit trying to steal."; - f.Paragraph(temp); + f << enclose("p", true) << "Any unit with high enough Observation to see the thief will see the " + << "attempt to steal, whether the attempt is successful or not. Allies of the target unit will " + << "prevent the theft, if they have high enough Observation to see the unit trying to steal.\n" + << enclose("p", false); } - f.LinkRef("stealthobs_assassination"); - f.TagText("h3", "Assassination:"); - temp = AString("The ") + f.Link("#assassinate", "ASSASSINATE") + - " order is a way to kill another person without attacking " - "and going through an entire battle. This order can only be " - "issued by a one-man unit, and specifies a target unit. If " - "the target unit contains more than one person, then one " - "will be singled out at random."; - f.Paragraph(temp); - if (has_obse) { - temp = "Success for assassination is determined as for " - "theft, i.e. the assassin will fail if any of the " - "target faction's units can see him. In this case, " - "the assassin will flee, and the target faction will " - "be informed which unit made the attempt. As with " - "theft, allies of the target unit will prevent the " - "assassination from succeeding, if their Observation " - "level is high enough."; + f << link_ref("stealthobs_assassination") << '\n'; + f << enclose("h3", true) << "Assassination:\n" << enclose("h3", false); + f << enclose("p", true) << "The " << link("#assassinate", "ASSASSINATE") << " order is a way to kill " + << "another person without attacking and going through an entire battle. This order can only be " + << "issued by a one-man unit, and specifies a target unit. If the target unit contains more than one " + << "person, then one will be singled out at random.\n" + << enclose("p", false); + if (has_obse) { + f << enclose("p", true) << "Success for assassination is determined as for theft, i.e. the " + << "assassin will fail if any of the target faction's units can see him. In this case, the " + << "assassin will flee, and the target faction will be informed which unit made the attempt. As " + << "with theft, allies of the target unit will prevent the assassination from succeeding, if " + << "their Observation level is high enough."; if (Globals->HARDER_ASSASSINATION) { - temp += " While attemping an assassination, the assassin " - "has a "; - if (Globals->IMPROVED_AMTS) { - temp += "-1"; - } else { - temp += "-2"; - } - temp += " penalty to his Stealth Skill."; + f << " While attemping an assassination, the assassin has a " + << (Globals->IMPROVED_AMTS ? "-1" : "-2") + << " penalty to his Stealth Skill."; } - - f.Paragraph(temp); - temp = ""; + f << '\n' << enclose("p", false); } else { - temp = "The assasin must know Stealh to attempt " - "assassination."; + f << "The assassin must know Stealth to attempt assassination. "; } + f << enclose("p", true); if (has_obse) { - temp += "If the assassin has higher stealth than any of the " - "target faction's units have Observation, then a " - "one-on-one "; + f << "If the assassin has higher stealth than any of the target faction's units have Observation, " + << "then a one-on-one "; } else { - temp += " A one-on-one "; + f << " A one-on-one "; } - temp += "fight will take place between the assassin and the " - "target character. The assassin automatically gets a " - "free round of attacks"; + f << "fight will take place between the assassin and the target character. The assassin automatically " + << "gets a free round of attacks"; if (Globals->MAX_ASSASSIN_FREE_ATTACKS) { - temp += ", except he is limited to "; - temp += Globals->MAX_ASSASSIN_FREE_ATTACKS; - temp += " total during the free round"; + f << ", except he is limited to " << Globals->MAX_ASSASSIN_FREE_ATTACKS + << " total during the free round"; } - temp += "; after that, the battle is handled like a normal " - "fight, with the exception that neither assassin nor " - "victim can use any armor"; - temp2 = ""; + f << "; after that, the battle is handled like a normal fight, with the exception that neither assassin " + << "nor victim can use any armor"; last = -1; comma = 0; - for (i = 0; i < NITEMS; i++) { + for (int i = 0; i < NITEMS; i++) { if (!(ItemDefs[i].type & IT_ARMOR)) continue; if (!(ItemDefs[i].type & IT_NORMAL)) continue; if (ItemDefs[i].flags & ItemType::DISABLED) continue; @@ -4107,78 +3171,61 @@ int Game::GenRules(const AString &rules, const AString &css, if (at == NULL) continue; if (!(at->flags & ArmorType::USEINASSASSINATE)) continue; if (last == -1) { + f << " except "; last = i; continue; } - temp2 += ItemDefs[last].name; - temp2 += ", "; + f << ItemDefs[last].name << ", "; last = i; comma++; } - if (comma) temp2 += "or "; - if (last != -1) { - temp2 += ItemDefs[last].name; - temp += " except "; - temp += temp2; - } - temp += "."; - if (last == -1) - temp += " Armor "; - else - temp += " Most armor "; - temp += "is forbidden for the assassin because it would " - "make it too hard to sneak around, and for the victim " - "because he was caught by surprise with his armor off. If " - "the assassin wins, the target faction is told merely that " - "the victim was assassinated, but not by whom. If the " - "victim wins, then the target faction learns which unit " - "made the attempt. (Of course, this does not necessarily " - "mean that the assassin's faction is known.) The winner of " - "the fight gets 50% of the loser's property as usual."; - f.Paragraph(temp); - temp = f.Link("#steal", "STEAL") + " and " + - f.Link("#assassinate", "ASSASSINATE") + - " are not full month orders, and do not interfere with other " - "activities, but a unit can only issue one " + - f.Link("#steal", "STEAL") + " order or one " + - f.Link("#assassinate", "ASSASSINATE") + " order in a month."; - f.Paragraph(temp); + if (comma) f << "or "; + if (last != -1) f << ItemDefs[last].name; + f << "."; + f << (last == -1 ? " Armor " : " Most armor ") << "is forbidden for the assassin because it " + << "would make it too hard to sneak around, and for the victim because he was caught by surprise " + << "with his armor off. If the assassin wins, the target faction is told merely that the victim was " + << "assassinated, but not by whom. If the victim wins, then the target faction learns which unit " + << "made the attempt. (Of course, this does not necessarily mean that the assassin's faction is " + << "known.) The winner of the fight gets 50% of the loser's property as usual.\n" + << enclose("p", false); + f << enclose("p", true) << link("#steal", "STEAL") << " and " << link("#assassinate", "ASSASSINATE") + << " are not full month orders, and do not interfere with other activities, but a unit can only issue " + << "one " << link("#steal", "STEAL") << " order or one " << link("#assassinate", "ASSASSINATE") + << " order in a month.\n" + << enclose("p", false); } } - f.LinkRef("magic"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Magic"); - temp = "A character enters the world of magic in Atlantis by beginning " - "study on one of the Foundation magic skills. Only one man units"; - if (!Globals->MAGE_NONLEADERS && Globals->LEADERS_EXIST) - temp += ", with the man being a leader,"; - temp += " are permitted to study these skills. "; + + f << link_ref("magic") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Magic\n" << enclose("h2", false); + f << enclose("p", 2) << "A character enters the world of magic in Atlantis by beginning study on one " + << "of the Foundation magic skills. Only one man units" + << (!Globals->MAGE_NONLEADERS && Globals->LEADERS_EXIST ? ", with the man being a leader," : "") + << " are permitted to study these skills. "; if (Globals->FACTION_LIMIT_TYPE != GameDefs::FACLIM_UNLIMITED) { - temp += "The number of these units (known as \"magicians\" or " - "\"mages\") that a faction may own is "; - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_MAGE_COUNT) - temp += "limited."; - else - temp += "determined by the faction's type."; - temp += " Any attempt to gain more, either through study, or by " - "transfer from another faction, will fail. In addition, mages "; + f << "The number of these units (known as \"magicians\" or \"mages\") that a faction may own is " + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_MAGE_COUNT + ? "limited." + : "determined by the faction's type.") + << " Any attempt to gain more, either through study, or by transfer from another faction, will fail. " + << "In addition, mages "; } else { - temp += "Mages "; - } - temp += "may not "; - temp += f.Link("#give", "GIVE") + " men at all; once a unit becomes a " - "mage (by studying one of the Foundations), the unit number is " - "fixed. (The mage may be given to another faction using the "; - temp += f.Link("#give", "GIVE") + " UNIT order.)"; - f.Paragraph(temp); - f.LinkRef("magic_skills"); - f.TagText("h3", "Magic Skills:"); - temp = "Magic skills are the same as normal skills, with a few " - "differences. The basic magic skills, called Foundations, are "; + f << "Mages "; + } + f << "may not " << link("#give", "GIVE") << " men at all; once a unit becomes a mage (by studying one of the " + << "Foundations), the unit number is fixed. (The mage may be given to another faction using the " + << link("#give", "GIVE") << " UNIT order.)\n" + << enclose("p", false); + f << link_ref("magic_skills") << '\n'; + f << enclose("h3", true) << "Magic Skills:\n" << enclose("h3", false); + f << enclose("p", true) << "Magic skills are the same as normal skills, with a few differences. The basic " + << "magic skills, called Foundations, are "; last = -1; comma = 0; - j = 0; - for (i = 0; i < NSKILLS; i++) { + int j = 0; + for (int i = 0; i < NSKILLS; i++) { if (SkillDefs[i].flags & SkillType::DISABLED) continue; if (!(SkillDefs[i].flags & SkillType::FOUNDATION)) continue; j++; @@ -4186,370 +3233,285 @@ int Game::GenRules(const AString &rules, const AString &css, last = i; continue; } - temp += SkillDefs[last].name; - temp += ", "; + f << SkillDefs[last].name << ", "; comma++; last = i; } - if (comma) temp += "and "; - temp += SkillDefs[last].name; - temp += ". To become a mage, a unit undertakes study in one of these " - "Foundations. As a unit studies the Foundations, he will be able " - "to study deeper into the magical arts; the additional skills that " - "he may study will be indicated on your turn report."; - f.Paragraph(temp); - temp = "There are two major differences between Magic skills and most " - "normal skills. The first is that the ability to study Magic " - "skills sometimes depends on lower level Magic skills. " - "Magic skills cannot be learnt to a higher level than " - "the skills they depend upon. For example, if a Magic skill " - "requires Spirit 2 to begin to study, then it can never be " - "studied to a level higher than the mage's Spirit skill, so " - "in order to increase that skill to level 3, his Spirit skill " - "would first have to be increased to level 3. " - "The Magic skills that a mage may study are listed on his " - "turn report, so he knows which areas he may pursue. " - "Studying higher in the Foundation skills, and certain other " - "Magic skills, will make other skills available to the mage. " - "Secondly, study into a magic skill above level 2 requires " - "that the mage be located in some sort of building which can "; + f << (comma ? "and " : "") << SkillDefs[last].name << ". To become a mage, a unit undertakes study in one of " + << "these Foundations. As a unit studies the Foundations, he will be able to study deeper into the magical " + << "arts; the additional skills that he may study will be indicated on your turn report.\n" + << enclose("p", false); + f << enclose("p", true) << "There are two major differences between Magic skills and most normal skills. " + << "The first is that the ability to study Magic skills sometimes depends on lower level Magic skills. " + << "Magic skills cannot be learnt to a higher level than the skills they depend upon. For example, if a " + << "Magic skill requires Spirit 2 to begin to study, then it can never be studied to a level higher than " + << "the mage's Spirit skill, so in order to increase that skill to level 3, his Spirit skill would first " + << "have to be increased to level 3. The Magic skills that a mage may study are listed on his turn report, " + << "so he knows which areas he may pursue. Studying higher in the Foundation skills, and certain other " + << "Magic skills, will make other skills available to the mage. Secondly, study into a magic skill above " + << "level 2 requires that the mage be located in some sort of building which can "; if (!Globals->LIMITED_MAGES_PER_BUILDING) { - temp += "offer protection. Trade structures do not count. "; + f << "offer protection. Trade structures do not count. "; } else { - temp += "offer specific facilities for mages. Certain types of " - "buildings can offer shelter and support and a proper " - "environment, some more so than others. "; + f << "offer specific facilities for mages. Certain types of buildings can offer shelter and support " + << "and a proper environment, some more so than others. "; } - temp += "If the mage is not in such a structure, his study rate is cut " - "in half, as he does not have the proper environment and " - "equipment for research."; - f.Paragraph(temp); + f << "If the mage is not in such a structure, his study rate is cut in half, as he does not have the proper " + << "environment and equipment for research.\n" + << enclose("p", false); if (Globals->LIMITED_MAGES_PER_BUILDING) { - temp = "It is possible that there are advanced buildings not listed " - "here which also can support mages. The description of a " - "building will tell you for certain. The common buildings and " - "the mages a building of that type can support follows:"; - f.LinkRef("tablemagebuildings"); - f.Enclose(1, "center"); - f.Enclose(1, "table border=\"1\""); - f.Enclose(1, "tr"); - f.TagText("td", ""); - f.TagText("th", "Mages"); - f.Enclose(0, "tr"); - for (i = 0; i < NOBJECTS; i++) { + f << enclose("p", true) << "It is possible that there are advanced buildings not listed here which also " + << "can support mages. The description of a building will tell you for certain. The common buildings " + << "and the mages a building of that type can support follows:\n" + << enclose("p", false); + f << link_ref("tablemagebuildings") << '\n'; + f << enclose("center", true); + f << enclose("table border=\"1\"", true); + f << enclose("tr", true); + f << enclose("td", true) << "\n" << enclose("td", false); + f << enclose("th", true) << "Mages\n" << enclose("th", false); + f << enclose("tr", false); + for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (!ObjectDefs[i].maxMages) continue; pS = FindSkill(ObjectDefs[i].skill); if (pS == NULL) continue; if (pS->flags & SkillType::MAGIC) continue; - k = ObjectDefs[i].item; + int k = ObjectDefs[i].item; if (k == -1) continue; /* Need the >0 since item could be WOOD_OR_STONE (-2) */ if (k > 0 && (ItemDefs[k].flags & ItemType::DISABLED)) continue; if (k > 0 && !(ItemDefs[k].type & IT_NORMAL)) continue; /* Okay, this is a valid object to build! */ - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].name); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr(ObjectDefs[i].maxMages); - f.Enclose(0, "td"); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].name << '\n' << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << ObjectDefs[i].maxMages << '\n' << enclose("td", false); + f << enclose("tr", false); } - f.Enclose(0, "table"); - f.Enclose(0, "center"); + f << enclose("table", false); + f << enclose("center", false); } - f.LinkRef("magic_foundations"); - f.TagText("h3", "Foundations:"); - temp = "The "; - temp += NumToWord(j); - temp += " Foundation skills are called "; + f << link_ref("magic_foundations") << '\n'; + f << enclose("h3", true) << "Foundations:\n" << enclose("h3", false); + f << enclose("p", true) << "The " << num_to_word(j) << " Foundation skills are called "; last = -1; comma = 0; - for (i = 0; i < NSKILLS; i++) { + for (int i = 0; i < NSKILLS; i++) { if (SkillDefs[i].flags & SkillType::DISABLED) continue; if (!(SkillDefs[i].flags & SkillType::FOUNDATION)) continue; if (last == -1) { last = i; continue; } - temp += SkillDefs[last].name; - temp += ", "; + f << SkillDefs[last].name << ", "; comma++; last = i; } - if (comma) temp += "and "; - temp += SkillDefs[last].name; - temp += "."; + f << (comma ? "and " : "") << SkillDefs[last].name << "."; /* XXX -- This needs better handling! */ /* Add each foundation here if it exists */ if (!(SkillDefs[S_FORCE].flags & SkillType::DISABLED)) { - temp += " Force indicates the quantity of magical energy that a " - "mage is able to channel (a Force rating of 0 does not mean " - "that the mage can channel no magical energy at all, but only " - "a minimal amount)."; + f << " Force indicates the quantity of magical energy that a mage is able to channel (a Force rating of 0 " + << "does not mean that the mage can channel no magical energy at all, but only a minimal amount)."; } if (!(SkillDefs[S_PATTERN].flags & SkillType::DISABLED)) { - temp += " Pattern indicates ability to handle complex patterns, and " - "is important for things like healing and nature spells. "; + f << " Pattern indicates ability to handle complex patterns, and is important for things like healing and " + << "nature spells. "; } if (!(SkillDefs[S_SPIRIT].flags & SkillType::DISABLED)) { - temp += " Spirit deals with meta-effects that lie outside the scope " - "of the physical world."; - } - f.Paragraph(temp); - - f.LinkRef("magic_furtherstudy"); - f.TagText("h3", "Further Magic Study:"); - temp = "Once a mage has begun study of one or more Foundations, more " - "skills that he may study will begin to show up on his report. " - "These skills are the skills that give a mage his power. As with " - "normal skills, when a mage achieves a new level of a magic skill, " - "he will be given a skill report, describing the new powers (if " - "any) that the new skill confers. The "; - temp += f.Link("#show", "SHOW") + " order may be used to show this " - "information on future reports."; - f.Paragraph(temp); - - f.LinkRef("magic_usingmagic"); - f.TagText("h3", "Using Magic:"); - temp = "A mage may use his magical power in three different ways, " - "depending on the type of spell he wants to use. Some spells, " - "once learned, take effect automatically and are considered " - "always to be in use; these spells do not require any order to " - "take effect."; - f.Paragraph(temp); - temp = "Secondly, some spells are for use in combat. A mage may specify " - "that he wishes to use a spell in combat by issuing the "; - temp += f.Link("#combat", "COMBAT") + " order. A combat spell " - "specified in this way will only be used if the mage finds " - "himself taking part in a battle."; - f.Paragraph(temp); - temp = "The third type of spell use is for spells that take an entire " - "month to cast. These spells are cast by the mage issuing the "; - temp += f.Link("#cast", "CAST") + " order. Because " + - f.Link("#cast", "CAST") + " takes an entire month, a mage may use " - "only one of this type of spell each turn. Note, however, that a "; - temp += f.Link("#cast", "CAST") + " order is not a full month order; " - "a mage may still "; - temp += f.Link("#move", "MOVE") + ", "; - temp += f.Link("#study", "STUDY") + ", or use any other month long order. "; - temp += "The justification for this (as well as being for game balance) " - "is that a spell drains a mage of his magic power for the month, " - "but does not actually take the entire month to cast."; - f.Paragraph(temp); - temp = "The description that a mage receives when he first learns a " - "spell specifies the manner in which the spell is used (automatic, " - "in combat, or by casting)."; - f.Paragraph(temp); - f.LinkRef("magic_incombat"); - f.TagText("h3", "Magic in Combat:"); - temp = "NOTE: This section is rather vague, and quite advanced. You " - "may want to wait until you have figured out other parts of " - "Atlantis before trying to understand exactly all of the rules in " - "this section."; - f.Paragraph(temp); - temp = "Although the magic skills and spells are unspecified in these " - "rules, left for the players to discover, the rules for combat " - "spells' interaction are spelled out here. There are five major " - "types of attacks, and defenses: Combat, Ranged, Energy, Weather, " - "and Spirit. Every attack and defense has a type, and only the " - "appropriate defense is effective against an attack."; - f.Paragraph(temp); - temp = "Defensive spells are cast at the beginning of each round of " - "combat, and will have a type of attack they deflect, and skill " - "level (Defensive spells are generally called Shields). Every " - "time an attack is launched against an army, it must first attack " - "the highest level Shield of the same type as the attack, before " - "it may attack a soldier directly. Note that an attack only has " - "to attack the highest Shield, any other Shields of the same " - "type are ignored for that attack."; - f.Paragraph(temp); - temp = "An attack spell (and any other type of attack) also has an " - "attack type, and attack level, and a number of blows it deals. " - "When the attack spell is cast, it is matched up against the most " - "powerful defensive spell of the appropriate type that the other " - "army has cast. If the other army has not cast any applicable " - "defensive spells, the attack goes through unmolested. Unlike " - "normal combat however, men are at a disadvantage to defending " - "against spells. Men which are in the open (not protected by " - "a building) have an effective skill of -2 unless they have a " - "shield or some other defensive magic. Some monsters " - "have bonuses to resisting some attacks but are more susceptible " - "to others. The skill level of the attack spell and the effective " - "skill for defense are matched against each other. The formula " - "for determining the victor between a defensive and offensive " - "spell is the same as for a contest of soldiers; if the levels " - "are equal, there is a 1:1 chance of success, and so on. If the " - "offensive spell is victorious, the offensive spell deals its blows " - "to the defending army, and the Shield in question is destroyed " - "(thus, it can be useful to have more than one of the same type " - "of Shield in effect, as the other Shield will take the place of " - "the destroyed one). Otherwise, the attack spell disperses, and " - "the defending spell remains in place."; - f.Paragraph(temp); - temp = "Some spells do not actually kill enemies, but rather have some " - "negative effect on them. These spells are treated the same as " - "normal spells; if there is a Shield of the same type as them, " - "they must attack the Shield before attacking the army. " - "Physical attacks that go through a defensive spell also must " - "match their skill level against that of the defensive spell in " - "question. However, they do not destroy the defensive spell when " - "they are successful."; - f.Paragraph(temp); + f << " Spirit deals with meta-effects that lie outside the scope of the physical world."; + } + f << '\n' << enclose("p", false); + + f << link_ref("magic_furtherstudy") << '\n'; + f << enclose("h3", true) << "Further Magic Study:\n" << enclose("h3", false); + f << enclose("p", true) << "Once a mage has begun study of one or more Foundations, more skills that he may " + << "study will begin to show up on his report. These skills are the skills that give a mage his power. As " + << "with normal skills, when a mage achieves a new level of a magic skill, he will be given a skill report, " + << "describing the new powers (if any) that the new skill confers. The " << link("#show", "SHOW") + << " order may be used to show this information on future reports.\n" + << enclose("p", false); + + f << link_ref("magic_usingmagic") << '\n'; + f << enclose("h3", true) << "Using Magic:\n" << enclose("h3", false); + f << enclose("p", true) << "A mage may use his magical power in three different ways, depending on the type " + << "of spell he wants to use. Some spells, once learned, take effect automatically and are considered always " + << "to be in use; these spells do not require any order to take effect.\n" + << enclose("p", false); + f << enclose("p", true) << "Secondly, some spells are for use in combat. A mage may specify that he wishes to " + << "use a spell in combat by issuing the " << link("#combat", "COMBAT") << " order. A combat spell specified " + << "in this way will only be used if the mage finds himself taking part in a battle.\n" + << enclose("p", false); + f << enclose("p", true) << "The third type of spell use is for spells that take an entire month to cast. " + << "These spells are cast by the mage issuing the " << link("#cast", "CAST") << " order. Because " + << link("#cast", "CAST") << " takes an entire month, a mage may use only one of this type of spell each " + << "turn. Note, however, that a " << link("#cast", "CAST") << " order is not a full month order; a mage may " + << "still " << link("#move", "MOVE") << ", " << link("#study", "STUDY") << ", or use any other month long " + << "order. The justification for this (as well as being for game balance) is that a spell drains a mage of " + << "his magic power for the month, but does not actually take the entire month to cast.\n" + << enclose("p", false); + f << enclose("p", true) << "The description that a mage receives when he first learns a spell specifies the " + << "manner in which the spell is used (automatic, in combat, or by casting).\n" + << enclose("p", false); + + f << link_ref("magic_incombat") << '\n'; + f << enclose("h3", true) << "Magic in Combat:\n" << enclose("h3", false); + f << enclose("p", true) << "NOTE: This section is rather vague, and quite advanced. You may want to wait " + << "until you have figured out other parts of Atlantis before trying to understand exactly all of the rules " + << "in this section.\n" + << enclose("p", false); + f << enclose("p", true) << "Although the magic skills and spells are unspecified in these rules, left for the " + << "players to discover, the rules for combat spells' interaction are spelled out here. There are five major " + << "types of attacks, and defenses: Combat, Ranged, Energy, Weather, and Spirit. Every attack and defense " + << "has a type, and only the appropriate defense is effective against an attack.\n" + << enclose("p", false); + f << enclose("p", true) << "Defensive spells are cast at the beginning of each round of combat, and will have " + << "a type of attack they deflect, and skill level (Defensive spells are generally called Shields). Every " + << "time an attack is launched against an army, it must first attack the highest level Shield of the same " + << "type as the attack, before it may attack a soldier directly. Note that an attack only has to attack the " + << "highest Shield, any other Shields of the same type are ignored for that attack.\n" + << enclose("p", false); + f << enclose("p", true) << "An attack spell (and any other type of attack) also has an attack type, and attack " + << "level, and a number of blows it deals. When the attack spell is cast, it is matched up against the most " + << "powerful defensive spell of the appropriate type that the other army has cast. If the other army has not " + << "cast any applicable defensive spells, the attack goes through unmolested. Unlike normal combat however, " + << "men are at a disadvantage to defending against spells. Men which are in the open (not protected by " + << "a building) have an effective skill of -2 unless they have a shield or some other defensive magic. " + << "Some monsters have bonuses to resisting some attacks but are more susceptible to others. The skill " + << "level of the attack spell and the effective skill for defense are matched against each other. The " + << "formula for determining the victor between a defensive and offensive spell is the same as for a contest " + << "of soldiers; if the levels are equal, there is a 1:1 chance of success, and so on. If the offensive " + << "spell is victorious, the offensive spell deals its blows to the defending army, and the Shield in question " + << "is destroyed (thus, it can be useful to have more than one of the same type of Shield in effect, as the " + << "other Shield will take the place of the destroyed one). Otherwise, the attack spell disperses, and " + << "the defending spell remains in place.\n" + << enclose("p", false); + f << enclose("p", true) << "Some spells do not actually kill enemies, but rather have some negative effect " + << "on them. These spells are treated the same as normal spells; if there is a Shield of the same type as " + << "them, they must attack the Shield before attacking the army. Physical attacks that go through a " + << "defensive spell also must match their skill level against that of the defensive spell in question. " + << "However, they do not destroy the defensive spell when they are successful.\n" + << enclose("p", false); if (app_exist) { - temp = (char) toupper(Globals->APPRENTICE_NAME[0]); - temp += Globals->APPRENTICE_NAME + 1; - f.LinkRef(AString("magic_") + Globals->APPRENTICE_NAME + "s"); - f.TagText("h3", temp + "s:"); - temp += "s may be created by having a unit study "; + string app_name(Globals->APPRENTICE_NAME); + app_name.append("s"); + f << link_ref("magic_"+app_name) << '\n'; + app_name[0] = toupper(app_name[0]); + f << enclose("h3", true) << app_name << ":\n" << enclose("h3", false); + f << enclose("p", true) << app_name << " may be created by having a unit study "; comma = 0; last = -1; - for (i = 0; i < NSKILLS; i++) { + for (int i = 0; i < NSKILLS; i++) { if (SkillDefs[i].flags & SkillType::DISABLED) continue; if (!(SkillDefs[i].flags & SkillType::APPRENTICE)) continue; if (last == -1) { last = i; continue; } - temp += SkillDefs[last].name; - temp += ", "; + f << SkillDefs[last].name << ", "; comma++; last = i; } - if (comma) temp += "or "; - temp += SkillDefs[last].name; - temp += ". "; - temp += "Like Mages, only one man units"; - if (!Globals->MAGE_NONLEADERS && Globals->LEADERS_EXIST) - temp += ", with the man being a leader,"; - temp += " may become "; - temp += (char) toupper(Globals->APPRENTICE_NAME[0]); - temp += Globals->APPRENTICE_NAME + 1; - temp += "s. "; - temp += (char) toupper(Globals->APPRENTICE_NAME[0]); - temp += Globals->APPRENTICE_NAME + 1; - temp += "s may not cast spells, but may use items " - "which otherwise only mages can use."; - f.Paragraph(temp); - } - - f.LinkRef("nonplayers"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Non-Player Units"); - temp = "There are a number of units that are not controlled by players " - "that may be encountered in Atlantis. Most information about " - "these units must be discovered in the course of the game, but a " - "few basics are below."; - f.Paragraph(temp); + f << (comma ? "or " : "") << SkillDefs[last].name << ". " << "Like Mages, only one man units" + << (!Globals->MAGE_NONLEADERS && Globals->LEADERS_EXIST ? ", with the man being a leader, " : " ") + << "may become " << app_name << ". " << app_name << " may not cast spells, but may use items " + << "which otherwise only mages can use.\n" + << enclose("p", false); + } + + f << link_ref("nonplayers") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Non-Player Units\n" << enclose("h2", false); + f << enclose("p", true) << "There are a number of units that are not controlled by players that may be " + << "encountered in Atlantis. Most information about these units must be discovered in the course of the " + << "game, but a few basics are below.\n" + << enclose("p", false); if (Globals->TOWNS_EXIST && Globals->CITY_MONSTERS_EXIST) { - f.LinkRef("nonplayers_guards"); - f.TagText("h3", "City and Town Guardsmen:"); - temp = "All cities and towns begin with guardsmen in them. These " - "units will defend any units that are attacked in the city or " - "town, and will also prevent theft and assassination attempts, "; - if (has_obse) - temp += "if their Observation level is high enough. "; - else - temp += "if they can see the criminal. "; - temp += "They are on guard, and will prevent other units from " - "taxing or pillaging. "; - if (Globals->START_CITIES_EXIST && Globals->SAFE_START_CITIES) - temp += "Except in the starting cities, the "; - else - temp += "The "; - temp += "guards may be killed by players, although they will form " - "again if the city is left unguarded."; - f.Paragraph(temp); + f << link_ref("nonplayers_guards") << '\n'; + f << enclose("h3", true) << "City and Town Guardsmen:\n" << enclose("h3", false); + f << enclose("p", true) << "All cities and towns begin with guardsmen in them. These units will defend " + << "any units that are attacked in the city or town, and will also prevent theft and assassination " + << "attempts, " + << (has_obse ? "if their Observation level is high enough. " : "if they can see the criminal. ") + << "They are on guard, and will prevent other units from taxing or pillaging. " + << (Globals->START_CITIES_EXIST && Globals->SAFE_START_CITIES + ? "Except in the starting cities, the " + : "The ") + << "guards may be killed by players, although they will form again if the city is left unguarded.\n" + << enclose("p", false); if (Globals->START_CITIES_EXIST && - (Globals->SAFE_START_CITIES || - Globals->START_CITY_GUARDS_PLATE || - Globals->START_CITY_MAGES)) { + (Globals->SAFE_START_CITIES || Globals->START_CITY_GUARDS_PLATE || Globals->START_CITY_MAGES)) { + f << enclose("p", true); if (Globals->SAFE_START_CITIES || Globals->START_CITY_GUARDS_PLATE) { - temp = "Note that the city guardsmen in the starting cities " - "of Atlantis possess "; - if (Globals->SAFE_START_CITIES) - temp += "Amulets of Invincibility "; - if (Globals->START_CITY_GUARDS_PLATE) { - if (Globals->SAFE_START_CITIES) temp += "and "; - temp += "plate armor "; - } - temp += "in addition to being more numerous and "; - if (Globals->SAFE_START_CITIES) - temp += "may not be defeated."; - else - temp += "are therefore harder to kill."; + f << "Note that the city guardsmen in the starting cities of Atlantis possess " + << (Globals->SAFE_START_CITIES ? "Amulets of Invincibility " : "") + << (Globals->START_CITY_GUARDS_PLATE && Globals->SAFE_START_CITIES ? "and " : "") + << (Globals->START_CITY_GUARDS_PLATE ? "plate armor ": "") + << "in addition to being more numerous and " + << (Globals->SAFE_START_CITIES ? "may not be defeated." : "are therefore harder to kill."); } - if (Globals->START_CITY_MAGES) { - if (Globals->AMT_START_CITY_GUARDS) - temp += " Additionally, in "; - else - temp += "In "; - temp += "the starting cities, Mage Guards will be found. " - "These mages are adept at the fire spell"; - if (!Globals->SAFE_START_CITIES) { - temp += " making any attempt to control a starting " - "city a much harder proposition"; - } - temp += "."; + f << (Globals->AMT_START_CITY_GUARDS ? " Additionally, in " : "In ") + << "the starting cities, Mage Guards will be found. These mages are adept at the fire spell" + << (!Globals->SAFE_START_CITIES + ? " making any attempt to control a starting city a much harder proposition" + : "") + << "."; } - f.Paragraph(temp); + f << '\n' << enclose("p", false); } } + if (Globals->WANDERING_MONSTERS_EXIST) { - f.LinkRef("nonplayers_monsters"); - f.TagText("h3", "Wandering Monsters:"); - temp = "There are a number of monsters who wander free throughout " - "Atlantis. They will occasionally attack player units, so be " - "careful when wandering through the wilderness."; - f.Paragraph(temp); - - temp = "Some monsters live in lairs, caves, and other structures players cannot enter. " - "Such monsters will never leave their habitat and will never wander around, " - "but they can attack player units present in the region. The willingness to attack is " - "dependent on the monster's aggression level. It is worth reminding that monsters " - "inside the lair will always be visible to the player regardless of their stealth score " - "as any other unit in the structure. Empty lairs will spawn new monsters regularly if " - "old ones are killed. Players can guard regions with lairs, and monsters will not spawn there."; - f.Paragraph(temp); - - temp = "Other monsters do not live in lairs but wander freely. Wandering monsters can spawn in any " - "unguarded region regardless of whether there is a lair. Guarding will prevent monsters from spawning " - "in a particular region. Their willingness to attack depends on their aggression level, and monsters " - "can advance to neighboring regions while moving. Some monsters could have preferred terrains that they " - "like more than others, and then they will be willing to enter such regions more likely than others. At " - "the same time, some terrains could be so uncomfortable that monsters will never enter them. If a monster " - "has particular terrain preferences, he will try to be close to the habitat he likes, and he will not go " - "deeper into the territory that is not connected with his preferred terrain."; - f.Paragraph(temp); - - temp = "A small tip to the players about guarding: guarding will prevent monsters from spawning and attacking " - "player units, but in such a way players will not get any loot from monsters too. Monster hunting is a desirable " - "activity because it is fun, and you can get a great reward like silver, magical items, weapons, etc."; - f.Paragraph(temp); - - f.TagText("h4", "Monster movement probability table"); - f.Enclose(1, "table border=\"1\""); - - f.Enclose(1, "thead"); - f.Enclose(1, "tr"); - f.TagText("th", "Directions"); - f.TagText("th", "Prefered"); - f.TagText("th", "Neutral"); - f.TagText("th", "Move Preferred"); - f.TagText("th", "Move Neutral"); - f.TagText("th", "Stay"); - f.Enclose(0, "tr"); - f.Enclose(0, "thead"); + f << link_ref("nonplayers_monsters") << '\n'; + f << enclose("h3", true) << "Wandering Monsters:\n" << enclose("h3", false); + f << enclose("p", true) << "There are a number of monsters who wander free throughout Atlantis. They " + << "will occasionally attack player units, so be careful when wandering through the wilderness.\n" + << enclose("p", false); + f << enclose("p", true) << "Some monsters live in lairs, caves, and other structures players cannot enter. " + << "Such monsters will never leave their habitat and will never wander around, but they can attack player " + << "units present in the region. The willingness to attack is dependent on the monster's aggression level. " + << "It is worth reminding that monsters inside the lair will always be visible to the player regardless " + << "of their stealth score as any other unit in the structure. Empty lairs will spawn new monsters " + << "regularly if old ones are killed. Players can guard regions with lairs, and monsters will not spawn " + << "there.\n" + << enclose("p", false); + f << enclose("p", true) << "Other monsters do not live in lairs but wander freely. Wandering monsters can " + << "spawn in any unguarded region regardless of whether there is a lair. Guarding will prevent monsters " + << "from spawning in a particular region. Their willingness to attack depends on their aggression level, " + << "and monsters can advance to neighboring regions while moving. Some monsters could have preferred " + << "terrains that they like more than others, and then they will be willing to enter such regions more " + << "likely than others. At the same time, some terrains could be so uncomfortable that monsters will never " + << "enter them. If a monster has particular terrain preferences, he will try to be close to the habitat " + << "he likes, and he will not go deeper into the territory that is not connected with his preferred " + << "terrain.\n" + << enclose("p", false); + f << enclose("p", true) << "A small tip to the players about guarding: guarding will prevent monsters from " + << "spawning and attacking player units, but in such a way players will not get any loot from monsters too. " + << "Monster hunting is a desirable activity because it is fun, and you can get a great reward like silver, " + << "magical items, weapons, etc.\n" + << enclose("p", false); + + f << enclose("h4", true) << "Monster movement probability table\n" << enclose("h4", false); + f << enclose("table border=\"1\"", true); + f << enclose("thead", true); + f << enclose("tr", true); + f << enclose("th", true) << "Directions\n" << enclose("th", false); + f << enclose("th", true) << "Prefered\n" << enclose("th", false); + f << enclose("th", true) << "Neutral\n" << enclose("th", false); + f << enclose("th", true) << "Move Preferred\n" << enclose("th", false); + f << enclose("th", true) << "Move Neutral\n" << enclose("th", false); + f << enclose("th", true) << "Stay\n" << enclose("th", false); + f << enclose("tr", false); + f << enclose("thead", false); int matrix[3][2]; matrix[2][0] = 4; // stay - f.Enclose(1, "tbody"); + f << enclose("tbody", true); for (int dirs = 1; dirs <= 6; dirs++) { for (int preferedDirs = dirs; preferedDirs >= 0; preferedDirs--) { const int neutralDirs = dirs - preferedDirs; @@ -4558,2088 +3520,1687 @@ int Game::GenRules(const AString &rules, const AString &css, matrix[1][0] = neutralDirs; // neutral int totalCases = 0; - for (int i = 0; i < 3; i++) { - totalCases += matrix[i][0]; - } - - for (int i = 0; i < 3; i++) { - matrix[i][1] = matrix[i][0] * 100 / totalCases; - } - - f.Enclose(1, "tr"); - f.TagText("td", AString("") + dirs); - f.TagText("td", AString("") + preferedDirs); - f.TagText("td", AString("") + neutralDirs); + for (int i = 0; i < 3; i++) totalCases += matrix[i][0]; + for (int i = 0; i < 3; i++) matrix[i][1] = matrix[i][0] * 100 / totalCases; - for (int i = 0; i < 3; i++) { - f.TagText("td", AString("") + matrix[i][1] + "%"); - } - f.Enclose(0, "tr"); + f << enclose("tr", true); + f << enclose("td", true) << dirs << '\n' << enclose("td", false); + f << enclose("td", true) << preferedDirs << '\n' << enclose("td", false); + f << enclose("td", true) << neutralDirs << '\n' << enclose("td", false); + for (int i = 0; i < 3; i++) f << enclose("td", true) << matrix[i][1] << "%\n" << enclose("td", false); + f << enclose("tr", false); } } - f.Enclose(0, "tbody"); - f.Enclose(0, "table"); - } - f.LinkRef("nonplayers_controlled"); - f.TagText("h3", "Controlled Monsters:"); - temp = "Through various magical methods, you may gain control of " - "certain types of monsters. These monsters are just another item " - "in a unit's inventory, with a few special rules. Monsters will " - "be able to carry things at their speed of movement; use the "; - temp += f.Link("#show", "SHOW") + " ITEM order to determine the " - "carrying capacity and movement speed of a monster. Monsters will " - "also fight for the controlling unit in combat; their strength " - "can only be determined in battle. Also, note that a monster will " - "always fight from the front rank, even if the controlling unit " - "has the behind flag set. Whether or not you are allowed to give a " - "monster to other units depends on the type of monster; some may be " - "given freely, while others must remain with the controlling unit."; + f << enclose("tbody", false); + f << enclose("table", false); + } + f << link_ref("nonplayers_controlled") << '\n'; + f << enclose("h3", true) << "Controlled Monsters:\n" << enclose("h3", false); + f << enclose("p", true) << "Through various magical methods, you may gain control of certain types of " + << "monsters. These monsters are just another item in a unit's inventory, with a few special rules. Monsters " + << "will be able to carry things at their speed of movement; use the " << link("#show", "SHOW") << " ITEM " + << "order to determine the carrying capacity and movement speed of a monster. Monsters will also fight for " + << "the controlling unit in combat; their strength can only be determined in battle. Also, note that a " + << "monster will always fight from the front rank, even if the controlling unit has the behind flag set. " + << "Whether or not you are allowed to give a monster to other units depends on the type of monster; some may " + << "be given freely, while others must remain with the controlling unit."; if (Globals->RELEASE_MONSTERS) { - temp += " All monsters may be released completely by using the "; - temp += f.Link("#give", "GIVE") + " order targetting unit 0. When " - "this is done, the monster will become a wandering monster."; - } - f.Paragraph(temp); - f.LinkRef("orders"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Orders"); - temp = "To enter orders for Atlantis, you should send a mail message " - "to the Atlantis server, containing the following:"; - f.Paragraph(temp); - f.Paragraph(""); - f.Enclose(1, "pre"); - f.ClearWrapTab(); - f.WrapStr("#ATLANTIS faction-no "); - f.PutNoFormat(""); - f.WrapStr("UNIT unit-no"); - f.WrapStr("...orders..."); - f.PutNoFormat(""); - f.WrapStr("UNIT unit-no"); - f.WrapStr("...orders..."); - f.PutNoFormat(""); - f.WrapStr("#END"); - f.Enclose(0, "pre"); - temp = "For example, if your faction number (shown at the top of your " - "report) is 27, your password if \"foobar\", and you have two " - "units numbered 5 and 17:"; - f.Paragraph(temp); - f.Paragraph(""); - f.Enclose(1, "pre"); - f.WrapStr("#ATLANTIS 27 \"foobar\""); - f.PutNoFormat(""); - f.WrapStr("UNIT 5"); - f.WrapStr("...orders..."); - f.PutNoFormat(""); - f.WrapStr("UNIT 17"); - f.WrapStr("...orders..."); - f.PutNoFormat(""); - f.WrapStr("#END"); - f.Enclose(0, "pre"); - temp = "Thus, orders for each unit are given separately, and indicated " - "with the UNIT keyword. (In the case of an order, such as the " - "command to rename your faction, that is not really for any " - "particular unit, it does not matter which unit issues the command; " - "but some particular unit must still issue it.)"; - f.Paragraph(temp); - temp = "IMPORTANT: You MUST use the correct #ATLANTIS line or else your " - "orders will be ignored."; - f.Paragraph(temp); - temp = "If you have a password set, you must specify it on you " - "#atlantis line, or the game will reject your orders. See the "; - temp += f.Link("#password", "PASSWORD") + " order for more details."; - f.Paragraph(temp); - temp = "Each type of order is designated by giving a keyword as the " - "first non-blank item on a line. Parameters are given after this, " - "separated by spaces or tabs. Blank lines are permitted, as are " - "comments; anything after a semicolon is treated as a comment " - "(provided the semicolon is not in the middle of a word)."; - f.Paragraph(temp); - temp = "The parser is not case sensitive, so all commands may be given " - "in upper case, lower case or a mixture of the two. However, when " - "supplying names containing spaces, the name must be surrounded " - "by double quotes, or else underscore characters must be used in " - "place of spaces in the name. (These things apply to the #ATLANTIS " - "and #END lines as well as to order lines.)"; - f.Paragraph(temp); - temp = "You may precede orders with the at sign (@), in which case they " - "will appear in the Template at the bottom of your report. This is " - "useful for orders which your units repeat for several months in a " - "row."; - f.Paragraph(temp); - f.LinkRef("orders_abbreviations"); - f.TagText("h3", "Abbreviations:"); - temp = "All common items and skills have abbreviations that can be used " - "when giving orders, for brevity. Any time you see the item on your " - "report, it will be followed by the abbreviation. Please be careful " - "using these, as they can easily be confused."; - f.Paragraph(temp); - f.LinkRef("ordersummary"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Order Summary"); - temp = "To specify a [unit], use the unit number. If specifying a " - "unit that will be created this turn, use the form \"NEW #\" if " - "the unit belongs to your faction, or \"FACTION # NEW #\" if the " - "unit belongs to a different faction. See the "; - temp += f.Link("#form", "FORM"); - temp += " order for a more complete description. [faction] means that " - "a faction number is required; [object] means that an object " - "number (generally the number of a building or fleet) is required. " - "[item] means an item (like wood or longbow) that a unit can have " - "in its possession. [flag] is an argument taken by several orders, " - "that sets or unsets a flag for a unit. A [flag] value must be " - "either 1 (set the flag) or 0 (unset the flag). Other parameters " - "are generally numbers or names."; - f.Paragraph(temp); - temp = "IMPORTANT: Remember that names containing spaces (e.g., " - "\"Plate Armor\"), must be surrounded by double quotes, or the " - "spaces must be replaced with underscores \"_\" (e.g., Plate_Armor)."; - f.Paragraph(temp); - temp = "Also remember that anything used in an example is just that, " - "an example and makes no guarantee that such an item, structure, " - "or skill actually exists within the game."; - f.Paragraph(temp); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("address"); - f.TagText("h4", "ADDRESS [new address]"); - f.Paragraph("Change the email address to which your reports are sent."); - f.Paragraph("Example:"); - temp = "Change your faction's email address to atlantis@rahul.net."; - temp2 = "ADDRESS atlantis@rahul.net"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("advance"); - f.TagText("h4", "ADVANCE [dir] ..."); - temp = "This is the same as the "; - temp += f.Link("#move", "MOVE"); - temp += " order, except that it implies attacks on units which attempt " - "to forbid access. See the "; - temp += f.Link("#move", "MOVE") + " order for details."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Move north, then northwest, attacking any units that forbid " - "access to the regions."; - temp2 = "ADVANCE N NW"; - f.CommandExample(temp, temp2); - temp = "In order, move north, then enter structure number 1, move " - "through an inner route, and finally move southeast. Will attack " - "any units that forbid access to any of these locations."; - temp2 = "ADVANCE N 1 IN SE"; - f.CommandExample(temp, temp2); + f << " All monsters may be released completely by using the " << link("#give", "GIVE") + << " order targetting unit 0. When this is done, the monster will become a wandering monster."; + } + f << '\n' << enclose("p", false); + + f << link_ref("orders") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Orders\n" << enclose("h2", false); + f << enclose("p", true) << "To enter orders for Atlantis, you should send a mail message to the Atlantis " + << "server, containing the following:\n" + << enclose("p", false); + f << enclose("p", true) << "\n" << enclose("p", false); + f << pre(true); + f << "#ATLANTIS faction-no \n\n" + << "UNIT unit-no\n" + << "...orders...\n\n" + << "UNIT unit-no\n" + << "...orders...\n\n" + << "#END\n" + << pre(false); + f << enclose("p", true) << "For example, if your faction number (shown at the top of your report) is 27, "\ + << "your password if \"foobar\", and you have two units numbered 5 and 17:\n" // TODO if->is after all is done + << enclose("p", false); + f << enclose("p", true) << "\n" << enclose("p", false); + f << pre(true); + f << "#ATLANTIS 27 \"foobar\"\n\n" + << "UNIT 5\n" + << "...orders...\n\n" + << "UNIT 17\n" + << "...orders...\n\n" + << "#END\n" + << pre(false); + f << enclose("p", true) << "Thus, orders for each unit are given separately, and indicated with the UNIT " + << "keyword. (In the case of an order, such as the command to rename your faction, that is not really for " + << "any particular unit, it does not matter which unit issues the command; but some particular unit must " + << "still issue it.)\n" + << enclose("p", false); + f << enclose("p", true) << "IMPORTANT: You MUST use the correct #ATLANTIS line or else your orders will be " + << "ignored.\n" + << enclose("p", false); + f << enclose("p", true) << "If you have a password set, you must specify it on you #atlantis line, or the " + << "game will reject your orders. See the " << link("#password", "PASSWORD") << " order for more details.\n" + << enclose("p", false); + f << enclose("p", true) << "Each type of order is designated by giving a keyword as the first non-blank item " + << "on a line. Parameters are given after this, separated by spaces or tabs. Blank lines are permitted, as " + << "are comments; anything after a semicolon is treated as a comment (provided the semicolon is not in the " + << "middle of a word).\n" + << enclose("p", false); + f << enclose("p", true) << "The parser is not case sensitive, so all commands may be given in upper case, " + << "lower case or a mixture of the two. However, when supplying names containing spaces, the name must be " + << "surrounded by double quotes, or else underscore characters must be used in place of spaces in the name. " + << "(These things apply to the #ATLANTIS and #END lines as well as to order lines.)\n" + << enclose("p", false); + f << enclose("p", true) << "You may precede orders with the at sign (@), in which case they will appear in " + << "the Template at the bottom of your report. This is useful for orders which your units repeat for several " + << "months in a row.\n" + << enclose("p", false); + f << link_ref("orders_abbreviations") << '\n'; + f << enclose("h3", true) << "Abbreviations:\n" << enclose("h3", false); + f << enclose("p", true) << "All common items and skills have abbreviations that can be used when giving " + << "orders, for brevity. Any time you see the item on your report, it will be followed by the abbreviation. " + << "Please be careful using these, as they can easily be confused.\n" + << enclose("p", false); + + f << link_ref("ordersummary") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Order Summary\n" << enclose("h2", false); + f << enclose("p", true) << "To specify a [unit], use the unit number. If specifying a unit that will " + << "be created this turn, use the form \"NEW #\" if the unit belongs to your faction, or \"FACTION # NEW #\" " + << "if the unit belongs to a different faction. See the " << link("#form", "FORM") << " order for a more " + << "complete description. [faction] means that a faction number is required; [object] means that an object " + << "number (generally the number of a building or fleet) is required. [item] means an item (like wood or " + << "longbow) that a unit can have in its possession. [flag] is an argument taken by several orders, that sets " + << "or unsets a flag for a unit. A [flag] value must be either 1 (set the flag) or 0 (unset the flag). Other " + << "parameters are generally numbers or names.\n" + << enclose("p", false); + f << enclose("p", true) << "IMPORTANT: Remember that names containing spaces (e.g., \"Plate Armor\"), must " + << "be surrounded by double quotes, or the spaces must be replaced with underscores \"_\" (e.g., Plate_Armor).\n" + << enclose("p", false); + f << enclose("p", true) << "Also remember that anything used in an example is just that, an example and makes " + << "no guarantee that such an item, structure, or skill actually exists within the game.\n" + << enclose("p", false); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("address") << '\n'; + f << enclose("h4", true) << "ADDRESS [new address]\n" << enclose("h4", false); + f << enclose("p", true) << "Change the email address to which your reports are sent.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Change your faction's email address to atlantis@rahul.net.") + << "ADDRESS atlantis@rahul.net\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("advance") << '\n'; + f << enclose("h4", true) << "ADVANCE [dir] ...\n" << enclose("h4", false); + f << enclose("p", true) << "This is the same as the " << link("#move", "MOVE") << " order, except that it " + << "implies attacks on units which attempt to forbid access. See the " << link("#move", "MOVE") << " order " + << "for details.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Move north, then northwest, attacking any units that forbid access to the regions.") + << "ADVANCE N NW\n" + << example_end(); + f << example_start( + "In order, move north, then enter structure number 1, move through an inner route, and finally " + "move southeast. Will attack any units that forbid access to any of these locations." + ) + << "ADVANCE N 1 IN SE\n" + << example_end(); if (Globals->USE_WEAPON_ARMOR_COMMAND) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("armor"); - f.TagText("h4", "ARMOR [item1] [item2] [item3] [item4]"); - f.TagText("h4", "ARMOR"); - temp = "This command allows you to set a list of preferred armor " - "for a unit. After searching for armor on the preferred " - "list, the standard armor precedence takes effect if an armor " - "hasn't been set. The second form clears the preferred armor " - "list."; - f.Paragraph(temp); - f.Paragraph("Examples"); - temp = "Set the unit to select chain armor before plate armor."; - temp2 = "ARMOR CARM PARM"; - f.CommandExample(temp, temp2); - temp = "Clear the preferred armor list."; - temp2 = "ARMOR"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("armor") << '\n'; + f << enclose("h4", true) << "ARMOR [item1] [item2] [item3] [item4]\n" << enclose("h4", false); + f << enclose("h4", true) << "ARMOR\n" << enclose("h4", false); + f << enclose("p", true) << "This command allows you to set a list of preferred armor for a unit. After " + << "searching for armor on the preferred list, the standard armor precedence takes effect if an armor " + << "hasn't been set. The second form clears the preferred armor list.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples\n" << enclose("p", false); + f << example_start("Set the unit to select chain armor before plate armor.") + << "ARMOR CARM PARM\n" + << example_end(); + f << example_start("Clear the preferred armor list.") + << "ARMOR\n" + << example_end(); } if (has_stea) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("assassinate"); - f.TagText("h4", "ASSASSINATE [unit]"); - temp = "Attempt to assassinate the specified unit, or one of the " - "unit's people if the unit contains more than one person. The " - "order may only be issued by a one-man unit."; - f.Paragraph(temp); - temp = "A unit may only attempt to assassinate a unit which is able " - "to be seen."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Assassinate unit number 177."; - temp2 = "ASSASSINATE 177"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("attack"); - f.TagText("h4", "ATTACK [unit] ... "); - temp = "Attack a target unit. If multiple ATTACK orders are given, " - "all of the targets will be attacked."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "To attack units 17, 431, and 985:"; - temp2 = "ATTACK 17\nATTACK 431 985"; - f.CommandExample(temp, temp2); - temp = "or:"; - temp2 = "ATTACK 17 431 985"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("autotax"); - f.TagText("h4", "AUTOTAX [flag]"); - temp = "AUTOTAX 1 causes the unit to attempt to tax every turn " - "(without requiring the TAX order) until the flag is unset. " - "AUTOTAX 0 unsets the flag."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "To cause the unit to attempt to tax every turn."; - temp2 = "AUTOTAX 1"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("avoid"); - f.TagText("h4", "AVOID [flag]"); - temp = "AVOID 1 instructs the unit to avoid combat wherever possible. " - "The unit will not enter combat unless it issues an ATTACK order, " - "or the unit's faction is attacked in the unit's hex. AVOID 0 " - "cancels this."; - f.Paragraph(temp); - temp = "The Guard and Avoid Combat flags are mutually exclusive; " - "setting one automatically cancels the other."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Set the unit to avoid combat when possible."; - temp2 = "AVOID 1"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("behind"); - f.TagText("h4", "BEHIND [flag]"); - temp = "BEHIND 1 sets the unit to be behind other units in combat. " - "BEHIND 0 cancels this."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Set the unit to be in front in combat."; - temp2 = "BEHIND 0"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("build"); - f.TagText("h4", "BUILD"); - f.TagText("h4", "BUILD [object type]"); - f.TagText("h4", "BUILD HELP [unit]"); - temp = "BUILD given with no parameters causes the unit to perform " - "work on "; - if (may_sail) - temp += "an unfinished ship it possesses, or on "; - temp += "the object that it is currently inside. BUILD given with an " - "[object type] (such as \"Tower\" or \"Galleon\") instructs " - "the unit to begin work on a new object of the type given. "; - temp += "The final form instructs the unit to assist the target unit " - "in its current building task, even if that task was begun " - "this same turn. This help will be rejected if the unit you " - "are trying to help does not consider you to be friendly."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "To build a new tower."; - temp2 = "BUILD Tower"; - f.CommandExample(temp, temp2); - temp = "To help unit 5789 build a structure."; - temp2 = "BUILD HELP 5789"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("buy"); - f.TagText("h4", "BUY [quantity] [item]"); - f.TagText("h4", "BUY ALL [item]"); - temp = "Attempt to buy a number of the given item from a city or town " - "marketplace, or to buy new people in any region where people are " - "available for recruiting. If the unit can't afford as many as " - "[quantity], it will attempt to buy as many as it can. If the " - "demand for the item (from all units in the region) is greater " - "than the number available, the available items will be split " - "among the buyers in proportion to the amount each buyer attempted " - "to buy. "; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("assassinate") << '\n'; + f << enclose("h4", true) << "ASSASSINATE [unit]\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to assassinate the specified unit, or one of the unit's " + << "people if the unit contains more than one person. The order may only be issued by a one-man unit.\n" + << enclose("p", false); + f << enclose("p", true) << "A unit may only attempt to assassinate a unit which is able to be seen.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Assassinate unit number 177.") + << "ASSASSINATE 177\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("attack") << '\n'; + f << enclose("h4", true) << "ATTACK [unit] ... \n" << enclose("h4", false); + f << enclose("p", true) << "Attack a target unit. If multiple ATTACK orders are given, all of the targets " + << "will be attacked.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("To attack units 17, 431, and 985:") + << "ATTACK 17\n" + << "ATTACK 431 985\n" + << example_end(); + f << example_start("or:") + << "ATTACK 17 431 985\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("autotax") << '\n'; + f << enclose("h4", true) << "AUTOTAX [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "AUTOTAX 1 causes the unit to attempt to tax every turn (without requiring the " + << "TAX order) until the flag is unset. AUTOTAX 0 unsets the flag.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("To cause the unit to attempt to tax every turn.") + << "AUTOTAX 1\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("avoid") << '\n'; + f << enclose("h4", true) << "AVOID [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "AVOID 1 instructs the unit to avoid combat wherever possible. The unit will " + << "not enter combat unless it issues an ATTACK order, or the unit's faction is attacked in the unit's " + << "hex. AVOID 0 cancels this.\n" + << enclose("p", false); + f << enclose("p", true) << "The Guard and Avoid Combat flags are mutually exclusive; setting one " + << "automatically cancels the other.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Set the unit to avoid combat when possible.") + << "AVOID 1\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("behind") << '\n'; + f << enclose("h4", true) << "BEHIND [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 cancels this.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Set the unit to be in front in combat.") + << "BEHIND 0\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("build") << '\n'; + f << enclose("h4", true) << "BUILD\n" << enclose("h4", false); + f << enclose("h4", true) << "BUILD [object type]\n" << enclose("h4", false); + f << enclose("h4", true) << "BUILD HELP [unit]\n" << enclose("h4", false); + f << enclose("p", true) << "BUILD given with no parameters causes the unit to perform work on " + << (may_sail ? "an unfinished ship it possesses, or on ": "") << "the object that it is currently inside. " + << "BUILD given with an [object type] (such as \"Tower\" or \"Galleon\") instructs the unit to begin work " + << "on a new object of the type given. The final form instructs the unit to assist the target unit in its " + << "current building task, even if that task was begun this same turn. This help will be rejected if the " + << "unit you are trying to help does not consider you to be friendly.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("To build a new tower.") + << "BUILD Tower\n" + << example_end(); + f << example_start("To help unit 5789 build a structure.") + << "BUILD HELP 5789\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("buy") << '\n'; + f << enclose("h4", true) << "BUY [quantity] [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "BUY ALL [item]\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to buy a number of the given item from a city or town " + << "marketplace, or to buy new people in any region where people are " + << "available for recruiting. If the unit can't afford as many as " + << "[quantity], it will attempt to buy as many as it can. If the " + << "demand for the item (from all units in the region) is greater " + << "than the number available, the available items will be split " + << "among the buyers in proportion to the amount each buyer attempted " + << "to buy. "; if (Globals->RACES_EXIST) { - temp += "When buying people, specify the race of the people " - "as the [item], or you may use PEASANT or PEASANTS " - "to recruit whichever race is present in the region. "; - } - temp += "If the second form is specified, the unit will attempt to buy " - "as many as it can afford."; - f.Paragraph(temp); - f.Paragraph(AString("Example") + (Globals->RACES_EXIST?"s":"") + ":"); - temp = "Buy one plate armor from the city market."; - temp2 = "BUY 1 \"Plate Armor\""; - f.CommandExample(temp, temp2); + f << "When buying people, specify the race of the people as the [item], or you may use PEASANT or PEASANTS " + << "to recruit whichever race is present in the region. "; + } + f << "If the second form is specified, the unit will attempt to buy as many as it can afford.\n" + << enclose("p", false); + f << enclose("p", true) << "Example" << (Globals->RACES_EXIST ? "s" : "") << ":\n" << enclose("p", false); + f << example_start("Buy one plate armor from the city market.") + << "BUY 1 \"Plate Armor\"\n" + << example_end(); if (Globals->RACES_EXIST) { - temp = "Recruit 5 barbarians into the current unit. (This will " - "dilute the skills that the unit has.)"; - temp2 = "BUY 5 barbarians"; - f.CommandExample(temp, temp2); + f << example_start( + "Recruit 5 barbarians into the current unit. (This will dilute the skills that the unit has.)" + ) + << "BUY 5 barbarians\n" + << example_end(); } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("cast"); - f.TagText("h4", "CAST [skill] [arguments]"); - temp = "Cast the given spell. Note that most spell names contain " - "spaces; be sure to enclose the name in quotes! [arguments] " - "depends on which spell you are casting; when you are able to cast " - "a spell, the skill description will tell you the syntax."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Cast the spell called \"Super Spell\"."; - temp2 = "CAST \"Super Spell\""; - f.CommandExample(temp, temp2); - temp = "Cast the fourth-level spell in the \"Super Magic\" skill."; - temp2 = "CAST Super_Magic 4"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("claim"); - f.TagText("h4", "CLAIM [amount]"); - temp = "Claim an amount of the faction's unclaimed silver, and give it " - "to the unit issuing the order. The claiming unit may then spend " - "the silver or give it to another unit."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Claim 100 silver."; - temp2 = "CLAIM 100"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("combat"); - f.TagText("h4", "COMBAT [spell]"); - temp = "Set the given spell as the spell that the unit will cast in " - "combat. This order may only be given if the unit can cast the " - "spell in question."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Instruct the unit to use the spell \"Super Spell\", when the " - "unit is involved in a battle."; - temp2 = "COMBAT \"Super Spell\""; - f.CommandExample(temp, temp2); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("cast") << '\n'; + f << enclose("h4", true) << "CAST [skill] [arguments]\n" << enclose("h4", false); + f << enclose("p", true) << "Cast the given spell. Note that most spell names contain spaces; be sure to " + << "enclose the name in quotes! [arguments] depends on which spell you are casting; when you are able to cast " + << "a spell, the skill description will tell you the syntax.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Cast the spell called \"Super Spell\".") + << "CAST \"Super Spell\"\n" + << example_end(); + f << example_start("Cast the fourth-level spell in the \"Super Magic\" skill.") + << "CAST Super_Magic 4\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("claim") << '\n'; + f << enclose("h4", true) << "CLAIM [amount]\n" << enclose("h4", false); + f << enclose("p", true) << "Claim an amount of the faction's unclaimed silver, and give it to the unit issuing " + << "the order. The claiming unit may then spend the silver or give it to another unit.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Claim 100 silver.") + << "CLAIM 100\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("combat") << '\n'; + f << enclose("h4", true) << "COMBAT [spell]\n" << enclose("h4", false); + f << enclose("p", true) << "Set the given spell as the spell that the unit will cast in combat. This order " + << "may only be given if the unit can cast the spell in question.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Instruct the unit to use the spell \"Super Spell\", when the unit is involved in a battle.") + << "COMBAT \"Super Spell\"\n" + << example_end(); if (Globals->FOOD_ITEMS_EXIST) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("consume"); - f.TagText("h4", "CONSUME UNIT"); - f.TagText("h4", "CONSUME FACTION"); - f.TagText("h4", "CONSUME"); - temp = "The CONSUME order instructs the unit to use food items in " - "preference to silver for maintenance costs. CONSUME UNIT tells " - "the unit to use food items that are in that unit's possession " - "before using silver. CONSUME FACTION tells the unit to use any " - "food items that the faction owns (in the same region as the " - "unit) before using silver. CONSUME tells the unit to use " - "silver before food items (this is the default)."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Tell a unit to use food items in the unit's possession for " - "maintenance costs."; - temp2 = "CONSUME UNIT"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("declare"); - f.TagText("h4", "DECLARE [faction] [attitude]"); - f.TagText("h4", "DECLARE [faction]"); - f.TagText("h4", "DECLARE DEFAULT [attitude]"); - temp = "The first form of the DECLARE order sets the attitude of your " - "faction towards the given faction. The second form cancels any " - "attitude towards the given faction (so your faction's attitude " - "towards that faction will be its default attitude). The third " - "form sets your faction's default attitude."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Declare your faction to be hostile to faction 15."; - temp2 = "DECLARE 15 hostile"; - f.CommandExample(temp, temp2); - temp = "Set your faction's attitude to faction 15 to its default " - "attitude."; - temp2 = "DECLARE 15"; - f.CommandExample(temp, temp2); - temp = "Set your faction's default attitude to friendly."; - temp2 = "DECLARE DEFAULT friendly"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("describe"); - f.TagText("h4", "DESCRIBE UNIT [new description]"); - f.TagText("h4", "DESCRIBE SHIP [new description]"); - f.TagText("h4", "DESCRIBE BUILDING [new description]"); - f.TagText("h4", "DESCRIBE OBJECT [new description]"); - f.TagText("h4", "DESCRIBE STRUCTURE [new description]"); - temp = "Change the description of the unit, or of the object the unit " - "is in (of which the unit must be the owner). Descriptions can be " - "of any length, up to the line length your mailer can handle. If " - "no description is given, the description will be cleared out. The " - "last four are completely identical and serve to modify the " - "description of the object you are currently in."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Set the unit,s description to read \"Merlin's helper\"."; - temp2 = "DESCRIBE UNIT \"Merlin's helper\""; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("destroy"); - f.TagText("h4", "DESTROY"); - temp = "Destroy the object you are in (of which you must be the owner). " - "The order cannot be used at sea."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Destroy the current object"; - temp2 = "DESTROY"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("consume") << '\n'; + f << enclose("h4", true) << "CONSUME UNIT\n" << enclose("h4", false); + f << enclose("h4", true) << "CONSUME FACTION\n" << enclose("h4", false); + f << enclose("h4", true) << "CONSUME\n" << enclose("h4", false); + f << enclose("p", true) << "The CONSUME order instructs the unit to use food items in preference to silver " + << "for maintenance costs. CONSUME UNIT tells the unit to use food items that are in that unit's possession " + << "before using silver. CONSUME FACTION tells the unit to use any food items that the faction owns (in the " + << "same region as the unit) before using silver. CONSUME tells the unit to use silver before food items " + << "(this is the default).\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Tell a unit to use food items in the unit's possession for maintenance costs.") + << "CONSUME UNIT\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("declare") << '\n'; + f << enclose("h4", true) << "DECLARE [faction] [attitude]\n" << enclose("h4", false); + f << enclose("h4", true) << "DECLARE [faction]\n" << enclose("h4", false); + f << enclose("h4", true) << "DECLARE DEFAULT [attitude]\n" << enclose("h4", false); + f << enclose("p", true) << "The first form of the DECLARE order sets the attitude of your faction towards the " + << "given faction. The second form cancels any attitude towards the given faction (so your faction's attitude " + << "towards that faction will be its default attitude). The third form sets your faction's default attitude.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Declare your faction to be hostile to faction 15.") + << "DECLARE 15 hostile\n" + << example_end(); + f << example_start("Set your faction's attitude to faction 15 to its default attitude.") + << "DECLARE 15\n" + << example_end(); + f << example_start("Set your faction's default attitude to friendly.") + << "DECLARE DEFAULT friendly\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("describe") << '\n'; + f << enclose("h4", true) << "DESCRIBE UNIT [new description]\n" << enclose("h4", false); + f << enclose("h4", true) << "DESCRIBE SHIP [new description]\n" << enclose("h4", false); + f << enclose("h4", true) << "DESCRIBE BUILDING [new description]\n" << enclose("h4", false); + f << enclose("h4", true) << "DESCRIBE OBJECT [new description]\n" << enclose("h4", false); + f << enclose("h4", true) << "DESCRIBE STRUCTURE [new description]\n" << enclose("h4", false); + f << enclose("p", true) << "Change the description of the unit, or of the object the unit is in (of which the " + << "unit must be the owner). Descriptions can be of any length, up to the line length your mailer can handle. " + << "If no description is given, the description will be cleared out. The last four are completely identical " + << "and serve to modify the description of the object you are currently in.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + // TODO - clean this up. + f << example_start("Set the unit,s description to read \"Merlin's helper\".") + << "DESCRIBE UNIT \"Merlin's helper\"\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("destroy") << '\n'; + f << enclose("h4", true) << "DESTROY\n" << enclose("h4", false); + f << enclose("p", true) << "Destroy the object you are in (of which you must be the owner). The order cannot " + << "be used at sea.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Destroy the current object") + << "DESTROY\n" + << example_end(); if (qm_exist) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("distribute"); - f.TagText("h4", "DISTRIBUTE [unit] [num] [item]"); - f.TagText("h4", "DISTRIBUTE [unit] ALL [item]"); - f.TagText("h4", "DISTRIBUTE [unit] ALL [item] EXCEPT [amount]"); - temp = "Distribute the specified items to the given friendly unit. " - "In the second form, all of that item are distributed. In the " - "last form, all of that item except for the specified amount " - "are distributed."; - temp += " The unit issuing the distribute order must have the " - "quartermaster skill, and be the owner of a transport " - "structure. Use of this order counts as trade activity in " - "the hex."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Distribute 10 STON to unit 1234"; - temp2 = "DISTRIBUTE 1234 10 STON"; - f.CommandExample(temp, temp2); - temp = "Distribute all except 10 SWOR to unit 3432"; - temp2 = "DISTRIBUTE 3432 ALL SWOR EXCEPT 10"; - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("enter"); - f.TagText("h4", "ENTER [object]"); - temp = "Attempt to enter the specified object. If issued from inside " - "another object, the unit will first leave the object it is " - "currently in. The order will only work if the target object is " - "unoccupied, or is owned by a unit in your faction, or is owned by " - "a faction which has declared you Friendly."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Enter fleet number 114."; - temp2 = "ENTER 114"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("distribute") << '\n'; + f << enclose("h4", true) << "DISTRIBUTE [unit] [num] [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "DISTRIBUTE [unit] ALL [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "DISTRIBUTE [unit] ALL [item] EXCEPT [amount]\n" << enclose("h4", false); + f << enclose("p", true) << "Distribute the specified items to the given friendly unit. In the second form, " + << "all of that item are distributed. In the last form, all of that item except for the specified amount " + << "are distributed. The unit issuing the distribute order must have the quartermaster skill, and be the " + << "owner of a transport structure. Use of this order counts as trade activity in the hex.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Distribute 10 STON to unit 1234") + << "DISTRIBUTE 1234 10 STON\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("enter") << '\n'; + f << enclose("h4", true) << "ENTER [object]\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to enter the specified object. If issued from inside another object, the " + << "unit will first leave the object it is currently in. The order will only work if the target object is " + << "unoccupied, or is owned by a unit in your faction, or is owned by a faction which has declared you " + << "Friendly.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Enter fleet number 114.") + << "ENTER 114\n" + << example_end(); if (!(SkillDefs[S_ENTERTAINMENT].flags & SkillType::DISABLED)) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("entertain"); - f.TagText("h4", "ENTERTAIN"); - temp = "Spend the month entertaining the populace to earn money."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Entertain for money."; - temp2 = "ENTERTAIN"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("evict"); - f.TagText("h4", "EVICT [unit] ..."); - temp = "Evict the specified unit from the object of which you are " - "currently the owner. If multiple EVICT orders are given, all " - "of the units will be evicted."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Evict units 415 and 698 from an object that this unit owns."; - temp2 = "EVICT 415 698"; - f.CommandExample(temp, temp2); - temp = "or"; - temp2 = "EVICT 415\nEVICT 698"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("exchange"); - f.TagText("h4", "EXCHANGE [unit] [quantity given] [item given] " - "[quantity expected] [item expected]"); - temp = "This order allows any two units that can see each other, to " - "trade items regardless of faction stances. The orders given by " - "the two units must be complementary. If either unit involved does " - "not have the items it is offering, or if the exchange orders given " - "are not complementary, the exchange is aborted. Men may not be " - "exchanged."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Exchange 10 LBOW for 10 SWOR with unit 1310"; - temp2 = "EXCHANGE 1310 10 LBOW 10 SWOR"; - f.CommandExample(temp, temp2); - temp = "Unit 1310 would issue (assuming the other unit is 3453)"; - temp2 = "EXCHANGE 3453 10 SWOR 10 LBOW"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("entertain") << '\n'; + f << enclose("h4", true) << "ENTERTAIN\n" << enclose("h4", false); + f << enclose("p", true) << "Spend the month entertaining the populace to earn money.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Entertain for money.") + << "ENTERTAIN\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("evict") << '\n'; + f << enclose("h4", true) << "EVICT [unit] ...\n" << enclose("h4", false); + f << enclose("p", true) << "Evict the specified unit from the object of which you are currently the owner. If " + << "multiple EVICT orders are given, all of the units will be evicted.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Evict units 415 and 698 from an object that this unit owns.") + << "EVICT 415 698\n" + << example_end(); + f << example_start("or") + << "EVICT 415\n" + << "EVICT 698\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("exchange") << '\n'; + f << enclose("h4", true) << "EXCHANGE [unit] [quantity given] [item given] [quantity expected] [item expected]\n" + << enclose("h4", false); + f << enclose("p", true) << "This order allows any two units that can see each other, to trade items regardless " + << "of faction stances. The orders given by the two units must be complementary. If either unit involved does " + << "not have the items it is offering, or if the exchange orders given are not complementary, the exchange is " + << "aborted. Men may not be exchanged.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Exchange 10 LBOW for 10 SWOR with unit 1310") + << "EXCHANGE 1310 10 LBOW 10 SWOR\n" + << example_end(); + f << example_start("Unit 1310 would issue (assuming the other unit is 3453)") + << "EXCHANGE 3453 10 SWOR 10 LBOW\n" + << example_end(); if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("faction"); - f.TagText("h4", "FACTION [type] [points] ..."); - temp = "Attempt to change your faction's type. In the order, you " - "can specify up to three faction types (WAR, TRADE, and MAGIC) " - "and the number of faction points to assign to each type; if " - "you are assigning points to only one or two types, you may " - "omit the types that will not have any points."; - f.Paragraph(temp); - temp = "Changing the number of faction points assigned to MAGIC may " - "be tricky. Increasing the MAGIC points will always succeed, but " - "if you decrease the number of points assigned to MAGIC, you " - "must make sure that you have only the number of magic-skilled " - "leaders allowed by the new number of MAGIC points BEFORE you " - "change your point distribution. For example, if you have 3 " - "mages (3 points assigned to MAGIC), but want to use one of " - "those points for WAR or TRADE (change to MAGIC 2), you must " - "first get rid of one of your mages by either giving it to " - "another faction or ordering it to "; - temp += f.Link("#forget", "FORGET") + " all its magic skills. "; - temp += "If you have too many mages for the number of points you " - "try to assign to MAGIC, the FACTION order will fail."; - if (qm_exist) { - temp += " Similar problems could occur with TRADE points and " - "the number of quartermasters controlled by the faction."; - } - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC."; - temp2 = "FACTION WAR 2 TRADE 2 MAGIC 1"; - f.CommandExample(temp, temp2); - temp = "Become a pure magic faction (assign all points to magic)."; - temp2 = "FACTION MAGIC "; - temp2 += Globals->FACTION_POINTS; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("faction") << '\n'; + f << enclose("h4", true) << "FACTION [type] [points] ...\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to change your faction's type. In the order, you can specify up to " + << "three faction types (WAR, TRADE, and MAGIC) and the number of faction points to assign to each type; " + << "if you are assigning points to only one or two types, you may omit the types that will not have any " + << "points.\n" + << enclose("p", false); + f << enclose("p", true) << "Changing the number of faction points assigned to MAGIC may be tricky. " + << "Increasing the MAGIC points will always succeed, but if you decrease the number of points assigned " + << "to MAGIC, you must make sure that you have only the number of magic-skilled leaders allowed by the " + << "new number of MAGIC points BEFORE you change your point distribution. For example, if you have 3 " + << "mages (3 points assigned to MAGIC), but want to use one of those points for WAR or TRADE (change to " + << "MAGIC 2), you must first get rid of one of your mages by either giving it to another faction or " + << "ordering it to " << link("#forget", "FORGET") << " all its magic skills. If you have too many mages " + << "for the number of points you try to assign to MAGIC, the FACTION order will fail."; + if (qm_exist) + f << " Similar problems could occur with TRADE points and the number of quartermasters controlled by " + << "the faction."; + f << '\n' << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC.") + << "FACTION WAR 2 TRADE 2 MAGIC 1\n" + << example_end(); + f << example_start("Become a pure magic faction (assign all points to magic).") + << "FACTION MAGIC " << Globals->FACTION_POINTS << '\n' + << example_end(); + // Update this to deal with martial/martial merged! } if (Globals->HAVE_EMAIL_SPECIAL_COMMANDS) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("find"); - f.TagText("h4", "FIND [faction]"); - f.TagText("h4", "FIND ALL"); - temp = "Find the email address of the specified faction or of all " - "factions."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Find the email address of faction 4."; - temp2 = "FIND 4"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("forget"); - f.TagText("h4", "FORGET [skill]"); - temp = "Forget the given skill. This order is useful for "; - if (Globals->SKILL_LIMIT_NONLEADERS) { - temp += "normal units who wish to learn a new skill, but already " - "know a different skill. It can also be used for "; - } - temp += "a mage"; - if (Globals->APPRENTICES_EXIST) { - if (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT) { - temp += ", "; - } - else { - temp += ", or "; - } - temp += Globals->APPRENTICE_NAME; - } - if (Globals->TRANSPORT & GameDefs::ALLOW_TRANSPORT) { - temp += ", or quartermaster"; - } - temp += " who wish to become a normal " - "unit. A common reason for this is to be able to change faction " - "points."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Forget knowledge of Mining."; - temp2 = "FORGET Mining"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("form"); - f.TagText("h4", "FORM [alias]"); - temp = "Form a new unit. The newly created unit will be in your " - "faction, in the same region as the unit which formed it, and in " - "the same structure if any. It will start off, however, with no " - "people or items; you should, in the same month, issue orders to " - "transfer people into the new unit, or have it recruit members. The " - "new unit will inherit its flags from the unit that forms it, such " - "as avoiding, behind, revealing and sharing, with the exception " - "of the guard and autotax flags. If the new unit wants to " - "guard or automatically tax then those flags will have to be " - "explicitly set in its orders."; - f.Paragraph(temp); - temp = "The FORM order is followed by a list of orders for the newly " - "created unit. This list is terminated by the END keyword, after " - "which orders for the original unit resume."; - f.Paragraph(temp); - temp = "The purpose of the \"alias\" parameter is so that you can refer " - "to the new unit. You will not know the new unit's number until " - "you receive the next turn report. To refer to the new unit in " - "this set of orders, pick an alias number (the only restriction on " - "this is that it must be at least 1, and you should not create two " - "units in the same region in the same month, with the same alias " - "numbers). The new unit can then be referred to as NEW in " - "place of the regular unit number."; - f.Paragraph(temp); - temp = "You can refer to newly created units belonging to other " - "factions, if you know what alias number they are, e.g. FACTION 15 " - "NEW 2 will refer to faction 15's newly created unit with alias 2."; - f.Paragraph(temp); - temp = "Note: If a unit moves out of the region in which it was formed " - "(by the "; - temp += f.Link("#move", "MOVE") + " order, or otherwise), the alias " - "will no longer work. This is to prevent conflicts with other units " - "that may have the same alias in other regions."; - f.Paragraph(temp); - temp = "If the demand for recruits in that region that month is much " - "higher than the supply, it may happen that the new unit does not " - "gain all the recruits you ordered it to buy, or it may not gain " - "any recruits at all. If the new units gains at least one recruit, " - "the unit will form possessing any unused silver and all the other " - "items it was given. If no recruits are gained at all, the empty " - "unit will be dissolved, and the silver and any other items it was " - "given will revert to the first unit you have in that region."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "This set of orders for unit 17 would create two new units with " - "alias numbers 1 and 2, name them Merlin's Guards and Merlin's " - "Workers, set the description for Merlin's Workers, have both units " - "recruit men, and have Merlin's Guards study combat. Merlin's " - "Workers will have the default order "; - temp += f.Link("#work", "WORK") + ", as all newly created units do. The " - "unit that created these two then pays them enough money (using the " - "NEW keyword to refer to them by alias numbers) to cover the costs " - "of recruitment and the month's maintenance."; - temp2 = "UNIT 17\n"; - temp2 += "FORM 1\n"; - temp2 += " NAME UNIT \"Merlin's Guards\"\n"; - if (Globals->RACES_EXIST) - temp2 += " BUY 5 Plainsmen\n"; - else - temp2 += " BUY 5 men\n"; - temp2 += " STUDY COMBAT\n"; - temp2 += "END\n"; - temp2 += "FORM 2\n"; - temp2 += " NAME UNIT \"Merlin's Workers\"\n"; - temp2 += " DESCRIBE UNIT \"wearing dirty overalls\"\n"; - if (Globals->RACES_EXIST) - temp2 += " BUY 15 Plainsmen\n"; - else - temp2 += " BUY 15 men\n"; - temp2 += "END\n"; - temp2 += "CLAIM 2500\n"; - temp2 += "GIVE NEW 1 1000 silver\n"; - temp2 += "GIVE NEW 2 2000 silver\n"; - f.CommandExample(temp,temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("give"); - f.TagText("h4", "GIVE [unit] [quantity] [item]"); - f.TagText("h4", "GIVE [unit] ALL [item]"); - f.TagText("h4", "GIVE [unit] ALL [item] EXCEPT [quantity]"); - f.TagText("h4", "GIVE [unit] ALL [item class]"); - f.TagText("h4", "GIVE [unit] UNIT"); - temp = "The first form of the GIVE order gives a quantity of an item to " - "another unit. The second form of the GIVE order will give all of " - "a given item to another unit. The third form will give all of an " - "item except for a specific quantity to another unit. The fourth " - "form will give all items of a specific type to another unit. The " - "final form of the GIVE order gives the entire unit to the " - "specified unit's faction."; - f.Paragraph(temp); - temp = "The classes of items which are acceptable for the fourth form of " - "this order are, NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or " - "MONSTERS, MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, BATTLE, " - "SPECIAL, TOOL or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS " - "(which is the combination of all of the previous categories)."; - f.Paragraph(temp); - temp = "A unit may only give items, including silver, to a unit which " - "it is able to see, unless the faction of the target unit has " - "declared you Friendly or better. If the target unit is not a " - "member of your faction, then its faction must have declared you " - "Friendly, with a couple of exceptions. First, silver may be given " - "to any unit, regardless of factional affiliation. Secondly, men " - "may not be given to units in other factions (you must give the " - "entire unit); the reason for this is to prevent highly skilled " - "units from being sabotaged with a "; - temp += f.Link("#give", "GIVE") + " order."; - f.Paragraph(temp); - temp = "Unfinished ships are given like other items, although a unit " - "may only have one unfinished ship of a given type at a time. " - "To give unfinished ships, add the \"UNFINISHED\" keyword to " - "the beginning of the [item] specifier."; - f.Paragraph(temp); - temp = "Completed ships which are part of a fleet may be given too; " - "the owner of the fleet they are currently in must issue the "; - temp += f.Link("#give", "GIVE"); - temp += " order, and give the ships to the owner of the fleet that " - "should receive the ships. If the recipient is not the owner " - "of a fleet, then a new fleet will be created owned by the " - "recipient."; - f.Paragraph(temp); - temp = "There are also a few restrictions on orders given by units who " - "been given to another faction. If the receiving faction is not " - "allied to the giving faction, the unit may not issue the "; - temp += f.Link("#advance", "ADVANCE") + " order, or issue any more "; - temp += f.Link("#give", "GIVE") + " orders. Both of these rules are to " - "prevent unfair sabotage tactics."; - f.Paragraph(temp); - temp = "If 0 is specified as the unit number, then the items are " - "discarded."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Give 10 swords to unit 4573."; - temp2 = "GIVE 4573 10 swords"; - f.CommandExample(temp, temp2); - temp = "Give 5 chain armor to the new unit, alias 2, belonging to " - "faction 14."; - temp2 = "GIVE FACTION 14 NEW 2 5 \"Chain armor\""; - f.CommandExample(temp, temp2); - temp = "Give control of this unit to the faction owning unit 75."; - temp2 = "GIVE 75 UNIT"; - f.CommandExample(temp, temp2); - temp = "Give our unfinished Longboat to unit 95."; - temp2 = "GIVE 95 1 UNFINISHED Longboat"; - f.CommandExample(temp, temp2); - temp = "Transfer 2 Longboats to the fleet commanded by unit 83."; - temp2 = "GIVE 83 2 Longboats"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("guard"); - f.TagText("h4", "GUARD [flag]"); - temp = "GUARD 1 sets the unit issuing the order to prevent non-Friendly " - "units from collecting taxes in the region, and to prevent any " - "units not your own from pillaging the region. Guarding units " - "will also attempt to prevent Unfriendly units from entering the " - "region. GUARD 0 cancels Guard status."; - f.Paragraph(temp); - temp = "The Guard and Avoid Combat flags are mutually exclusive; " - "setting one automatically cancels the other."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Instruct the current unit to be on guard."; - temp2 = "GUARD 1"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("hold"); - f.TagText("h4", "HOLD [flag]"); - temp = "HOLD 1 instructs the issuing unit to never join a battle in " - "regions the unit is not in. This can be useful if the unit is in " - "a building, and doesn't want to leave the building to join combat. " - "HOLD 0 cancels holding status."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Instruct the unit to avoid combat in other regions."; - temp2 = "HOLD 1"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("join"); - f.TagText("h4", "JOIN [unit]"); - f.TagText("h4", "JOIN [unit] NOOVERLOAD"); - f.TagText("h4", "JOIN [unit] MERGE"); - temp = "Attempt to enter the building or fleet that the specified " - "unit is currently inside. This is particularly useful if " - "you don't know what the building or fleet number will be, " - "as is the case when a new fleet is created."; - f.Paragraph(temp); - temp = "If the target unit is not inside a building or fleet, then " - "the unit issuing the JOIN command will leave any building " - "or fleet that they happen to be inside, to be with the " - "target."; - f.Paragraph(temp); - temp = "If the NOOVERLOAD flag is specified, and the target unit ends " - "up on board a fleet, then the unit issuing the JOIN command " - "will only attempt to board the fleet if the fleet would be " - "able to sail with the issuing units' weight loaded on board."; - f.Paragraph(temp); - temp = "The MERGE flag may only be used by the owner of a fleet, " - "and will cause the entire fleet they command to join the " - "fleet owned by the specified unit - the units on board " - "will move to the other fleet, and all the ships of the " - "fleet will be given to the target fleet. " - "This command will fail if any unit in the fleet to be " - "merged would be denied entry to the target fleet."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Instruct the unit to enter the building or fleet that unit 17 is in."; - temp2 = "JOIN 17"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("leave"); - f.TagText("h4", "LEAVE"); - temp = "Leave the object you are currently in."; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("find") << '\n'; + f << enclose("h4", true) << "FIND [faction]\n" << enclose("h4", false); + f << enclose("h4", true) << "FIND ALL\n" << enclose("h4", false); + f << enclose("p", true) << "Find the email address of the specified faction or of all factions.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Find the email address of faction 4.") + << "FIND 4\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("forget") << '\n'; + f << enclose("h4", true) << "FORGET [skill]\n" << enclose("h4", false); + f << enclose("p", true) << "Forget the given skill. This order is useful for " + << (Globals->SKILL_LIMIT_NONLEADERS + ? "normal units who wish to learn a new skill, but already know a different skill. It can also be used for " + : "") + << "a mage" + << (Globals-> APPRENTICES_EXIST ? (qm_exist ? ", " : ", or ") + string(Globals->APPRENTICE_NAME) : "") + << (qm_exist ? ", or quartermaster" : "") + << " who wish to become a normal unit. A common reason for this is to be able to change faction points.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Forget knowledge of Mining.") + << "FORGET Mining\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("form") << '\n'; + f << enclose("h4", true) << "FORM [alias]\n" << enclose("h4", false); + f << enclose("p", true) << "Form a new unit. The newly created unit will be in your faction, in the same " + << "region as the unit which formed it, and in the same structure if any. It will start off, however, with " + << "no people or items; you should, in the same month, issue orders to transfer people into the new unit, or " + << "have it recruit members. The new unit will inherit its flags from the unit that forms it, such as " + << "avoiding, behind, revealing and sharing, with the exception of the guard and autotax flags. If the new " + << "unit wants to guard or automatically tax then those flags will have to be explicitly set in its orders.\n" + << enclose("p", false); + f << enclose("p", true) << "The FORM order is followed by a list of orders for the newly created unit. This " + << "list is terminated by the END keyword, after which orders for the original unit resume.\n" + << enclose("p", false); + f << enclose("p", true) << "The purpose of the \"alias\" parameter is so that you can refer to the new unit. " + << "You will not know the new unit's number until you receive the next turn report. To refer to the new unit " + << "in this set of orders, pick an alias number (the only restriction on this is that it must be at least 1, " + << "and you should not create two units in the same region in the same month, with the same alias numbers). " + << "The new unit can then be referred to as NEW in place of the regular unit number.\n" + << enclose("p", false); + f << enclose("p", true) << "You can refer to newly created units belonging to other factions, if you know what " + << "alias number they are, e.g. FACTION 15 NEW 2 will refer to faction 15's newly created unit with alias 2.\n" + << enclose("p", false); + f << enclose("p", true) << "Note: If a unit moves out of the region in which it was formed (by the " + << link("#move", "MOVE") << " order, or otherwise), the alias will no longer work. This is to prevent conflicts " + << "with other units that may have the same alias in other regions.\n" + << enclose("p", false); + f << enclose("p", true) << "If the demand for recruits in that region that month is much higher than the supply, " + << "it may happen that the new unit does not gain all the recruits you ordered it to buy, or it may not gain " + << "any recruits at all. If the new units gains at least one recruit, the unit will form possessing any " + << "unused silver and all the other items it was given. If no recruits are gained at all, the empty unit " + << "will be dissolved, and the silver and any other items it was given will revert to the first unit you have " + << "in that region.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start( + "This set of orders for unit 17 would create two new units with alias numbers 1 and 2, name them Merlin's " + "Guards and Merlin's Workers, set the description for Merlin's Workers, have both units recruit men, and " + "have Merlin's Guards study combat. Merlin's Workers will have the default order " + + link("#work", "WORK") + ", as all newly created units do. The unit that created these two then pays them " + "enough money (using the NEW keyword to refer to them by alias numbers) to cover the costs of recruitment " + "and the month's maintenance." + ) + << "UNIT 17\n" + << "FORM 1\n" + << " NAME UNIT \"Merlin's Guards\"\n" + << (Globals->RACES_EXIST ? " BUY 5 Plainsmen\n" : " BUY 5 men\n") + << " STUDY COMBAT\n" + << "END\n" + << "FORM 2\n" + << " NAME UNIT \"Merlin's Workers\"\n" + << " DESCRIBE UNIT \"wearing dirty overalls\"\n" + << (Globals->RACES_EXIST ? " BUY 15 Plainsmen\n" : " BUY 15 men\n") + << "END\n" + << "CLAIM 2500\n" + << "GIVE NEW 1 1000 silver\n" + << "GIVE NEW 2 2000 silver\n\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("give") << '\n'; + f << enclose("h4", true) << "GIVE [unit] [quantity] [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "GIVE [unit] ALL [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "GIVE [unit] ALL [item] EXCEPT [quantity]\n" << enclose("h4", false); + f << enclose("h4", true) << "GIVE [unit] ALL [item class]\n" << enclose("h4", false); + f << enclose("h4", true) << "GIVE [unit] UNIT\n" << enclose("h4", false); + f << enclose("p", true) << "The first form of the GIVE order gives a quantity of an item to another unit. The " + << "second form of the GIVE order will give all of a given item to another unit. The third form will give all " + << "of an item except for a specific quantity to another unit. The fourth form will give all items of a " + << "specific type to another unit. The final form of the GIVE order gives the entire unit to the specified " + << "unit's faction.\n" + << enclose("p", false); + f << enclose("p", true) << "The classes of items which are acceptable for the fourth form of this order are, " + << "NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or MONSTERS, MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, " + << "BATTLE, SPECIAL, TOOL or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS (which is the combination of all of " + << "the previous categories).\n" + << enclose("p", false); + f << enclose("p", true) << "A unit may only give items, including silver, to a unit which it is able to see, " + << "unless the faction of the target unit has declared you Friendly or better. If the target unit is not a " + << "member of your faction, then its faction must have declared you Friendly, with a couple of exceptions. " + << "First, silver may be given to any unit, regardless of factional affiliation. Secondly, men may not be " + << "given to units in other factions (you must give the entire unit); the reason for this is to prevent highly " + << "skilled units from being sabotaged with a " << link("#give", "GIVE") << " order.\n" + << enclose("p", false); + f << enclose("p", true) << "Unfinished ships are given like other items, although a unit may only have one " + << "unfinished ship of a given type at a time. To give unfinished ships, add the \"UNFINISHED\" keyword to the " + << "beginning of the [item] specifier.\n" + << enclose("p", false); + f << enclose("p", true) << "Completed ships which are part of a fleet may be given too; the owner of the fleet " + << "they are currently in must issue the " << link("#give", "GIVE") << " order, and give the ships to the " + << "owner of the fleet that should receive the ships. If the recipient is not the owner of a fleet, then a " + << "new fleet will be created owned by the recipient.\n" + << enclose("p", false); + f << enclose("p", true) << "There are also a few restrictions on orders given by units who been given to another " + << "faction. If the receiving faction is not allied to the giving faction, the unit may not issue the " + << link("#advance", "ADVANCE") << " order, or issue any more " << link("#give", "GIVE") << " orders. Both of " + << "these rules are to prevent unfair sabotage tactics.\n" + << enclose("p", false); + f << enclose("p", true) << "If 0 is specified as the unit number, then the items are discarded.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Give 10 swords to unit 4573.") + << "GIVE 4573 10 swords\n" + << example_end(); + f << example_start("Give 5 chain armor to the new unit, alias 2, belonging to faction 14.") + << "GIVE FACTION 14 NEW 2 5 \"Chain armor\"\n" + << example_end(); + f << example_start("Give control of this unit to the faction owning unit 75.") + << "GIVE 75 UNIT\n" + << example_end(); + f << example_start("Give our unfinished Longboat to unit 95.") + << "GIVE 95 1 UNFINISHED Longboat\n" + << example_end(); + f << example_start("Transfer 2 Longboats to the fleet commanded by unit 83.") + << "GIVE 83 2 Longboats\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("guard") << '\n'; + f << enclose("h4", true) << "GUARD [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "GUARD 1 sets the unit issuing the order to prevent non-Friendly units from collecting " + << "taxes in the region, and to prevent any units not your own from pillaging the region. Guarding units will " + << "also attempt to prevent Unfriendly units from entering the region. GUARD 0 cancels Guard status.\n" + << enclose("p", false); + f << enclose("p", true) << "The Guard and Avoid Combat flags are mutually exclusive; setting one automatically " + << "cancels the other.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Instruct the current unit to be on guard.") + << "GUARD 1\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("hold") << '\n'; + f << enclose("h4", true) << "HOLD [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "HOLD 1 instructs the issuing unit to never join a battle in regions the unit is not " + << "in. This can be useful if the unit is in a building, and doesn't want to leave the building to join combat. " + << "HOLD 0 cancels holding status.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Instruct the unit to avoid combat in other regions.") + << "HOLD 1\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("join") << '\n'; + f << enclose("h4", true) << "JOIN [unit]\n" << enclose("h4", false); + f << enclose("h4", true) << "JOIN [unit] NOOVERLOAD\n" << enclose("h4", false); + f << enclose("h4", true) << "JOIN [unit] MERGE\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to enter the building or fleet that the specified unit is currently inside. " + << "This is particularly useful if you don't know what the building or fleet number will be, as is the case " + << "when a new fleet is created.\n" + << enclose("p", false); + f << enclose("p", true) << "If the target unit is not inside a building or fleet, then the unit issuing the " + << "JOIN command will leave any building or fleet that they happen to be inside, to be with the target.\n" + << enclose("p", false); + f << enclose("p", true) << "If the NOOVERLOAD flag is specified, and the target unit ends up on board a fleet, " + << "then the unit issuing the JOIN command will only attempt to board the fleet if the fleet would be able to " + << "sail with the issuing units' weight loaded on board.\n" + << enclose("p", false); + f << enclose("p", true) << "The MERGE flag may only be used by the owner of a fleet, and will cause the entire " + << "fleet they command to join the fleet owned by the specified unit - the units on board will move to the " + << "other fleet, and all the ships of the fleet will be given to the target fleet. This command will fail if " + << "any unit in the fleet to be merged would be denied entry to the target fleet.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Instruct the unit to enter the building or fleet that unit 17 is in.") + << "JOIN 17\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("leave") << '\n'; + f << enclose("h4", true) << "LEAVE\n" << enclose("h4", false); + f << enclose("p", true) << "Leave the object you are currently in."; if (move_over_water) { - temp += " If a unit is capable of swimming "; - if (Globals->FLIGHT_OVER_WATER != GameDefs::WFLIGHT_NONE) - temp += "or flying "; - temp += "then this order is usable to leave a boat while at sea."; + f << " If a unit is capable of swimming " + << (Globals->FLIGHT_OVER_WATER != GameDefs::WFLIGHT_NONE ? "or flying " : "") + << "then this order is usable to leave a boat while at sea."; } else - temp += " The order cannot be used at sea."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Leave the current object"; - temp2 = "LEAVE"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("move"); - f.TagText("h4", "MOVE [dir] ..."); - temp = "Attempt to move in the direction(s) specified. If more than " - "one direction is given, the unit will move multiple times, in " - "the order specified by the MOVE order, until no more directions " - "are given, or until one of the moves fails. A move can fail " - "because the units runs out of movement points, because the unit " - "attempts to move into the ocean, or because the units attempts " - "to enter a structure, and is rejected."; - f.Paragraph(temp); - temp = "Valid directions are:"; - f.Paragraph(temp); - temp = "1) The compass directions North, Northwest, Southwest, South, " - "Southeast, and Northeast. These can be abbreviated N, NW, SW, S, " - "SE, NE."; - f.Paragraph(temp); - temp = "2) A structure number."; - f.Paragraph(temp); - temp = "3) OUT, which will leave the structure that the unit is in."; - f.Paragraph(temp); - temp = "4) IN, which will move through an inner passage in the " - "structure that the unit is currently in."; - f.Paragraph(temp); - temp = "5) PAUSE, which will instruct the unit to spend one movement " - "point admiring the scenery, presumably to coordinate with " - "slower moving companions. This can be abbreviated P."; - f.Paragraph(temp); - temp = "Multiple MOVE orders given by one unit will chain together."; - f.Paragraph(temp); - temp = "Note that MOVE orders can lead to combat, due to hostile units " - "meeting, or due to an advancing unit being forbidden access to a " - "region. Combat occurs after an antire movement phase has " - "been completed for all regions."; - f.Paragraph(temp); - temp = "Example 1: Units 1 and 2 are in Region A, and unit 3 is in " - "Region B. Units 1 and 2 are hostile to unit 3. Both units " - "1 and 2 move into region B, and attack unit 3. Since combat " - "happens after all movement has been done for the phase, " - "they attack unit 3 at the same time, and the battle is " - "between units 1 and 2, and unit 3."; - f.Paragraph(temp); - temp = "Example 2: Same as example 1, except unit 2 is in Region C, " - "instead of region A. Both units move into Region B, and " - "attack unit 3. Because combat happens after all movement " - "has been done for the phase, they still attack unit 3 at " - "the same time, and the battle is still between units 1 and " - "2, and unit 3."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Move N, NE, enter structure 1 and use the passage there"; - temp2 = "MOVE N\nMOVE NE 1 IN"; - f.CommandExample(temp, temp2); - temp = "or:"; - temp2 = "MOVE N NE 1 IN"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("name"); - f.TagText("h4", "NAME UNIT [new name]"); - f.TagText("h4", "NAME FACTION [new name]"); - f.TagText("h4", "NAME OBJECT [new name]"); + f << " The order cannot be used at sea."; + f << '\n' << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Leave the current object") + << "LEAVE\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("move") << '\n'; + f << enclose("h4", true) << "MOVE [dir] ...\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to move in the direction(s) specified. If more than one direction is given, " + << "the unit will move multiple times, in the order specified by the MOVE order, until no more directions are " + << "given, or until one of the moves fails. A move can fail because the units runs out of movement points, " + << "because the unit attempts to move into the ocean, or because the units attempts to enter a structure, and " + << "is rejected.\n" + << enclose("p", false); + f << enclose("p", true) << "Valid directions are:\n" + << enclose("p", false); + f << enclose("p", true) << "1) The compass directions North, Northwest, Southwest, South, Southeast, and " + << "Northeast. These can be abbreviated N, NW, SW, S, SE, NE.\n" + << enclose("p", false); + f << enclose("p", true) << "2) A structure number.\n" + << enclose("p", false); + f << enclose("p", true) << "3) OUT, which will leave the structure that the unit is in.\n" + << enclose("p", false); + f << enclose("p", true) << "4) IN, which will move through an inner passage in the structure that the unit is " + << "currently in.\n" + << enclose("p", false); + f << enclose("p", true) << "5) PAUSE, which will instruct the unit to spend one movement point admiring the " + << "scenery, presumably to coordinate with slower moving companions. This can be abbreviated P.\n" + << enclose("p", false); + f << enclose("p", true) << "Multiple MOVE orders given by one unit will chain together.\n" + << enclose("p", false); + f << enclose("p", true) << "Note that MOVE orders can lead to combat, due to hostile units meeting, or due to an " + << "advancing unit being forbidden access to a region. Combat occurs after an antire movement phase has been " + << "completed for all regions.\n" + << enclose("p", false); + f << enclose("p", true) << "Example 1: Units 1 and 2 are in Region A, and unit 3 is in Region B. Units 1 and 2 " + << "are hostile to unit 3. Both units 1 and 2 move into region B, and attack unit 3. Since combat happens " + << "after all movement has been done for the phase, they attack unit 3 at the same time, and the battle is " + << "between units 1 and 2, and unit 3.\n" + << enclose("p", false); + f << enclose("p", true) << "Example 2: Same as example 1, except unit 2 is in Region C, instead of region A. " + << "Both units move into Region B, and attack unit 3. Because combat happens after all movement has been done " + << "for the phase, they still attack unit 3 at the same time, and the battle is still between units 1 and 2, " + << "and unit 3.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Move N, NE, enter structure 1 and use the passage there") + << "MOVE N\n" + << "MOVE NE 1 IN\n" + << example_end(); + f << example_start("or:") + << "MOVE N NE 1 IN\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("name") << '\n'; + f << enclose("h4", true) << "NAME UNIT [new name]\n" << enclose("h4", false); + f << enclose("h4", true) << "NAME FACTION [new name]\n" << enclose("h4", false); + f << enclose("h4", true) << "NAME OBJECT [new name]\n" << enclose("h4", false); if (Globals->TOWNS_EXIST) - f.TagText("h4", "NAME CITY [new name]"); - temp = "Change the name of the unit, or of your faction, or of " - "the object the unit is in (of which the unit must be the owner). " - "Names can be of any length, up to the line length your mailer " - "can handle. Names may not contain parentheses (square brackets " - "can be used instead if necessary), or any control characters."; - f.Paragraph(temp); + f << enclose("h4", true) << "NAME CITY [new name]\n" << enclose("h4", false); + f << enclose("p", true) << "Change the name of the unit, or of your faction, or of the object the unit is in " + << "(of which the unit must be the owner). Names can be of any length, up to the line length your mailer can " + << "handle. Names may not contain parentheses (square brackets can be used instead if necessary), or any " + << "control characters.\n" + << enclose("p", false); if (Globals->TOWNS_EXIST) { - temp = "In order to rename a settlement (city, town or village), " - "the unit attempting to rename it must be the owner of a large " - "enough structure located in the city. It requires a tower or " - "better to rename a village, a fort or better to rename a town " - "and a castle or a citadel to rename a city. "; + f << enclose("p", true) << "In order to rename a settlement (city, town or village), the unit attempting to " + << "rename it must be the owner of a large enough structure located in the city. It requires a tower or " + << "better to rename a village, a fort or better to rename a town and a castle or a citadel to rename a " + << "city. "; if (Globals->CITY_RENAME_COST) { int c=Globals->CITY_RENAME_COST; - temp += AString("It also costs $") + c + " to rename a village, $"; - temp += AString(2*c) + " to rename a town, and $"; - temp += AString(3*c) + " to rename a city."; + f << "It also costs $" << c << " to rename a village, $" << 2*c << " to rename a town, and $" + << 3*c << " to rename a city."; } - f.Paragraph(temp); - } - f.Paragraph("Example:"); - temp = "Name your faction \"The Merry Pranksters\"."; - temp2 = "NAME FACTION \"The Merry Pranksters\""; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("noaid"); - f.TagText("h4", "NOAID [flag]"); - temp = "NOAID 1 indicates that if the unit attacks, or is attacked, it " - "is not to be aided by units in other hexes. NOAID status is very " - "useful for scouts or probing units, who do not wish to drag " - "their nearby armies into battle if they are caught. NOAID 0 " - "cancels this."; - f.Paragraph(temp); - temp = "If multiple units are on one side in a battle, they must all " - "have the NOAID flag on, or they will receive aid from other hexes."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Set a unit to receive no aid in battle."; - temp2 = "NOAID 1"; - f.CommandExample(temp, temp2); + f << '\n' << enclose("p", false); + } + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Name your faction \"The Merry Pranksters\".") + << "NAME FACTION \"The Merry Pranksters\"\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("noaid") << '\n'; + f << enclose("h4", true) << "NOAID [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "NOAID 1 indicates that if the unit attacks, or is attacked, it is not to be aided by " + << "units in other hexes. NOAID status is very useful for scouts or probing units, who do not wish to drag " + << "their nearby armies into battle if they are caught. NOAID 0 cancels this.\n" + << enclose("p", false); + f << enclose("p", true) << "If multiple units are on one side in a battle, they must all have the NOAID flag on, " + << "or they will receive aid from other hexes.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Set a unit to receive no aid in battle.") + << "NOAID 1\n" + << example_end(); if (move_over_water) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("nocross"); - f.TagText("h4", "NOCROSS [flag]"); - temp = "NOCROSS 1 indicates that if a unit attempts to cross a " - "body of water then that unit should instead not cross it, " - "regardless of whether the unit otherwise could do so. "; - if (may_sail) { - temp += "Units inside a fleet are not affected by this flag " - "(IE, they are able to sail within the fleet). "; - } - temp += "This flag is useful to prevent scouts from accidentally " - "drowning when exploring in games where movement over water " - "is allowed. NOCROSS 0 cancels this."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Set a unit to not permit itself to cross water."; - temp2 = "NOCROSS 1"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("option"); - f.TagText("h4", "OPTION TIMES"); - f.TagText("h4", "OPTION NOTIMES"); - f.TagText("h4", "OPTION SHOWATTITUDES"); - f.TagText("h4", "OPTION DONTSHOWATTITUDES"); - f.TagText("h4", "OPTION TEMPLATE OFF"); - f.TagText("h4", "OPTION TEMPLATE SHORT"); - f.TagText("h4", "OPTION TEMPLATE LONG"); - f.TagText("h4", "OPTION TEMPLATE MAP"); - temp = "The OPTION order is used to toggle various settings that " - "affect your reports, and other email details. OPTION TIMES sets it " - "so that your faction receives the times each week (this is the " - "default); OPTION NOTIMES sets it so that your faction is not sent " - "the times."; - f.Paragraph(temp); - temp = "OPTION SHOWATTITUDES will cause units shown in your report to " - "have a character placed before their name, which indicates " - "your attitude towards them. These characters are \"!\" for " - "hostile, \"%\" for unfriendly, \"-\" for neutral, " - "\":\" for friendly and \"=\" for allied. " - "OPTION DONTSHOWATTITUDES turns off this additional " - "decoration. "; - f.Paragraph(temp); - temp = "The OPTION TEMPLATE order toggles the length of the Orders " - "Template that appears at the bottom of a turn report. The OFF " - "setting eliminates the Template altogether, and the SHORT, LONG " - "and MAP settings control how much detail the Template contains. " - "The MAP setting will produce an ascii map of the region and " - "surrounding regions in addition other details."; - f.Paragraph(temp); - temp = "For the MAP template, the region identifiers are (there might " - "be additional symbols for unusual/special terrain):"; - f.Paragraph(temp); - f.Enclose(1, "table"); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("nocross") << '\n'; + f << enclose("h4", true) << "NOCROSS [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "NOCROSS 1 indicates that if a unit attempts to cross a body of water then that " + << "unit should instead not cross it, regardless of whether the unit otherwise could do so. " + << (may_sail + ? "Units inside a fleet are not affected by this flag (IE, they are able to sail within the fleet). " + : "") + << "This flag is useful to prevent scouts from accidentally drowning when exploring in games where " + << "movement over water is allowed. NOCROSS 0 cancels this.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Set a unit to not permit itself to cross water.") + << "NOCROSS 1\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("option") << '\n'; + f << enclose("h4", true) << "OPTION TIMES\n" << enclose("h4", false); + f << enclose("h4", true) << "OPTION NOTIMES\n" << enclose("h4", false); + f << enclose("h4", true) << "OPTION SHOWATTITUDES\n" << enclose("h4", false); + f << enclose("h4", true) << "OPTION DONTSHOWATTITUDES\n" << enclose("h4", false); + f << enclose("h4", true) << "OPTION TEMPLATE OFF\n" << enclose("h4", false); + f << enclose("h4", true) << "OPTION TEMPLATE SHORT\n" << enclose("h4", false); + f << enclose("h4", true) << "OPTION TEMPLATE LONG\n" << enclose("h4", false); + f << enclose("h4", true) << "OPTION TEMPLATE MAP\n" << enclose("h4", false); + f << enclose("p", true) << "The OPTION order is used to toggle various settings that affect your reports, and " + << "other email details. OPTION TIMES sets it so that your faction receives the times each week (this is the " + << "default); OPTION NOTIMES sets it so that your faction is not sent the times.\n" + << enclose("p", false); + f << enclose("p", true) << "OPTION SHOWATTITUDES will cause units shown in your report to have a character " + << "placed before their name, which indicates your attitude towards them. These characters are \"!\" for " + << "hostile, \"%\" for unfriendly, \"-\" for neutral, \":\" for friendly and \"=\" for allied. " + << "OPTION DONTSHOWATTITUDES turns off this additional decoration. \n" + << enclose("p", false); + f << enclose("p", true) << "The OPTION TEMPLATE order toggles the length of the Orders Template that appears at " + << "the bottom of a turn report. The OFF setting eliminates the Template altogether, and the SHORT, LONG and " + << "MAP settings control how much detail the Template contains. The MAP setting will produce an ascii map of " + << "the region and surrounding regions in addition other details.\n" + << enclose("p", false); + f << enclose("p", true) << "For the MAP template, the region identifiers are (there might be additional symbols " + << "for unusual/special terrain):\n" + << enclose("p", false); + f << enclose("table", true); if (Globals->UNDERWORLD_LEVELS) { - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("####"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr("BLOCKED HEX (Underworld)"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - } - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("~~~~"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr("OCEAN HEX"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr(" "); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - temp = "PLAINS"; - if (Globals->UNDERWORLD_LEVELS) - temp += "/TUNNELS"; - temp += " HEX"; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("^^^^"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - temp = "FOREST"; - if (Globals->UNDERWORLD_LEVELS) - temp += "/UNDERFOREST"; - temp += " HEX"; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("/\\/\\"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr("MOUNTAIN HEX"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("vvvv"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr("SWAMP HEX"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("@@@@"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr("JUNGLE HEX"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("...."); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - temp = "DESERT"; - if (Globals->UNDERWORLD_LEVELS) - temp += "/CAVERN"; - temp += " HEX"; - f.PutStr(temp); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr(",,,,"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr("TUNDRA HEX"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "####\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << "BLOCKED HEX (Underworld)\n" << enclose("td", false); + f << enclose("tr", false); + } + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "~~~~\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << "OCEAN HEX\n" << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << " \n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) + << "PLAINS" << (Globals->UNDERWORLD_LEVELS ? "/TUNNELS" : "") << " HEX\n" << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "^^^^\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) + << "FOREST" << (Globals->UNDERWORLD_LEVELS ? "/UNDERFOREST" : "") << " HEX\n" << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "/\\/\\\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << "MOUNTAIN HEX\n" << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "vvvv\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << "SWAMP HEX\n" << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "@@@@\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << "JUNGLE HEX\n" << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "....\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) + << "DESERT" << (Globals->UNDERWORLD_LEVELS ? "/CAVERN" : "") << " HEX\n" << enclose("td", false); + f << enclose("tr", false); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << ",,,,\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << "TUNDRA HEX\n" << enclose("td", false); + f << enclose("tr", false); if (Globals->NEXUS_EXISTS) { - f.Enclose(1, "tr"); - f.Enclose(1, "td align=\"left\" nowrap class=\"fixed\""); - f.PutStr("!!!!"); - f.Enclose(0, "td"); - f.Enclose(1, "td align=\"left\" nowrap"); - f.PutStr("THE NEXUS"); - f.Enclose(0, "td"); - f.Enclose(0, "tr"); - } - f.Enclose(0, "table"); - f.Paragraph("Example:"); - temp = "Set your faction to receive the map format order template"; - temp2 = "OPTION TEMPLATE MAP"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("password"); - f.TagText("h4", "PASSWORD [password]"); - f.TagText("h4", "PASSWORD"); - temp = "The PASSWORD order is used to set your faction's password. If " - "you have a password set, you must specify it on your #ATLANTIS " - "line for the game to accept your orders. This protects you orders " - "from being overwritten, either by accident or intentionally by " - "other players. PASSWORD with no password given clears out your " - "faction's password."; - f.Paragraph(temp); - temp = "IMPORTANT: The PASSWORD order does not take effect until the " - "turn is actually run. So if you set your password, and then want " - "to re-submit orders, you should use the old password until the " - "turn has been run."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Set the password to \"xyzzy\"."; - temp2 = "PASSWORD xyzzy"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("pillage"); - f.TagText("h4", "PILLAGE"); - temp = "Use force to extort as much money as possible from the region. " - "Note that the "; - temp += f.Link("#tax", "TAX") + " order and the PILLAGE order are "; - temp += "mutually exclusive; a unit may only attempt to do one in a " - "turn."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Pillage the current hex."; - temp2 = "PILLAGE"; - f.CommandExample(temp, temp2); + f << enclose("tr", true); + f << enclose("td align=\"left\" nowrap class=\"fixed\"", true) << "!!!!\n" << enclose("td", false); + f << enclose("td align=\"left\" nowrap", true) << "THE NEXUS\n" << enclose("td", false); + f << enclose("tr", false); + } + f << enclose("table", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Set your faction to receive the map format order template") + << "OPTION TEMPLATE MAP\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("password") << '\n'; + f << enclose("h4", true) << "PASSWORD [password]\n" << enclose("h4", false); + f << enclose("h4", true) << "PASSWORD\n" << enclose("h4", false); + f << enclose("p", true) << "The PASSWORD order is used to set your faction's password. If you have a password set, " + << "you must specify it on your #ATLANTIS line for the game to accept your orders. This protects you orders " + << "from being overwritten, either by accident or intentionally by other players. PASSWORD with no password " + << "given clears out your faction's password.\n" + << enclose("p", false); + f << enclose("p", true) << "IMPORTANT: The PASSWORD order does not take effect until the turn is actually run. " + << "So if you set your password, and then want to re-submit orders, you should use the old password until the " + << "turn has been run.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Set the password to \"xyzzy\".") + << "PASSWORD xyzzy\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("pillage") << '\n'; + f << enclose("h4", true) << "PILLAGE\n" << enclose("h4", false); + f << enclose("p", true) << "Use force to extort as much money as possible from the region. Note that the " + << link("#tax", "TAX") << " order and the PILLAGE order are mutually exclusive; a unit may only attempt " + << "to do one in a turn.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Pillage the current hex.") + << "PILLAGE\n" + << example_end(); if (Globals->USE_PREPARE_COMMAND) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("prepare"); - f.TagText("h4", "PREPARE [item]"); - temp = "This command allows a mage"; - if (app_exist) { - temp += " or "; - temp += Globals->APPRENTICE_NAME; - } - temp += " to prepare a " - "battle item (e.g. a Staff of Fire) for use in battle. "; - if (Globals->USE_PREPARE_COMMAND == GameDefs::PREPARE_STRICT) { - temp += " This selects the battle item which will be used, "; - } else { - temp += "This allows the unit to override the usual selection " - "of battle items, "; - } - temp += "and also cancels any spells set via the "; - temp += f.Link("#combat", "COMBAT") + " order."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Select a staff of fire as the "; - if (!(Globals->USE_PREPARE_COMMAND == GameDefs::PREPARE_STRICT)) - temp += "preferred "; - temp += "battle item."; - temp2 = "PREPARE STAF"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("produce"); - f.TagText("h4", "PRODUCE [item]"); - f.TagText("h4", "PRODUCE [number] [item]"); - temp = "Spend the month producing the specified item. If a number " - "is given then the unit will attempt to produce exactly " - "that number of items; if this is not possible in one month " - "then the order will carry over to subsequent months. If " - "no number is given then the unit will produce as much " - "as possible of the specified item."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Produce as much wood as possible."; - temp2 = "PRODUCE wood"; - f.CommandExample(temp, temp2); - temp = "Produce exactly 3 crossbows."; - temp2 = "PRODUCE 3 crossbows"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("promote"); - f.TagText("h4", "PROMOTE [unit]"); - temp = "Promote the specified unit to owner of the object of which you " - "are currently the owner. The target unit must have declared you " - "Friendly."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Promote unit 415 to be the owner of the object that this unit " - "owns."; - temp2 = "PROMOTE 415"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("quit"); - f.TagText("h4", "QUIT [password]"); - temp = "Quit the game. On issuing this order, your faction will be " - "completely and permanently destroyed. Note that you must give " - "your password for the quit order to work; this is to provide " - "some safety against accidentally issuing this order."; - f.Paragraph(temp); - temp = "Note that although this order affects the faction as a whole, " - "it nevertheless needs to be issued by an individual unit, " - "and so the email containing the command to quit needs to " - "include both #atlantis and unit lines."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Quit the game for faction 27 if your password is foobar."; - temp2 = "#atlantis 27 \"foobar\"\n"; - temp2 += "unit 1234\n"; - temp2 += "QUIT \"foobar\"\n"; - temp2 += "#end"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("restart"); - f.TagText("h4", "RESTART [password]"); - temp = "Similar to the "; - temp += f.Link("#quit", "QUIT") + " order, this order will completely " - "and permanently destroy your faction. However, it will begin a " - "brand new faction for you (you will get a separate turn report for " - "the new faction). Note that you must give your password for this " - "order to work, to provide some protection against accidentally " - "issuing this order."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Restart faction 27 as a new faction if your password is foobar."; - temp2 = "#atlantis 27 \"foobar\"\n"; - temp2 += "unit 1234\n"; - temp2 += "RESTART \"foobar\"\n"; - temp2 += "#end"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("reveal"); - f.TagText("h4", "REVEAL"); - f.TagText("h4", "REVEAL UNIT"); - f.TagText("h4", "REVEAL FACTION"); - temp = "Cause the unit to either show itself (REVEAL UNIT), or show " - "itself and its faction affiliation (REVEAL FACTION), in the turn " - "report, to all other factions in the region. "; - if (has_stea) { - temp += "Used to reveal high stealth scouts, should there be some " - "reason to. "; - } - temp += "REVEAL is used to cancel this."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Show the unit to all factions."; - temp2 = "REVEAL UNIT"; - f.CommandExample(temp, temp2); - temp = "Show the unit and it's affiliation to all factions."; - temp2 = "REVEAL FACTION"; - f.CommandExample(temp, temp2); - temp = "Cancels revealing."; - temp2 = "REVEAL"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("prepare") << '\n'; + f << enclose("h4", true) << "PREPARE [item]\n" << enclose("h4", false); + f << enclose("p", true) << "This command allows a mage" + << (app_exist ? " or " : "") + << (app_exist ? Globals->APPRENTICE_NAME : "") + << " to prepare a battle item (e.g. a Staff of Fire) for use in battle. " + << (Globals->USE_PREPARE_COMMAND == GameDefs::PREPARE_STRICT + ? "This selects the battle item which will be used, " + : "This allows the unit to override the usual selection of battle items, ") + << "and also cancels any spells set via the " << link("#combat", "COMBAT") << " order.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start( + "Select a staff of fire as the " + + string(!(Globals->USE_PREPARE_COMMAND == GameDefs::PREPARE_STRICT) ? "preferred " : "") + + "battle item.") + << "PREPARE STAF\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("produce") << '\n'; + f << enclose("h4", true) << "PRODUCE [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "PRODUCE [number] [item]\n" << enclose("h4", false); + f << enclose("p", true) << "Spend the month producing the specified item. If a number is given then the unit " + << "will attempt to produce exactly that number of items; if this is not possible in one month then the order " + << "will carry over to subsequent months. If no number is given then the unit will produce as much as possible " + << "of the specified item.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Produce as much wood as possible.") + << "PRODUCE wood\n" + << example_end(); + f << example_start("Produce exactly 3 crossbows.") + << "PRODUCE 3 crossbows\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("promote") << '\n'; + f << enclose("h4", true) << "PROMOTE [unit]\n" << enclose("h4", false); + f << enclose("p", true) << "Promote the specified unit to owner of the object of which you are currently the " + << "owner. The target unit must have declared you Friendly.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Promote unit 415 to be the owner of the object that this unit owns.") + << "PROMOTE 415\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("quit") << '\n'; + f << enclose("h4", true) << "QUIT [password]\n" << enclose("h4", false); + f << enclose("p", true) << "Quit the game. On issuing this order, your faction will be completely and " + << "permanently destroyed. Note that you must give your password for the quit order to work; this is to " + << "provide some safety against accidentally issuing this order.\n" + << enclose("p", false); + f << enclose("p", true) << "Note that although this order affects the faction as a whole, it nevertheless needs " + << "to be issued by an individual unit, and so the email containing the command to quit needs to include both " + << "#atlantis and unit lines.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Quit the game for faction 27 if your password is foobar.") + << "#atlantis 27 \"foobar\"\n" + << "unit 1234\n" + << "QUIT \"foobar\"\n" + << "#end\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("restart") << '\n'; + f << enclose("h4", true) << "RESTART [password]\n" << enclose("h4", false); + f << enclose("p", true) << "Similar to the " << link("#quit", "QUIT") << " order, this order will completely " + << "and permanently destroy your faction. However, it will begin a brand new faction for you (you will get a " + << "separate turn report for the new faction). Note that you must give your password for this order to work, " + << "to provide some protection against accidentally issuing this order.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Restart faction 27 as a new faction if your password is foobar.") + << "#atlantis 27 \"foobar\"\n" + << "unit 1234\n" + << "RESTART \"foobar\"\n" + << "#end\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("reveal") << '\n'; + f << enclose("h4", true) << "REVEAL\n" << enclose("h4", false); + f << enclose("h4", true) << "REVEAL UNIT\n" << enclose("h4", false); + f << enclose("h4", true) << "REVEAL FACTION\n" << enclose("h4", false); + f << enclose("p", true) << "Cause the unit to either show itself (REVEAL UNIT), or show itself and its faction " + << "affiliation (REVEAL FACTION), in the turn report, to all other factions in the region. " + << (has_stea ? "Used to reveal high stealth scouts, should there be some reason to. " : "") + << "REVEAL is used to cancel this.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Show the unit to all factions.") + << "REVEAL UNIT\n" + << example_end(); + f << example_start("Show the unit and it's affiliation to all factions.") + << "REVEAL FACTION\n" + << example_end(); + f << example_start("Cancels revealing.") + << "REVEAL\n" + << example_end(); if (may_sail) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("sail"); - f.TagText("h4", "SAIL [dir] ..."); - f.TagText("h4", "SAIL"); - temp = "The first form will sail the fleet, which the unit must be " - "the owner of, in the directions given. The second form " - "will cause the unit to aid in the sailing of the fleet, using " - "the Sailing skill. See the section on movement for more " - "information on the mechanics of sailing."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Sail north, then northwest."; - temp2 = "SAIL N NW"; - f.CommandExample(temp, temp2); - temp = "or:"; - temp2 = "SAIL N\nSAIL NW"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("sail") << '\n'; + f << enclose("h4", true) << "SAIL [dir] ...\n" << enclose("h4", false); + f << enclose("h4", true) << "SAIL\n" << enclose("h4", false); + f << enclose("p", true) << "The first form will sail the fleet, which the unit must be the owner of, in the " + << "directions given. The second form will cause the unit to aid in the sailing of the fleet, using the " + << "Sailing skill. See the section on movement for more information on the mechanics of sailing.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Sail north, then northwest.") + << "SAIL N NW\n" + << example_end(); + f << example_start("or:") + << "SAIL N\n" + << "SAIL NW\n" + << example_end(); } if (Globals->TOWNS_EXIST) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("sell"); - f.TagText("h4", "SELL [quantity] [item]"); - f.TagText("h4", "SELL ALL [item]"); - temp = "Attempt to sell the amount given of the item given. If the " - "unit does not have as many of the item as it is trying to sell, " - "it will attempt to sell all that it has. The second form will " - "attempt to sell all of that item, regardless of how many it has. " - "If more of the item are on sale (by all the units in the region) " - "than are wanted by the region, the number sold per unit will be " - "split up in proportion to the number each unit tried to sell."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Sell 10 furs to the market."; - temp2 = "SELL 10 furs"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("share"); - f.TagText("h4", "SHARE [flag]"); - temp = "SHARE 1 instructs the unit to share its possessions with any " - "other unit of your faction that needs them. Thus a unit with a " - "supply of silver could automatically provide silver if any of " - "your other units in the same region does not have enough to " - "perform an action, such as "; - temp += f.Link("#study", "studying"); - temp += ", "; - temp += f.Link("#buy", "buying"); - temp += " or "; - temp += f.Link("#produce", "producing"); - temp += ". SHARE 0 returns a unit to its default selfish state."; - f.Paragraph(temp); - temp = "This sharing does not extend to the heat of battle, " - "only to economic actions. So a unit that is sharing will provide " - "silver for buying or studying, and resources for production " - "(for example, if a sharing unit has wood in its inventory, and " - "another unit is producing axes but has no wood, then the sharing " - "unit will automatically supply wood for that production), " - "but will not provide weapons to all units if combat occurs."; - f.Paragraph(temp); - temp = "Note that in the case of sharing silver, this can leave the " - "sharing unit without enough funds to pay maintenance, so " - "sharing is to be used with care. You may like to make sure that " - "there is a unit with sufficient funds for maintenance in the " - "same region, and which is not sharing, as those funds will be " - "shared for maintenance, but not for less important purposes."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Instruct the unit to share its possessions with other units " - "of the same faction."; - temp2 = "SHARE 1"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("show"); - f.TagText("h4", "SHOW SKILL [skill] [level]"); - f.TagText("h4", "SHOW ITEM [item]"); - f.TagText("h4", "SHOW OBJECT [object]"); - temp = "The first form of the order shows the skill description for a " - "skill that your faction already possesses. The second form " - "returns some information about an item that is not otherwise " - "apparent on a report, such as the weight. The last form " - "returns some information about an object (such as a ship or a " - "building)."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Show the skill report for Mining 3 again."; - temp2 = "SHOW SKILL Mining 3"; - f.CommandExample(temp, temp2); - temp = "Show the item information for swords again."; - temp2 = "SHOW ITEM sword"; - f.CommandExample(temp, temp2); - temp = "Show the information for towers again."; - temp2 = "SHOW OBJECT tower"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("spoils"); - f.TagText("h4", "SPOILS [type]"); - f.TagText("h4", "SPOILS"); - temp = "The SPOILS order determines which types of spoils the unit " - "should take after a battle. The valid values for type are " - "'NONE', 'WALK', 'RIDE', 'FLY', 'SWIM', 'SAIL' or 'ALL'. " - "The second form is equivalent to 'SPOILS ALL'."; - f.Paragraph(temp); - temp = "When this command is issued, the unit is instructed to only " - "pick up combat spoils if they could use the chosen form " - "of movement while carrying the spoils. Thus a unit with " - "SPOILS FLY selected would pick up combat spoils until they " - "reached their flying capacity. If the spoils provide " - "movement capacity themselves, this will be included in the " - "decision of whether or not to take the spoils - so a unit " - "with SPOILS RIDE would always pick up horses. " - "SPOILS SAIL will use the capacity of the fleet the unit is " - "in to determine whether to take spoils or not. " - "SPOILS ALL will allow a unit to collect any spoils which " - "are dropped regardless of weight or capacity. " - "SPOILS NONE will instruct the unit to only collect " - "weightless items, such as silver."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Set a unit to only pick up items that it can carry and " - "continue to fly:"; - temp2 = "SPOILS FLY"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("sell") << '\n'; + f << enclose("h4", true) << "SELL [quantity] [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "SELL ALL [item]\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to sell the amount given of the item given. If the unit does not have as " + << "many of the item as it is trying to sell, it will attempt to sell all that it has. The second form will " + << "attempt to sell all of that item, regardless of how many it has. If more of the item are on sale (by all " + << "the units in the region) than are wanted by the region, the number sold per unit will be split up in " + << "proportion to the number each unit tried to sell.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Sell 10 furs to the market.") + << "SELL 10 furs\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("share") << '\n'; + f << enclose("h4", true) << "SHARE [flag]\n" << enclose("h4", false); + f << enclose("p", true) << "SHARE 1 instructs the unit to share its possessions with any other unit of your " + << "faction that needs them. Thus a unit with a supply of silver could automatically provide silver if any of " + << "your other units in the same region does not have enough to perform an action, such as " + << link("#study", "studying") << ", " << link("#buy", "buying") << " or " << link("#produce", "producing") + << ". SHARE 0 returns a unit to its default selfish state.\n" + << enclose("p", false); + f << enclose("p", true) << "This sharing does not extend to the heat of battle, only to economic actions. So a " + << "unit that is sharing will provide silver for buying or studying, and resources for production (for example, " + << "if a sharing unit has wood in its inventory, and another unit is producing axes but has no wood, then the " + << "sharing unit will automatically supply wood for that production), but will not provide weapons to all units " + << "if combat occurs.\n" + << enclose("p", false); + f << enclose("p", true) << "Note that in the case of sharing silver, this can leave the sharing unit without " + << "enough funds to pay maintenance, so sharing is to be used with care. You may like to make sure that there " + << "is a unit with sufficient funds for maintenance in the same region, and which is not sharing, as those " + << "funds will be shared for maintenance, but not for less important purposes.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Instruct the unit to share its possessions with other units of the same faction.") + << "SHARE 1\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("show") << '\n'; + f << enclose("h4", true) << "SHOW SKILL [skill] [level]\n" << enclose("h4", false); + f << enclose("h4", true) << "SHOW ITEM [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "SHOW OBJECT [object]\n" << enclose("h4", false); + f << enclose("p", true) << "The first form of the order shows the skill description for a skill that your faction " + << "already possesses. The second form returns some information about an item that is not otherwise apparent on " + << "a report, such as the weight. The last form returns some information about an object (such as a ship or a " + << "building).\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Show the skill report for Mining 3 again.") + << "SHOW SKILL Mining 3\n" + << example_end(); + f << example_start("Show the item information for swords again.") + << "SHOW ITEM sword\n" + << example_end(); + f << example_start("Show the information for towers again.") + << "SHOW OBJECT tower\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("spoils") << '\n'; + f << enclose("h4", true) << "SPOILS [type]\n" << enclose("h4", false); + f << enclose("h4", true) << "SPOILS\n" << enclose("h4", false); + f << enclose("p", true) << "The SPOILS order determines which types of spoils the unit should take after a battle. " + << "The valid values for type are 'NONE', 'WALK', 'RIDE', 'FLY', 'SWIM', 'SAIL' or 'ALL'. The second form is " + << "equivalent to 'SPOILS ALL'.\n" + << enclose("p", false); + f << enclose("p", true) << "When this command is issued, the unit is instructed to only pick up combat spoils if " + << "they could use the chosen form of movement while carrying the spoils. Thus a unit with SPOILS FLY selected " + << "would pick up combat spoils until they reached their flying capacity. If the spoils provide movement " + << "capacity themselves, this will be included in the decision of whether or not to take the spoils - so a unit " + << "with SPOILS RIDE would always pick up horses. SPOILS SAIL will use the capacity of the fleet the unit is " + << "in to determine whether to take spoils or not. SPOILS ALL will allow a unit to collect any spoils which are " + << "dropped regardless of weight or capacity. SPOILS NONE will instruct the unit to only collect weightless " + << "items, such as silver.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Set a unit to only pick up items that it can carry and continue to fly:") + << "SPOILS FLY\n" + << example_end(); if (has_stea) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("steal"); - f.TagText("h4", "STEAL [unit] [item]"); - temp = "Attempt to steal as much as possible of the specified " - "item from the specified unit. The order may only be issued " - "by a one-man unit."; - f.Paragraph(temp); - temp = "A unit may only attempt to steal from a unit which is " - "able to be seen."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Steal silver from unit 123."; - temp2 = "STEAL 123 SILVER"; - f.CommandExample(temp, temp2); - temp = "Steal wood from unit 321."; - temp2 = "STEAL 321 wood"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("study"); - f.TagText("h4", "STUDY [skill]"); - f.TagText("h4", "STUDY [skill] [level]"); - temp = "Spend the month studying the specified skill. " - "A level may be specified which means that study " - "will be continued from turn to turn until the unit " - " reaches that skill level. "; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Study horse training."; - temp2 = "STUDY \"Horse Training\""; - f.CommandExample(temp, temp2); - temp = "Study combat to level 3."; - temp2 = "STUDY combat 3"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("take"); - f.TagText("h4", "TAKE FROM [unit] [quantity] [item]"); - f.TagText("h4", "TAKE FROM [unit] ALL [item]"); - f.TagText("h4", "TAKE FROM [unit] ALL [item] EXCEPT [quantity]"); - f.TagText("h4", "TAKE FROM [unit] ALL [item class]"); - temp = "The TAKE order works just like the "; - temp += f.Link("#give", "GIVE"); - temp += " order, except that the direction of transfer is reversed, " - "and with the extra condition that a unit may only TAKE " - "from another unit in the same faction. Since that makes " - "TAKE FROM [unit] UNIT pointless, that form of the "; - temp += f.Link("#give", "GIVE"); - temp += " order is not supported."; - f.Paragraph(temp); - temp = "The TAKE order is primarily intended to make automated " - "delivery caravans less prone to generating errors, as " - "they can use TAKE to collect the appropriate goods only " - "when they are in the right place to collect, so the " - "supplying unit doesn't need to keep trying to "; - temp += f.Link("#give", "GIVE"); - temp += " to a unit that is only there some of the time. " - "However, it can be used anywhere you wish to transfer " - "items, ships or men, just as "; - temp += f.Link("#give", "GIVE"); - temp += " can."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Take 10 swords from unit 4573."; - temp2 = "TAKE FROM 4573 10 swords"; - f.CommandExample(temp, temp2); - temp = "See the "; - temp += f.Link("#turn", "TURN"); - temp += " order for an example of a caravan using TAKE FROM."; - f.Paragraph(temp); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("tax"); - f.TagText("h4", "TAX"); - temp = "Attempt to collect taxes from the region. "; - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) - temp += "Only War factions may collect taxes, and then "; - else - temp += "Taxes may be collected "; - temp += "only if there are no non-Friendly units on guard. Only " - "combat-ready units may issue this order. Note that the TAX order " - "and the "; - temp += f.Link("#pillage", "PILLAGE") + " order are mutually exclusive; " - "a unit may only attempt to do one in a turn."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Attempt to collect taxes."; - temp2 = "TAX"; - f.CommandExample(temp, temp2); - - f.ClassTagText("div", "rule", ""); - f.LinkRef("teach"); - f.TagText("h4", "TEACH [unit] ..."); - temp = "Attempt to teach the specified units whatever skill they are " - "studying that month. A list of several units may be specified. " - "All units to be taught must have declared you Friendly. " - "Subsequent TEACH orders can be used to add units to be taught."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Teach new unit 2 and unit 510 whatever they are studying."; - temp2 = "TEACH NEW 2 510"; - f.CommandExample(temp, temp2); - temp = "or:"; - temp2 = "TEACH NEW 2\nTEACH 510"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("steal") << '\n'; + f << enclose("h4", true) << "STEAL [unit] [item]\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to steal as much as possible of the specified item from " + << "the specified unit. The order may only be issued by a one-man unit.\n" + << enclose("p", false); + f << enclose("p", true) << "A unit may only attempt to steal from a unit which is able to be seen.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Steal silver from unit 123.") + << "STEAL 123 SILVER\n" + << example_end(); + f << example_start("Steal wood from unit 321.") + << "STEAL 321 wood\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("study") << '\n'; + f << enclose("h4", true) << "STUDY [skill]\n" << enclose("h4", false); + f << enclose("h4", true) << "STUDY [skill] [level]\n" << enclose("h4", false); + f << enclose("p", true) << "Spend the month studying the specified skill. A level may be specified which means " + << "that study will be continued from turn to turn until the unit reaches that skill level. \n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Study horse training.") + << "STUDY \"Horse Training\"\n" + << example_end(); + f << example_start("Study combat to level 3.") + << "STUDY combat 3\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("take") << '\n'; + f << enclose("h4", true) << "TAKE FROM [unit] [quantity] [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "TAKE FROM [unit] ALL [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "TAKE FROM [unit] ALL [item] EXCEPT [quantity]\n" << enclose("h4", false); + f << enclose("h4", true) << "TAKE FROM [unit] ALL [item class]\n" << enclose("h4", false); + f << enclose("p", true) << "The TAKE order works just like the " << link("#give", "GIVE") << " order, except that " + << "the direction of transfer is reversed, and with the extra condition that a unit may only TAKE from another " + << "unit in the same faction. Since that makes TAKE FROM [unit] UNIT pointless, that form of the " + << link("#give", "GIVE") << " order is not supported.\n" + << enclose("p", false); + f << enclose("p", true) << "The TAKE order is primarily intended to make automated delivery caravans less " + << "prone to generating errors, as they can use TAKE to collect the appropriate goods only when they are " + << "in the right place to collect, so the supplying unit doesn't need to keep trying to " + << link("#give", "GIVE") << " to a unit that is only there some of the time. However, it can be used " + << "anywhere you wish to transfer items, ships or men, just as " << link("#give", "GIVE") << " can.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Take 10 swords from unit 4573.") + << "TAKE FROM 4573 10 swords\n" + << example_end(); + f << enclose("p", true) << "See the " << link("#turn", "TURN") + << " order for an example of a caravan using TAKE FROM.\n" + << enclose("p", false); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("tax") << '\n'; + f << enclose("h4", true) << "TAX\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to collect taxes from the region. " + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES + ? "Only War factions may collect taxes, and then " + : "Taxes may be collected ") + << "only if there are no non-Friendly units on guard. Only combat-ready units may issue this order. Note " + << "that the TAX order and the " << link("#pillage", "PILLAGE") << " order are mutually exclusive; " + << "a unit may only attempt to do one in a turn.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Attempt to collect taxes.") + << "TAX\n" + << example_end(); + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("teach") << '\n'; + f << enclose("h4", true) << "TEACH [unit] ...\n" << enclose("h4", false); + f << enclose("p", true) << "Attempt to teach the specified units whatever skill they are studying that month. " + << "A list of several units may be specified. All units to be taught must have declared you Friendly. " + << "Subsequent TEACH orders can be used to add units to be taught.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Teach new unit 2 and unit 510 whatever they are studying.") + << "TEACH NEW 2 510\n" + << example_end(); + f << example_start("or:") + << "TEACH NEW 2\n" + << "TEACH 510\n" + << example_end(); if (qm_exist) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("transport"); - f.TagText("h4", "TRANSPORT [unit] [num] [item]"); - f.TagText("h4", "TRANSPORT [unit] ALL [item]"); - f.TagText("h4", "TRANSPORT [unit] ALL [item] EXCEPT [amount]"); - temp = "Transport the specified items to the given target. " - "In the second form all of the specified item is " - "transported. " - "In the last form, all of the specified item except " - "for the specified amount is transported."; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("transport") << '\n'; + f << enclose("h4", true) << "TRANSPORT [unit] [num] [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "TRANSPORT [unit] ALL [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "TRANSPORT [unit] ALL [item] EXCEPT [amount]\n" << enclose("h4", false); + f << enclose("p", true) << "Transport the specified items to the given target. In the second form all " + << "of the specified item is transported. In the last form, all of the specified item except for the " + << "specified amount is transported."; if (Globals->SHIPPING_COST > 0) { - temp += " Long distance transportation of goods between "; - temp += Globals->LOCAL_TRANSPORT; - temp += AString(" and ") + Globals->NONLOCAL_TRANSPORT; - temp += " hexes away has an associated cost. This cost is based " - "on the weight of the items being transported."; - if (Globals->TRANSPORT & GameDefs::QM_AFFECT_COST) { - temp += " At higher skill levels of the quartermaster " - "skill, the cost for transporting goods will be less."; - } - if (Globals->TRANSPORT & GameDefs::QM_AFFECT_DIST) { - temp += " At higher skill levels of the quartermaster " - "skill, the maximum distance goods can be transported " - "increases over the above."; - } + f << " Long distance transportation of goods between " << Globals->LOCAL_TRANSPORT << " and " + << Globals->NONLOCAL_TRANSPORT << " hexes away has an associated cost. This cost is based " + << "on the weight of the items being transported."; + if (Globals->TRANSPORT & GameDefs::QM_AFFECT_COST) + f << " At higher skill levels of the quartermaster skill, the cost for transporting goods " + << "will be less."; + if (Globals->TRANSPORT & GameDefs::QM_AFFECT_DIST) + f << " At higher skill levels of the quartermaster skill, the maximum distance goods can be " + << "transported increases over the above."; } - temp += " The target of the transport unit must be a unit with the " - "quartermaster skill and must be the owner of a transport " - "structure."; - temp += " For long distance transport between quartermasters, the " - "issuing unit must also be a quartermaster and be the owner of " - "a transport structure. Use of this order counts as trade " - "activity in the hex."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Transport 10 STON to unit 1234"; - temp2 = "TRANSPORT 1234 10 STON"; - f.CommandExample(temp, temp2); - temp = "Transport all except 10 SWOR to unit 3432"; - temp2 = "TRANSPORT 3432 ALL SWOR EXCEPT 10"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("turn"); - f.TagText("h4", "TURN"); - temp = "The TURN order may be used to delay orders by one (or more) " - "turns. By making the TURN order repeating (via '@'), orders inside " - "the TURN/ENDTURN construct will repeat. Multiple TURN orders in a " - "row will execute on successive turns, and if they all repeat, they " - "will form a loop of orders. Each TURN section must be ended by an " - "ENDTURN line."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Study combat this month, move north next month, and then in two " - "months, pillage and advance north."; - temp2 = "STUDY COMB\n"; - temp2 += "TURN\n"; - temp2 += " MOVE N\n"; - temp2 += "ENDTURN\n"; - temp2 += "TURN\n"; - temp2 += " PILLAGE\n"; - temp2 += " ADVANCE N\n"; - temp2 += "ENDTURN"; - f.CommandExample(temp, temp2); - temp = "After the turn, the orders for that unit would look as " - "follows in the orders template:"; - temp2 = "MOVE N\n"; - temp2 += "TURN\n"; - temp2 += " PILLAGE\n"; - temp2 += " ADVANCE N\n"; - temp2 += "ENDTURN"; - f.CommandExample(temp, temp2); - temp = "Set up a simple cash caravan."; - temp2 = "MOVE N\n"; - temp2 += "@TURN\n"; - temp2 += " TAKE FROM 13794 1000 SILV\n"; - temp2 += " MOVE S S S\n"; - temp2 += "ENDTURN\n"; - temp2 += "@TURN\n"; - temp2 += " GIVE 13523 1000 SILV\n"; - temp2 += " MOVE N N N\n"; - temp2 += "ENDTURN"; - f.CommandExample(temp, temp2); - temp = "After the turn, the orders for that unit would look as " - "follows in the orders template:"; - temp2 = "TAKE FROM 13794 1000 SILV\n"; - temp2 += "MOVE S S S\n"; - temp2 += "@TURN\n"; - temp2 += " GIVE 13523 1000 SILV\n"; - temp2 += " MOVE N N N\n"; - temp2 += "ENDTURN\n"; - temp2 += "@TURN\n"; - temp2 += " TAKE FROM 13794 1000 SILV\n"; - temp2 += " MOVE S S S\n"; - temp2 += "ENDTURN"; - f.CommandExample(temp, temp2); - temp = "The orders in a TURN block will be inserted into the unit's orders " - "template when there are no month-long orders remaining to " - "be executed. In particular, if the unit does not have enough " - "movement points to cover the full distance of a MOVE or SAIL " - "command, the movement commands will automatically be completed " - "over multiple turns before executing the next TURN block."; - f.Paragraph(temp); + // Note this is slightly wrong for the neworgins case. cost only applies QM -> QM. + f << " The target of the transport unit must be a unit with the quartermaster skill and must be the " + << "owner of a transport structure. For long distance transport between quartermasters, the issuing " + << "unit must also be a quartermaster and be the owner of a transport structure. Use of this order " + << "counts as trade activity in the hex.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Transport 10 STON to unit 1234") + << "TRANSPORT 1234 10 STON\n" + << example_end(); + f << example_start("Transport all except 10 SWOR to unit 3432") + << "TRANSPORT 3432 ALL SWOR EXCEPT 10\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("turn") << '\n'; + f << enclose("h4", true) << "TURN\n" << enclose("h4", false); + f << enclose("p", true) << "The TURN order may be used to delay orders by one (or more) turns. By making " + << "the TURN order repeating (via '@'), orders inside the TURN/ENDTURN construct will repeat. Multiple " + << "TURN orders in a row will execute on successive turns, and if they all repeat, they will form a loop " + << "of orders. Each TURN section must be ended by an ENDTURN line.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start( + "Study combat this month, move north next month, and then in two months, pillage and advance north." + ) + << "STUDY COMB\n" + << "TURN\n" + << " MOVE N\n" + << "ENDTURN\n" + << "TURN\n" + << " PILLAGE\n" + << " ADVANCE N\n" + << "ENDTURN\n" + << example_end(); + f << example_start("After the turn, the orders for that unit would look as follows in the orders template:") + << "MOVE N\n" + << "TURN\n" + << " PILLAGE\n" + << " ADVANCE N\n" + << "ENDTURN\n" + << example_end(); + f << example_start("Set up a simple cash caravan.") + << "MOVE N\n" + << "@TURN\n" + << " TAKE FROM 13794 1000 SILV\n" + << " MOVE S S S\n" + << "ENDTURN\n" + << "@TURN\n" + << " GIVE 13523 1000 SILV\n" + << " MOVE N N N\n" + << "ENDTURN\n" + << example_end(); + f << example_start("After the turn, the orders for that unit would look as follows in the orders template:") + << "TAKE FROM 13794 1000 SILV\n" + << "MOVE S S S\n" + << "@TURN\n" + << " GIVE 13523 1000 SILV\n" + << " MOVE N N N\n" + << "ENDTURN\n" + << "@TURN\n" + << " TAKE FROM 13794 1000 SILV\n" + << " MOVE S S S\n" + << "ENDTURN\n" + << example_end(); + f << enclose("p", true) << "The orders in a TURN block will be inserted into the unit's orders template when " + << "there are no month-long orders remaining to be executed. In particular, if the unit does not have enough " + << "movement points to cover the full distance of a MOVE or SAIL command, the movement commands will " + << "automatically be completed over multiple turns before executing the next TURN block.\n" + << enclose("p", false); if (Globals->USE_WEAPON_ARMOR_COMMAND) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("weapon"); - f.TagText("h4", "WEAPON [item] ..."); - f.TagText("h4", "WEAPON"); - temp = "This command allows you to set a list of preferred weapons " - "for a unit. After searching for weapons on the preferred " - "list, the standard weapon precedence takes effect if a weapon " - "hasn't been set. The second form clears the preferred weapon " - "list."; - f.Paragraph(temp); - f.Paragraph("Examples"); - temp = "Set the unit to select double bows, then longbows then " - "crossbows"; - temp2 = "WEAPON DBOW LBOW XBOW"; - f.CommandExample(temp, temp2); - temp = "Clear the preferred weapon list."; - temp2 = "WEAPON"; - f.CommandExample(temp, temp2); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("weapon") << '\n'; + f << enclose("h4", true) << "WEAPON [item] ...\n" << enclose("h4", false); + f << enclose("h4", true) << "WEAPON\n" << enclose("h4", false); + f << enclose("p", true) << "This command allows you to set a list of preferred weapons for a unit. After " + << "searching for weapons on the preferred list, the standard weapon precedence takes effect if a weapon " + << "hasn't been set. The second form clears the preferred weapon list.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples\n" << enclose("p", false); + f << example_start("Set the unit to select double bows, then longbows then crossbows") + << "WEAPON DBOW LBOW XBOW\n" + << example_end(); + f << example_start("Clear the preferred weapon list.") + << "WEAPON\n" + << example_end(); } if (Globals->ALLOW_WITHDRAW) { - f.ClassTagText("div", "rule", ""); - f.LinkRef("withdraw"); - f.TagText("h4", "WITHDRAW [item]"); - f.TagText("h4", "WITHDRAW [quantity] [item]"); - temp = "Use unclaimed funds to acquire basic items that you need. " - "If you do not have sufficient unclaimed, or if you try " - "withdraw any other than a basic item, an error will be given. " - "Withdraw CANNOT be used in the Nexus (to prevent building " - "towers and such there). The first form is the same as " - "WITHDRAW 1 [item] in the second form."; - f.Paragraph(temp); - f.Paragraph("Examples:"); - temp = "Withdraw 5 stone."; - temp2 = "WITHDRAW 5 stone"; - f.CommandExample(temp, temp2); - temp = "Withdraw 1 iron."; - temp2 = "WITHDRAW iron"; - f.CommandExample(temp, temp2); - } - - f.ClassTagText("div", "rule", ""); - f.LinkRef("work"); - f.TagText("h4", "WORK"); - temp = "Spend the month performing manual work for wages."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Work all month."; - temp2 = "WORK"; - f.CommandExample(temp, temp2); - - f.LinkRef("sequenceofevents"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Sequence of Events"); - temp = "Each turn, the following sequence of events occurs:"; - f.Paragraph(temp); - f.Enclose(1, "OL"); - f.Enclose(1, "li"); - f.PutStr("Instant orders."); - f.Enclose(1, "ul"); - temp = f.Link("#turn", "TURN") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#form", "FORM") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#address", "ADDRESS") + ", "; - if (Globals->USE_WEAPON_ARMOR_COMMAND) - temp += f.Link("#armor", "ARMOR") + ", "; - temp += f.Link("#autotax", "AUTOTAX") + ", "; - temp += f.Link("#avoid", "AVOID") + ", "; - temp += f.Link("#behind", "BEHIND") + ", "; - temp += f.Link("#claim", "CLAIM") + ", "; - temp += f.Link("#combat", "COMBAT") + ", "; - if (Globals->FOOD_ITEMS_EXIST) - temp += f.Link("#consume", "CONSUME") + ", "; - temp += f.Link("#declare", "DECLARE") + ", "; - temp += f.Link("#describe", "DESCRIBE") + ", "; - if (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES) - temp += f.Link("#faction", "FACTION") + ", "; - temp += f.Link("#guard", "GUARD") + " 0, "; - temp += f.Link("#hold", "HOLD") + ", "; - temp += f.Link("#name", "NAME") + ", "; - temp += f.Link("#noaid", "NOAID") + ", "; - temp += f.Link("#share", "SHARE") + ", "; - if (move_over_water) - temp += f.Link("#nocross", "NOCROSS") + ", "; - temp += f.Link("#option", "OPTION") + ", "; - temp += f.Link("#password", "PASSWORD") + ", "; - if (Globals->USE_PREPARE_COMMAND) - temp += f.Link("#prepare", "PREPARE") + ", "; - temp += f.Link("#reveal", "REVEAL") + ", "; - temp += f.Link("#show", "SHOW") + ", "; - if (!Globals->USE_WEAPON_ARMOR_COMMAND) - temp += "and "; - temp += f.Link("#spoils", "SPOILS"); - if (Globals->USE_WEAPON_ARMOR_COMMAND) { - temp += ", and "; - temp += f.Link("#weapon", "WEAPON"); - } - temp += " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#find", "FIND") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#leave", "LEAVE") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#enter", "ENTER") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#promote", "PROMOTE") + " and "; - temp += f.Link("#evict", "EVICT"); - temp += " orders are processed."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr("Combat is processed."); - f.Enclose(1, "ul"); - temp = f.Link("#attack", "ATTACK") + " orders are processed."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("withdraw") << '\n'; + f << enclose("h4", true) << "WITHDRAW [item]\n" << enclose("h4", false); + f << enclose("h4", true) << "WITHDRAW [quantity] [item]\n" << enclose("h4", false); + f << enclose("p", true) << "Use unclaimed funds to acquire basic items that you need. If you do not have " + << "sufficient unclaimed, or if you try withdraw any other than a basic item, an error will be given. " + << "Withdraw CANNOT be used in the Nexus (to prevent building towers and such there). The first form " + << "is the same as WITHDRAW 1 [item] in the second form.\n" + << enclose("p", false); + f << enclose("p", true) << "Examples:\n" << enclose("p", false); + f << example_start("Withdraw 5 stone.") + << "WITHDRAW 5 stone\n" + << example_end(); + f << example_start("Withdraw 1 iron.") + << "WITHDRAW iron\n" + << example_end(); + } + + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << link_ref("work") << '\n'; + f << enclose("h4", true) << "WORK\n" << enclose("h4", false); + f << enclose("p", true) << "Spend the month performing manual work for wages.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Work all month.") + << "WORK\n" + << example_end(); + + f << link_ref("sequenceofevents") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Sequence of Events\n" << enclose("h2", false); + f << enclose("p", true) << "Each turn, the following sequence of events occurs:\n" + << enclose("p", false); + f << enclose("OL", true); + f << enclose("li", true) << "Instant orders.\n"; + f << enclose("ul", true); + f << enclose("li", true) << link("#turn", "TURN") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#form", "FORM") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#address", "ADDRESS") << ", " + << (Globals->USE_WEAPON_ARMOR_COMMAND ? link("#armor", "ARMOR") + ", " : "") + << link("#autotax", "AUTOTAX") << ", " << link("#avoid", "AVOID") << ", " << link("#behind", "BEHIND") + << ", " << link("#claim", "CLAIM") << ", " << link("#combat", "COMBAT") << ", " + << (Globals->FOOD_ITEMS_EXIST ? link("#consume", "CONSUME") + ", " : "") << link("#declare", "DECLARE") + << ", " << link("#describe", "DESCRIBE") << ", " + << (Globals->FACTION_LIMIT_TYPE == GameDefs::FACLIM_FACTION_TYPES ? link("#faction", "FACTION") + ", " : "") + << link("#guard", "GUARD") << " 0, " << link("#hold", "HOLD") << ", " << link("#name", "NAME") << ", " + << link("#noaid", "NOAID") << ", " << link("#share", "SHARE") << ", " + << (move_over_water ? link("#nocross", "NOCROSS") + ", " : "") << link("#option", "OPTION") << ", " + << link("#password", "PASSWORD") << ", " + << (Globals->USE_PREPARE_COMMAND ? link("#prepare", "PREPARE") + ", " : "") << link("#reveal", "REVEAL") + << ", " << link("#show", "SHOW") << ", " << (!Globals->USE_WEAPON_ARMOR_COMMAND ? "and " : "") + << link("#spoils", "SPOILS") + << (Globals->USE_WEAPON_ARMOR_COMMAND ? ", and " + link("#weapon", "WEAPON") : "") + << " orders are processed.\n" + << enclose("li", false); + f << enclose("li", true) << link("#find", "FIND") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#leave", "LEAVE") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#enter", "ENTER") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#promote", "PROMOTE") << " and " << link("#evict", "EVICT") + << " orders are processed.\n" << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + f << enclose("li", true) << "Combat is processed.\n"; + f << enclose("ul", true); + f << enclose("li", true) << link("#attack", "ATTACK") << " orders are processed.\n" << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); if (has_stea) { - f.Enclose(1, "li"); - f.PutStr("Subterfuge orders."); - f.Enclose(1, "ul"); - temp = f.Link("#steal", "STEAL") + " and "; - temp += f.Link("#assassinate", "ASSASSINATE") + - " orders are processed."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - } - f.Enclose(1, "li"); - f.PutStr("Give orders."); - f.Enclose(1, "ul"); - temp = f.Link("#give", "GIVE") + " and " + f.Link("#take", "TAKE") + - " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#join", "JOIN") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#exchange", "EXCHANGE") + " orders are processed."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr("Tax orders."); - f.Enclose(1, "ul"); - temp = f.Link("#destroy", "DESTROY") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#pillage","PILLAGE") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#tax","TAX") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#guard","GUARD") + " 1 orders are processed."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr("Instant Magic"); - f.Enclose(1, "ul"); - f.TagText("li", "Old spells are cancelled."); - temp = "Spells are "; - temp += f.Link("#cast", "CAST"); - temp += " (except for Teleportation spells)."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr("Market orders."); - f.Enclose(1, "ul"); + f << enclose("li", true) << "Subterfuge orders.\n"; + f << enclose("ul", true); + f << enclose("li", true) << link("#steal", "STEAL") << " and " << link("#assassinate", "ASSASSINATE") + << " orders are processed.\n" << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + } + f << enclose("li", true) << "Give orders.\n"; + f << enclose("ul", true); + f << enclose("li", true) << link("#give", "GIVE") << " and " << link("#take", "TAKE") + << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#join", "JOIN") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#exchange", "EXCHANGE") << " orders are processed.\n" << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + f << enclose("li", true) << "Tax orders.\n"; + f << enclose("ul", true); + f << enclose("li", true) << link("#destroy", "DESTROY") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#pillage", "PILLAGE") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#tax", "TAX") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#guard", "GUARD") << " 1 orders are processed.\n" << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + f << enclose("li", true) << "Instant Magic\n"; + f << enclose("ul", true); + f << enclose("li", true) << "Old spells are cancelled.\n" << enclose("li", false); + f << enclose("li", true) << "Spells are " << link("#cast", "CAST") << " (except for Teleportation spells).\n" + << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + f << enclose("li", true) << "Market orders.\n"; + f << enclose("ul", true); if (Globals->TOWNS_EXIST) { - temp = f.Link("#sell","SELL") + " orders are processed."; - f.TagText("li", temp); + f << enclose("li", true) << link("#sell", "SELL") << " orders are processed.\n" << enclose("li", false); } - temp = f.Link("#buy","BUY") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#forget","FORGET") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#quit","QUIT") + " and "; - temp += f.Link("#restart", "RESTART") + " orders are processed."; - f.TagText("li", temp); + f << enclose("li", true) << link("#buy", "BUY") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#forget", "FORGET") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#quit", "QUIT") << " and " << link("#restart", "RESTART") + << " orders are processed.\n" << enclose("li", false); if (Globals->ALLOW_WITHDRAW) { - temp = f.Link("#withdraw","WITHDRAW") + " orders are processed."; - f.TagText("li", temp); - } - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr("Movement orders."); - f.Enclose(1, "ul"); - temp = f.Link("#advance","ADVANCE"); - if (may_sail) - temp += ", "; - else - temp += " and "; - temp += f.Link("#move", "MOVE"); - if (may_sail) { - temp += " and "; - temp += f.Link("#sail","SAIL"); - } - temp += " orders are processed phase by phase (including any combat " - "resulting from these orders)."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - f.Enclose(1, "li"); - f.PutStr("Month long orders."); - f.Enclose(1, "ul"); - temp = f.Link("#teach", "TEACH") + " orders are processed."; - f.TagText("li", temp); - temp = f.Link("#study", "STUDY") + " orders are processed."; - f.TagText("li", temp); - temp = "Manufacturing "; - temp += f.Link("#produce", "PRODUCE"); - temp += " orders (those that produce items from other items, such " - "as using the weaponsmith skill to make swords out of iron) " - "are processed."; - f.TagText("li", temp); - temp = f.Link("#build", "BUILD") + " orders are processed."; - f.TagText("li", temp); - temp = "Primary "; - temp += f.Link("#produce", "PRODUCE"); - temp += " orders (those that produce items from region resources, " - "such as using the mining skill to produce iron) " - "are processed."; - f.TagText("li", temp); + f << enclose("li", true) << link("#withdraw", "WITHDRAW") << " orders are processed.\n" + << enclose("li", false); + } + f << enclose("ul", false); + f << enclose("li", false); + f << enclose("li", true) << "Movement orders.\n"; + f << enclose("ul", true); + f << enclose("li", true) << link("#advance", "ADVANCE") << (may_sail ? ", " : " and ") << link("#move", "MOVE") + << (may_sail ? " and " + link("#sail", "SAIL") : "") << " orders are processed phase by phase " + << "(including any combat resulting from these orders).\n" + << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + f << enclose("li", true) << "Month long orders.\n"; + f << enclose("ul", true); + f << enclose("li", true) << link("#teach", "TEACH") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#study", "STUDY") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << "Manufacturing " << link("#produce", "PRODUCE") + << " orders (those that produce items from other items, such as using the weaponsmith skill to make swords out " + << "of iron) are processed.\n" << enclose("li", false); + f << enclose("li", true) << link("#build", "BUILD") << " orders are processed.\n" << enclose("li", false); + f << enclose("li", true) << "Primary " << link("#produce", "PRODUCE") + << " orders (those that produce items from region resources, such as using the mining skill to produce iron) " + << "are processed.\n" << enclose("li", false); if (!(SkillDefs[S_ENTERTAINMENT].flags & SkillType::DISABLED)) { - temp = f.Link("#entertain", "ENTERTAIN") + - " orders are processed."; - f.TagText("li", temp); + f << enclose("li", true) << link("#entertain", "ENTERTAIN") << " orders are processed.\n" + << enclose("li", false); } - temp = f.Link("#work", "WORK") + " orders are processed."; - f.TagText("li", temp); - f.Enclose(0, "ul"); - f.Enclose(0, "li"); - temp = "Teleportation spells are "; - temp += f.Link("#cast", "CAST") + "."; - f.TagText("li", temp); + f << enclose("li", true) << link("#work", "WORK") << " orders are processed.\n" << enclose("li", false); + f << enclose("ul", false); + f << enclose("li", false); + f << enclose("li", true) << "Teleportation spells are " << link("#cast", "CAST") << ".\n" << enclose("li", false); + if (qm_exist) { - temp = f.Link("#transport", "TRANSPORT") + " and " + - f.Link("#distribute", "DISTRIBUTE") + " orders are processed."; - f.TagText("li", temp); - } - f.TagText("li", "Maintenance costs are assessed."); - f.Enclose(0, "OL"); - temp = "Where there is no other basis for deciding in which order units " - "will be processed within a phase, units that appear higher on the " - "report get precedence."; - f.Paragraph(temp); - f.LinkRef("reportformat"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Report Format"); - temp = "The most important sections of the turn report are the \"Events " - "During Turn\" section which lists what happened last month, and " - "the \"Current Status\" section which gives the description of each " - "region in which you have units."; - f.Paragraph(temp); - temp = "Your units in the Current Status section are flagged with a " - "\"*\" character. Units belonging to other factions are flagged " - "with a \"-\" character. You may be informed which faction they " - "belong to, if "; - if (has_obse) - temp += "you have high enough Observation skill or "; - temp += "they are revealing that information."; - f.Paragraph(temp); - temp = "Objects are flagged with a \"+\" character. The units listed " - "under an object (if any) are inside the object. The first unit " - "listed under an object is its owner."; - f.Paragraph(temp); - temp = "If you can see a unit, you can see any large items it is " - "carrying. This means all items other than silver"; - if (!(ItemDefs[I_HERBS].flags & ItemType::DISABLED)) - temp += ", herbs,"; - temp += " and other small items (which are of zero size units, and are " - "small enough to be easily concealed). Items carried by your own " - "units of course will always be listed."; - f.Paragraph(temp); - temp = "At the bottom of your turn report is an Orders Template. This " - "template gives you a formatted orders form, with all of your " - "units listed. You may use this to fill in your orders, or write " - "them on your own. The "; - temp += f.Link("#option", "OPTION") + " order gives you the option of " - "giving more or less information in this template, or turning it " - "off altogether. You can precede orders with an '@' sign in your " - "orders, in which case they will appear in your template on the " - "next turn's report."; - f.Paragraph(temp); - f.LinkRef("hintsfornew"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Hints for New Players"); - temp = "Make sure to use the correct #ATLANTIS and UNIT lines in your " - "orders."; - f.Paragraph(temp); - temp = "Always have a month's supply of spare cash in every region in " - "which you have units, so that even if they are deprived of " - "income for a month (due to a mistake in your orders, for " - "example), they will not starve to death. It is very frustrating " - "to have half your faction wiped out because you neglected to " - "provide enough money for them to live on."; - f.Paragraph(temp); - temp = "Be conservative with your money. "; + f << enclose("li", true) << link("#transport", "TRANSPORT") << " and " << link("#distribute", "DISTRIBUTE") + << " orders are processed.\n" + << enclose("li", false); + } + f << enclose("li", true) << "Maintenance costs are assessed.\n" << enclose("li", false); + f << enclose("OL", false); + f << enclose("p", true) << "Where there is no other basis for deciding in which order units will be processed " + << "within a phase, units that appear higher on the report get precedence.\n" + << enclose("p", false); + + f << link_ref("reportformat") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Report Format\n" << enclose("h2", false); + f << enclose("p", true) << "The most important sections of the turn report are the \"Events During Turn\" " + << "section which lists what happened last month, and the \"Current Status\" section which gives the " + << "description of each region in which you have units.\n" + << enclose("p", false); + f << enclose("p", true) << "Your units in the Current Status section are flagged with a \"*\" character. Units " + << "belonging to other factions are flagged with a \"-\" character. You may be informed which faction they " + << "belong to, if " << (has_obse ? "you have high enough Observation skill or " : "") << "they are revealing " + << "that information.\n" + << enclose("p", false); + f << enclose("p", true) << "Objects are flagged with a \"+\" character. The units listed under an object (if " + << "any) are inside the object. The first unit listed under an object is its owner.\n" + << enclose("p", false); + f << enclose("p", true) << "If you can see a unit, you can see any large items it is carrying. This means all " + << "items other than silver" << (!(ItemDefs[I_HERBS].flags & ItemType::DISABLED) ? ", herbs," : "") + << " and other small items (which are of zero size units, and are small enough to be easily concealed). Items " + << "carried by your own units of course will always be listed.\n" + << enclose("p", false); + f << enclose("p", true) << "At the bottom of your turn report is an Orders Template. This template gives you " + << "a formatted orders form, with all of your units listed. You may use this to fill in your orders, or write " + << "them on your own. The " << link("#option", "OPTION") << " order gives you the option of giving more or " + << "less information in this template, or turning it off altogether. You can precede orders with an '@' sign " + << "in your orders, in which case they will appear in your template on the next turn's report.\n" + << enclose("p", false); + f << link_ref("hintsfornew") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Hints for New Players\n" << enclose("h2", false); + f << enclose("p", true) << "Make sure to use the correct #ATLANTIS and UNIT lines in your orders.\n" + << enclose("p", false); + f << enclose("p", true) << "Always have a month's supply of spare cash in every region in which you have " + << "units, so that even if they are deprived of income for a month (due to a mistake in your orders, for " + << "example), they will not starve to death. It is very frustrating to have half your faction wiped out " + << "because you neglected to provide enough money for them to live on.\n" + << enclose("p", false); + f << enclose("p", true) << "Be conservative with your money. "; if (Globals->LEADERS_EXIST) { - temp += "Leaders especially are very hard to maintain, as they " - "cannot usually earn enough by "; - temp += f.Link("#work", "WORK") + "ing to pay their maintenance " - "fee. "; - } - temp += "Even once you have recruited men, notice that it is " - "expensive for them to "; - temp += f.Link("#study", "STUDY") + " (and become productive units), " - "so be sure to save money to that end."; - f.Paragraph(temp); - temp = "Don't leave it until the last minute to send orders. If " - "there is a delay in the mailer, your orders will not arrive " - "on time, and turns will NOT be rerun, nor will it be possible " - "to change the data file for the benefit of players whose orders " - "weren't there by the deadline. If you are going to send your " - "orders at the last minute, send a preliminary set earlier in the " - "week so that at worst your faction will not be left with no " - "orders at all."; - f.Paragraph(temp); + f << "Leaders especially are very hard to maintain, as they cannot usually earn enough by " + << link("#work", "WORK") << "ing to pay their maintenance fee. "; + } + f << "Even once you have recruited men, notice that it is expensive for them to " << link("#study", "STUDY") + << " (and become productive units), so be sure to save money to that end.\n" + << enclose("p", false); + f << enclose("p", true) << "Don't leave it until the last minute to send orders. If there is a delay in the " + << "mailer, your orders will not arrive on time, and turns will NOT be rerun, nor will it be possible to " + << "change the data file for the benefit of players whose orders weren't there by the deadline. If you are " + << "going to send your orders at the last minute, send a preliminary set earlier in the week so that at worst " + << "your faction will not be left with no orders at all.\n" + << enclose("p", false); if (Globals->HAVE_EMAIL_SPECIAL_COMMANDS) { - f.LinkRef("specialcommands"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Special Commands"); - temp = "These special commands have been added via the scripts " - "processing the email to help you interact with the game " - "and submit times and rumors. Please read over these new " - "commands and their uses. Also note that all commands sent " - "to the server are logged, including orders submissions, so " - "if you have a problem, or if you attempt to abuse the system, " - "it will get noticed and it will be tracked down."; - f.Paragraph(temp); - f.LinkRef("_create"); - f.ClassTagText("div", "rule", ""); - f.TagText("h4", "#create \"faction name\" \"password\""); - temp = "This will create a new faction with the desired name and " - "password, and it will use the player's \"from\" address as " - "the email address of record (this, of course, can be changed " - "from within the game)."; - f.Paragraph(temp); - temp = "The \"\" characters are required. If they are missing, the " - "server will not create the faction."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Join the game as the faction named \"Mighty Ducks\" with the " - "password of \"quack\""; - temp2="#create \"Mighty Ducks\" \"quack\""; - f.CommandExample(temp, temp2); - - f.LinkRef("_resend"); - f.ClassTagText("div", "rule", ""); - f.TagText("h4", "#resend [faction] \"password\""); - temp = "The faction number and your current password (if you have " - "one) are required. The most recent turn report will be sent to " - "the address of record."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "You are faction 999 with password \"quack\" and need another " - "copy of the last turn (because your hard drive crashed)"; - temp2 = "#resend 999 \"quack\""; - f.CommandExample(temp, temp2); - - f.LinkRef("_times"); - f.ClassTagText("div", "rule", ""); - f.TagText("h4", "#times [faction] \"password\""); - f.PutStr("[body of article]"); - f.TagText("h4", "#end"); - temp = "Everything between the #times and #end lines is included " - "in your article. Your article will be marked as being " - "sent by your faction, so you need not include that " - "attribution in the article."; - if (Globals->TIMES_REWARD) { - temp += " You will receive $"; - temp += Globals->TIMES_REWARD; - temp += " for submitting the article."; - } - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Faction 999 wants to declare war on everyone"; - temp2 = "#times 999 \"quack\"\n"; - temp2 += "The Mighty Ducks declare war on the world!!\n"; - temp2 += "Quack!\n"; - temp2 += "#end"; - f.CommandExample(temp, temp2); - temp = "And it would appear something like:"; - temp2 = "---------------------------------\n"; - temp2 += "The Mighty Ducks declare war on the world!!\n"; - temp2 += "Quack!\n\n"; - temp2 += "[Article submitted by The Mighty Ducks (999)]\n"; - temp2 += "---------------------------------"; - f.CommandExample(temp, temp2); - - f.LinkRef("_rumor"); - f.ClassTagText("div", "rule", ""); - f.TagText("h4", "#rumor [faction] \"password\""); - f.PutStr("[body of rumor]"); - f.TagText("h4", "#end"); - temp = "Submit a rumor for publication in the next news. These " - "articles are not attributed (unlike times articles) and will " - "appear in the rumor section of the next news in a random order."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Start a malicious rumor"; - temp2 = "#rumor 999 \"quack\"\n"; - temp2 += "Oleg is a running-dog lackey of Azthar Spleenmonger.\n"; - temp2 += "#end"; - f.CommandExample(temp, temp2); - - f.LinkRef("_remind"); - f.ClassTagText("div", "rule", ""); - f.TagText("h4", "#remind [faction] \"password\""); - temp = "This order will have the server find the most recent set of " - "orders you have submitted for the current turn and mail them " - "back to your address of record."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Remind faction 999 of its last order set."; - temp2 = "#remind 999 \"quack\""; - f.CommandExample(temp, temp2); - - f.LinkRef("_email"); - f.ClassTagText("div", "rule", ""); - f.TagText("h4", "#email [unit]"); - f.PutStr("[text of email]"); - temp = "This command allows you to send email to the owner of a unit " - "even when you cannot see that unit's faction affiliation. You " - "will not be told who the unit belongs to, but will simply " - "forward your email to them. When you use this command, they " - "will receive YOUR email and can contact you if they choose. It " - "is provided simply as a courtesy to players to help with " - "diplomacy in first contact situations."; - f.Paragraph(temp); - temp = "There is no need for a \"#end\" line (such as is used in " - "times and rumor submissions -- the entire email message you " - "send will be forwarded to the unit's master."; - f.Paragraph(temp); - f.Paragraph("Example:"); - temp = "Send an email to the owner of unit 9999"; - temp2 = "#email 9999\n"; - temp2 += "Greetings. You've entered the Kingdom of Foo.\n"; - temp2 += "Please contact us.\n\n"; - temp2 += "Lord Foo\n"; - temp2 += "foo@some.email"; - f.CommandExample(temp, temp2); - temp = "Faction X, the owner of 9999 would receive:"; - temp2 = "From: Foo <foo@some.email>\n"; - temp2 += "Subject: Greetings!\n\n"; - temp2 += "#email 9999\n"; - temp2 += "Greetings. You've entered the Kingdom of Foo.\n"; - temp2 += "Please contact us.\n\n"; - temp2 += "Lord Foo\n"; - temp2 += "foo@some.email"; - f.CommandExample(temp, temp2); - } - f.LinkRef("credits"); - f.ClassTagText("div", "rule", ""); - f.TagText("h2", "Credits"); - temp = "Atlantis was originally created and programmed by Russell " - "Wallace. Russell Wallace created Atlantis 1.0, and partially " - "designed Atlantis 2.0 and Atlantis 3.0."; - f.Paragraph(temp); - temp = "Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 " - "up through version 4.0.4 and created the Atlantis Project to " - "freely release and maintain the Atlantis source code."; - f.Paragraph(temp); - temp = "Larry Stanbery created the Atlantis 4.0.4+ derivative."; - f.Paragraph(temp); - temp = f.Link("mailto:jtraub@dragoncat.net", "JT Traub"); - temp += " took over the source code and merged the then forking versions " - "of 4.0.4c and 4.0.4+ back into 4.0.5 along with modifications of his " - "own and has been maintaining the code."; - f.Paragraph(temp); - temp = "Development of the code is open and there is a egroup devoted to " - "it located at "; - temp += f.Link("http://groups.yahoo.com/group/atlantisdev", - "The YahooGroups AtlantisDev egroup"); - temp += ". Please join this egroup if you work on the code and share your " - "changes back into the codebase as a whole"; - f.Paragraph(temp); - temp = "Please see the CREDITS file in the source distribution for a " - "complete (hopefully) list of all contributors."; - f.Paragraph(temp); - f.Enclose(0, "body"); - f.Enclose(0, "html"); - - f.Close(); - + f << link_ref("specialcommands") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Special Commands\n" << enclose("h2", false); + f << enclose("p", true) << "These special commands have been added via the scripts processing the email " + << "to help you interact with the game and submit times and rumors. Please read over these new commands " + << "and their uses. Also note that all commands sent to the server are logged, including orders " + << "submissions, so if you have a problem, or if you attempt to abuse the system, it will get noticed and " + << "it will be tracked down.\n" + << enclose("p", false); + f << link_ref("_create") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h4", true) << "#create \"faction name\" \"password\"\n" << enclose("h4", false); + f << enclose("p", true) << "This will create a new faction with the desired name and password, and it will " + << "use the player's \"from\" address as the email address of record (this, of course, can be changed from " + << "within the game).\n" + << enclose("p", false); + f << enclose("p", true) << "The \"\" characters are required. If they are missing, the server will not " + << "create the faction.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Join the game as the faction named \"Mighty Ducks\" with the password of \"quack\"") + << "#create \"Mighty Ducks\" \"quack\"\n" + << example_end(); + + f << link_ref("_resend") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h4", true) << "#resend [faction] \"password\"\n" << enclose("h4", false); + f << enclose("p", true) << "The faction number and your current password (if you have one) are required. " + << "The most recent turn report will be sent to the address of record.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start( + "You are faction 999 with password \"quack\" and need another copy of the last turn (because " + "your hard drive crashed)") + << "#resend 999 \"quack\"\n" + << example_end(); + + f << link_ref("_times") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h4", true) << "#times [faction] \"password\"\n" << enclose("h4", false) + << "[body of article]\n" + << enclose("h4", true) << "#end\n" << enclose("h4", false); + f << enclose("p", true) << "Everything between the #times and #end lines is included in your article. Your " + << "article will be marked as being sent by your faction, so you need not include that attribution in the " + << "article."; + if (Globals->TIMES_REWARD) + f << " You will receive $" << Globals->TIMES_REWARD << " for submitting the article."; + f << '\n' << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Faction 999 wants to declare war on everyone") + << "#times 999 \"quack\"\n" + << "The Mighty Ducks declare war on the world!!\n" + << "Quack!\n" + << "#end\n" + << example_end(); + f << example_start("And it would appear something like:") + << "---------------------------------\n" + << "The Mighty Ducks declare war on the world!!\n" + << "Quack!\n\n" + << "[Article submitted by The Mighty Ducks (999)]\n" + << "---------------------------------\n" + << example_end(); + + f << link_ref("_rumor") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h4", true) << "#rumor [faction] \"password\"\n" << enclose("h4", false) + << "[body of rumor]\n" + << enclose("h4", true) << "#end\n" << enclose("h4", false); + f << enclose("p", true) << "Submit a rumor for publication in the next news. These articles are not " + << "attributed (unlike times articles) and will appear in the rumor section of the next news in a random " + << "order.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Start a malicious rumor") + << "#rumor 999 \"quack\"\n" + << "Oleg is a running-dog lackey of Azthar Spleenmonger.\n" + << "#end\n" + << example_end(); + + f << link_ref("_remind") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h4", true) << "#remind [faction] \"password\"\n" << enclose("h4", false); + f << enclose("p", true) << "This order will have the server find the most recent set of orders you have " + << "submitted for the current turn and mail them back to your address of record.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Remind faction 999 of its last order set.") + << "#remind 999 \"quack\"\n" + << example_end(); + + f << link_ref("_email") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h4", true) << "#email [unit]\n" << enclose("h4", false) + << "[text of email]\n"; + f << enclose("p", true) << "This command allows you to send email to the owner of a unit even when you " + << "cannot see that unit's faction affiliation. You will not be told who the unit belongs to, but will " + << "simply forward your email to them. When you use this command, they will receive YOUR email and can " + << "contact you if they choose. It is provided simply as a courtesy to players to help with diplomacy in " + << "first contact situations.\n" + << enclose("p", false); + f << enclose("p", true) << "There is no need for a \"#end\" line (such as is used in times and rumor " + << "submissions -- the entire email message you send will be forwarded to the unit's master.\n" + << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << example_start("Send an email to the owner of unit 9999") + << "#email 9999\n" + << "Greetings. You've entered the Kingdom of Foo.\n" + << "Please contact us.\n\n" + << "Lord Foo\n" + << "foo@some.email\n" + << example_end(); + f << example_start("Faction X, the owner of 9999 would receive:") + << "From: Foo <foo@some.email>\n" + << "Subject: Greetings!\n\n" + << "#email 9999\n" + << "Greetings. You've entered the Kingdom of Foo.\n" + << "Please contact us.\n\n" + << "Lord Foo\n" + << "foo@some.email\n" + << example_end(); + } + + // Thise needs updating post 4.0.5 (with whomever did 5.0 and now with Artem).. Also should link to the + // github repo and NOT link to the yahoo group which is, I believe, dead. + f << link_ref("credits") << '\n'; + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); + f << enclose("h2", true) << "Credits\n" << enclose("h2", false); + f << enclose("p", true) << "Atlantis was originally created and programmed by Russell Wallace. Russell Wallace " + << "created Atlantis 1.0, and partially designed Atlantis 2.0 and Atlantis 3.0.\n" + << enclose("p", false); + f << enclose("p", true) << "Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 up through version " + << "4.0.4 and created the Atlantis Project to freely release and maintain the Atlantis source code.\n" + << enclose("p", false); + f << enclose("p", true) << "Larry Stanbery created the Atlantis 4.0.4+ derivative.\n" + << enclose("p", false); + f << enclose("p", true) << link("mailto:jtraub@dragoncat.net", "JT Traub") << " took over the source code " + << "and merged the then forking versions of 4.0.4c and 4.0.4+ back into 4.0.5 along with modifications of his " + << "own and has been maintaining the code.\n" + << enclose("p", false); + f << enclose("p", true) << "Development of the code is open and there is a egroup devoted to it located at " + << link("http://groups.yahoo.com/group/atlantisdev", "The YahooGroups AtlantisDev egroup") + << ". Please join this egroup if you work on the code and share your changes back into the codebase as a " + << "whole\n" + << enclose("p", false); + f << enclose("p", true) << "Please see the CREDITS file in the source distribution for a complete (hopefully) " + << "list of all contributors.\n" + << enclose("p", false); + + f << enclose("body", false); + f << enclose("html", false); return 1; } diff --git a/havilah/extra.cpp b/havilah/extra.cpp index 649cdf15..9bfd7e1b 100644 --- a/havilah/extra.cpp +++ b/havilah/extra.cpp @@ -28,9 +28,14 @@ #include "game.h" #include "gamedata.h" #include "quests.h" +#include "indenter.hpp" +#include +#include #include #include +using namespace std; + #define RELICS_REQUIRED_FOR_VICTORY 7 #define MINIMUM_ACTIVE_QUESTS 3 #define MAXIMUM_ACTIVE_QUESTS 10 @@ -359,8 +364,7 @@ Faction *Game::CheckVictory() Faction *f; Skill *s; Location *l; - AString message, times, temp, filename; - Arules wf; + AString message, times, temp; map vRegions, uvRegions; map ::iterator it; string stlstr; @@ -749,9 +753,10 @@ Faction *Game::CheckVictory() f->Event(message); WriteTimesArticle(times); - filename = "winner."; - filename += f->num; - if (wf.OpenByName(filename) != -1) { + string filename = "winner." + to_string(f->num); + ofstream wf(filename, ios::out | ios::ate); + + if (wf.is_open()) { message = TurnNumber(); message += ", "; message += f->startturn; @@ -780,9 +785,7 @@ Faction *Game::CheckVictory() message += ", "; message += *f->name; message += "\n"; - wf.PutNoFormat(message); - - wf.Close(); + wf << message; } } } diff --git a/havilah/world.cpp b/havilah/world.cpp index 0bf6e248..a02be2f6 100644 --- a/havilah/world.cpp +++ b/havilah/world.cpp @@ -30,6 +30,10 @@ #include "game.h" #include "gamedata.h" #include +#include +#include + +using namespace std; typedef struct { diff --git a/indenter.hpp b/indenter.hpp index 934ae2d6..8e0ce292 100644 --- a/indenter.hpp +++ b/indenter.hpp @@ -1,5 +1,6 @@ #include #include +#include using namespace std; namespace indent { @@ -11,9 +12,11 @@ namespace indent { : orig(orig), orig_buf(orig.rdbuf()), comment_on(false), - indent(indent), + suppress(false), + line_indent(indent), wrap(70), - lookback(30) + lookback(30), + string_wrap_indent(2) { orig.rdbuf(this); update_prefix(); @@ -24,23 +27,49 @@ namespace indent { orig.rdbuf(orig_buf); } - void adjust_indent(size_t adj) { - indent += adj; + // This one needs to be int_type so that it can be + or - to the current indent. + void adjust_indent(int_type adj) { + pubsync(); + line_indent += adj; update_prefix(); } void set_indent(size_t val) { - indent = val; + pubsync(); + line_indent = val; update_prefix(); } - void set_wrap(size_t wrap_val, size_t lookback_val) { + void push_indent(size_t val) { + pubsync(); + line_indent_stack.push_back(line_indent); + line_indent = val; + update_prefix(); + } + + void pop_indent() { + pubsync(); + if (line_indent_stack.size() == 0) return; + line_indent = line_indent_stack.back(); + line_indent_stack.pop_back(); + update_prefix(); + } + + void set_wrap(size_t wrap_val, size_t lookback_val, size_t string_wrap_indent_val=2) { + pubsync(); wrap = wrap_val; lookback = lookback_val; + string_wrap_indent = string_wrap_indent_val; + } + + void set_suppress(bool suppress_val) { + pubsync(); + suppress = suppress_val; } // Comment will only last until the next natural newline. void comment() { + pubsync(); comment_on = true; } @@ -50,6 +79,10 @@ namespace indent { if (traits_type::eq_int_type(ch, traits_type::eof())) { return traits_type::not_eof(ch); } + + if (suppress) { + return orig_buf->sputc(ch); + } buffer += ch; if (ch == '\n' || ch == '\r') { @@ -65,8 +98,10 @@ namespace indent { orig_buf->sputn(buffer.c_str(), wrap_pos); orig_buf->sputc('\n'); buffer = buffer.substr(wrap_pos + extra); + // If the remaining buffer is just a newline, clear it + if (buffer == "\n") buffer.clear(); if (buffer.size() > 0) { - buffer = prefix + string(2, ' ') + buffer; + buffer = prefix + string(string_wrap_indent, ' ') + buffer; } } if (buffer.size() > 0) { @@ -91,19 +126,24 @@ namespace indent { } private: void update_prefix() { - if (indent < 0) indent = 0; - if (indent) prefix = string(indent, ' '); + if (line_indent < 0) line_indent = 0; + // Just make sure we never get a huge indent. + if (line_indent > 30) line_indent = 30; + if (line_indent) prefix = string(line_indent, ' '); else prefix.clear(); } ostream& orig; streambuf *orig_buf; bool comment_on; - size_t indent; + bool suppress; + int_type line_indent; size_t wrap; size_t lookback; + size_t string_wrap_indent; string buffer; string prefix; + vector line_indent_stack; }; ostream &wrap(ostream &os); @@ -112,31 +152,27 @@ namespace indent { ostream &decr(ostream &os); ostream &clear(ostream &os); - struct wrap_data { size_t wrap; size_t lookback; }; - inline wrap_data wrap(size_t wrap=70, size_t lookback=30) { - return { wrap, lookback }; + struct wrap_data { size_t wrap; size_t lookback; size_t string_wrap_indent; }; + inline wrap_data wrap(size_t wrap=70, size_t lookback=30, size_t string_wrap_indent=2) { + return { wrap, lookback, string_wrap_indent }; } template - inline basic_ostream<_CharT, _Traits>& - operator<<(basic_ostream<_CharT, _Traits>& os, wrap_data data) { + inline basic_ostream<_CharT, _Traits>& operator<<(basic_ostream<_CharT, _Traits>& os, wrap_data data) { if(os.pword(indentbuf::idx) == nullptr) { indentbuf *newbuf = new indentbuf(os, 0); - newbuf->set_wrap(data.wrap, data.lookback); + newbuf->set_wrap(data.wrap, data.lookback, data.string_wrap_indent); os.pword(indentbuf::idx) = newbuf; } else { indentbuf *buf = static_cast(os.pword(indentbuf::idx)); - buf->set_wrap(data.wrap, data.lookback); + buf->set_wrap(data.wrap, data.lookback, data.string_wrap_indent); } return os; } struct indent_data { size_t indent; }; - inline indent_data set_indent(size_t indent=2) { - return { indent }; - } + inline indent_data set_indent(size_t indent=2) { return { indent }; } template - inline basic_ostream<_CharT, _Traits>& - operator<<(basic_ostream<_CharT, _Traits>& os, indent_data data) { + inline basic_ostream<_CharT, _Traits>& operator<<(basic_ostream<_CharT, _Traits>& os, indent_data data) { if(os.pword(indentbuf::idx) == nullptr) { indentbuf *newbuf = new indentbuf(os, data.indent); os.pword(indentbuf::idx) = newbuf; @@ -146,4 +182,31 @@ namespace indent { } return os; } + + struct suppress_data { bool suppress; }; + inline suppress_data suppress_format(bool suppress) { return { suppress }; } + template + inline basic_ostream<_CharT, _Traits>&operator<<(basic_ostream<_CharT, _Traits>& os, suppress_data data) { + if(os.pword(indentbuf::idx) == nullptr) { + indentbuf *newbuf = new indentbuf(os, 0); + os.pword(indentbuf::idx) = newbuf; + } + indentbuf *buf = static_cast(os.pword(indentbuf::idx)); + buf->set_suppress(data.suppress); + return os; + } + + struct push_indent_data { size_t indent; bool push; }; + inline push_indent_data push_indent(size_t indent) { return { indent, true }; } + inline push_indent_data pop_indent() { return { 0, false }; } + template + inline basic_ostream<_CharT, _Traits>& operator<<(basic_ostream<_CharT, _Traits>& os, push_indent_data data) { + if(os.pword(indentbuf::idx) == nullptr) { + indentbuf *newbuf = new indentbuf(os, 0); + os.pword(indentbuf::idx) = newbuf; + } + indentbuf *buf = static_cast(os.pword(indentbuf::idx)); + (data.push ? buf->push_indent(data.indent) : buf->pop_indent()); + return os; + } } diff --git a/items.h b/items.h index f81bba07..9041bdd5 100644 --- a/items.h +++ b/items.h @@ -28,7 +28,6 @@ class Item; class ItemType; -#include "fileio.h" #include "gamedefs.h" #include "alist.h" #include "astring.h" diff --git a/market.h b/market.h index e9c0e381..f5002eb9 100644 --- a/market.h +++ b/market.h @@ -26,7 +26,10 @@ #define MARKET_CLASS #include "alist.h" -#include "fileio.h" +#include "astring.h" +#include + +using namespace std; enum { M_BUY, diff --git a/neworigins/extra.cpp b/neworigins/extra.cpp index 9b3a75b5..b631a90a 100644 --- a/neworigins/extra.cpp +++ b/neworigins/extra.cpp @@ -414,8 +414,7 @@ Faction *Game::CheckVictory() Object *o; Unit *u; Location *l; - AString message, times, temp, filename; - Arules wf; + AString message, times, temp; map vRegions, uvRegions; map ::iterator it; string stlstr; diff --git a/neworigins/world.cpp b/neworigins/world.cpp index 05af6114..fb389e05 100644 --- a/neworigins/world.cpp +++ b/neworigins/world.cpp @@ -31,6 +31,11 @@ #include "gamedata.h" #include +#include +#include + +using namespace std; + typedef struct { char const *word; diff --git a/object.h b/object.h index 795ea4fd..ab64e2f9 100644 --- a/object.h +++ b/object.h @@ -29,7 +29,6 @@ class Object; #include "alist.h" -#include "fileio.h" #include "gamedefs.h" #include "faction.h" #include "items.h" diff --git a/production.h b/production.h index af3e0134..17cf7174 100644 --- a/production.h +++ b/production.h @@ -27,7 +27,10 @@ #include "gamedefs.h" #include "alist.h" -#include "fileio.h" +#include "astring.h" +#include + +using namespace std; #define P_BIG 40 #define P_SMALL 20 diff --git a/quests.h b/quests.h index d684bc60..345190c0 100644 --- a/quests.h +++ b/quests.h @@ -28,7 +28,6 @@ #include "alist.h" #include "astring.h" -#include "fileio.h" #include "unit.h" #include "items.h" #include diff --git a/skills.h b/skills.h index 7a33ac3c..6f4cc50c 100644 --- a/skills.h +++ b/skills.h @@ -35,7 +35,6 @@ class Faction; class Skill; class SkillList; -#include "fileio.h" #include "astring.h" #include "gamedefs.h" #include "alist.h" diff --git a/snapshot-tests/rules/basic.html b/snapshot-tests/rules/basic.html new file mode 100644 index 00000000..17f63590 --- /dev/null +++ b/snapshot-tests/rules/basic.html @@ -0,0 +1,7119 @@ + + + + + + + Standard Atlantis 5.0.0 Rules + + + +
+

+ Rules for Standard Atlantis 5.0.0 +

+

+ Based on Atlantis v5.2.5 +

+

+ Copyright 1996 by Geoff Dunbar +

+

+ Based on Russell Wallace's Draft Rules +

+

+ Copyright 1993 by Russell Wallace +

+

+ Last Change: __STRIPPED_FOR_COMPARISON__ +

+
+
+ +
+

+ Note: This document is subject to change, as errors are found and + corrected, and rules sometimes change. Be sure you have the latest + available copy. +

+ +
+ +
+

+ Table of Contents +

+

+ Thanks to Kenneth Casey for + putting together this table of contents. +

+

+ +

+ +

+ Index of Tables +

+

+ +

+ + +
+ +
+

+ Introduction +

+

+ Atlantis is an open-ended computer moderated fantasy game for any + number of players. Players may attempt to carve out huge empires, + become master magicians, intrepid explorers, rich traders or any other + career that comes to mind. There is no declared winner of the game; + players set their own objectives, and one can join at any time. +

+ + +
+ +
+

+ Playing Atlantis +

+

+ Atlantis (as you undoubtedly already know) is a play by email game. + When you sign up for Atlantis, you will be sent a turn report (via + email). Your report completely details your position in the game. + After going over this report, and possibly communicating with other + players in the game, you determine your course of action, and create a + file of "orders", which you then send back to the Atlantis server. Then, + at a regular interval (often one week), Atlantis collects all the + orders, runs another turn (covering one month in game time), and sends + all the players another report. +

+ +

+ Factions: +

+

+ A player's position is called a "faction". Each faction has a name and + a number (the number is assigned by the computer, and used for entering + orders). Each player is allowed to play one and ONLY one faction at any + given time. Each faction is composed of a number of "units", each unit + being a group of one or more people loyal to the faction. You start the + game with a single unit consisting of one character, plus a sum of + money. More people can be hired during the course of the game, and + formed into more units. (In these rules, the word "character" generally + refers either to a unit consisting of only one person, or to a person + within a larger unit.) +

+

+ A faction is considered destroyed, and the player knocked out of the + game, if ever all its people are killed or disbanded (i.e. the faction + has no units left). The program does not consider your starting + character to be special; if your starting character gets killed, you + will probably have been thinking of that character as the leader of your + faction, so some other character can be regarded as having taken the + dead leader's place (assuming of course that you have at least one + surviving unit!). As far as the computer is concerned, as long as any + unit of the faction survives, the faction is not wiped out. (If your + faction is wiped out, you can rejoin the game with a new starting + character.) +

+

+ Each faction has a type; this is decided by the player, and determines + what the faction may do. The faction has 5 Faction Points, which may be + spent on any of the 3 Faction Areas, War, Trade, and Magic. The faction + type may be changed at the beginning of each turn, so a faction can + change and adapt to the conditions around it. Faction Points spent on + War determine the number of regions in which factions can obtain income + by taxing or pillaging. Faction Points spent on Trade determine the + number of regions in which a faction may conduct trade activity. Trade + activity includes producing goods and materials, building ships and + buildings. Faction Points spent on Magic determine the number of mages + the faction may have (more information on all of the faction activities + is in further sections of the rules). Here is a chart detailing the + limits on factions by Faction Points: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Faction Points + + War (max tax regions) + + Trade (max trade regions) + + Magic (max mages) +
+ 0 + + 0 + + 0 + + 0 +
+ 1 + + 10 + + 10 + + 1 +
+ 2 + + 24 + + 24 + + 2 +
+ 3 + + 40 + + 40 + + 3 +
+ 4 + + 60 + + 60 + + 5 +
+ 5 + + 100 + + 100 + + 7 +
+
+

+

+ For example, a well rounded faction might spend 1 point on Magic, 2 + points on Trade, 2 points on War. This faction's type would appear as + "Magic 1 Trade 2 War 2", and would be able to tax 24 regions, perform + trade in 24 regions, and have 1 mage. +

+

+ As another example, a specialized faction might spend all 5 points on + War. This faction's type would appear as "War 5", and would be able to + tax 100 regions, but could not perform trade in any regions, and could + not possess any mages. +

+

+ Note that it is possible to have a faction type with less than 5 points + spent. In fact, a starting faction has one point spent on each of War, + Trade, Magic, leaving 2 points unspent. +

+

+ When a faction starts the game, it is given a one-man unit and 5020 + silver in unclaimed money. Unclaimed money is cash that your whole + faction has access to, but cannot be taken away in battle (silver in a + unit's possessions can be taken in battle). This allows a faction to + get started without presenting an enticing target for other factions. + Units in your faction may use the CLAIM order to + take this silver, and use it to buy goods or recruit men. +

+

+ An example faction is shown below, consisting of a starting character, + Merlin the Magician, who has formed two more units, Merlin's Guards and + Merlin's Workers. Each unit is assigned a unit number by the computer + (completely independent of the faction number); this is used for + entering orders. Here, the player has chosen to give his faction the + same name ("Merlin the Magician") as his starting character. + Alternatively, you can call your faction something like "The Great + Northern Mining Company" or whatever. +

+

+ +

+
+* Merlin the Magician (17), Merlin (27), leader [LEAD].  Skills: none.
+* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], 20 swords
+  [SWOR]. Skills: none.
+* Merlin's Workers (34), Merlin (27), 50 vikings [VIKI].  Skills:
+  none.
+    
+ +

+ Units: +

+

+ A unit is a grouping together of people, all loyal to the same faction. + The people in a unit share skills and possessions, and execute the same + orders each month. The reason for having units of many people, rather + than keeping track of individuals, is to simplify the game play. The + computer does not keep track of individual names, possessions, or skills + for people in the same unit, and all the people in a particular unit + must be in the same place at all times. If you want to send people in + the same unit to different places, you must split up the unit. Apart + from this, there is little difference between having one unit of 50 + people, or 50 units of one person each, except that the former is very + much easier to handle. +

+

+ There are different races that make up the population of Atlantis. (See + the section on skills for a list of these.) In addition, there are + "leaders", who are presumed to be of one of the other races, but are all + the same in game terms. Units made up of normal people may only know one + skill, and cannot teach other units. Units made up of leaders may know + as many skills as desired, and may teach other units to speed the + learning process. Leaders and normal people may not be mixed in the same + unit. However, leaders are more expensive to recruit and maintain (more + information is in the section on skills). A unit is treated as the least + common denominator of the people within it, so a unit made up of two + races with different strengths and weaknesses will have all the + weaknesses, and none of the strengths of either race. +

+ +

+ Turns: +

+

+ Each turn, the Atlantis server takes the orders file that you mailed to + it, and assigns the orders to the respective units. All units in your + faction are completely loyal to you, and will execute the orders to the + best of their ability. If the unit does something unintended, it is + generally because of incorrect orders; a unit will not purposefully + betray you. +

+

+ A turn is equal to one game month. A unit can do many actions at the + start of the month, that only take a matter of hours, such as buying and + selling commodities, or fighting an opposing faction. Each unit can + also do exactly one action that takes up the entire month, such as + harvesting resources or moving from one region to another. The orders + which take an entire month are ADVANCE, BUILD, ENTERTAIN, MOVE, PRODUCE, SAIL, STUDY, TEACH and WORK. +

+ +
+ +
+

+ The World +

+

+ The Atlantis world is divided for game purposes into hexagonal regions. + Each region has a name, and one of the following terrain types: Ocean, + Plain, Forest, Mountain, Swamp, Jungle, Desert, or Tundra (there may be + other types of terrain to be discovered as the game progresses). Regions + can contain units belonging to players; they can also contain structures + such as buildings and fleets. Two units in the same region can normally + interact, unless one of them is concealed in some way. Two units in + different regions cannot normally interact. NOTE: Combat is an + exception to this. +

+ +

+ Regions: +

+

+ Here is a sample region, as it might appear on your turn report: +

+

+ +

+
+plain (172,110) in Turia, 500 peasants (vikings), $2500.
+------------------------------------------------------
+  The weather was clear last month; it will be clear next month.
+  Wages: $15 (Max: $833).
+  Wanted: none.
+  For Sale: 50 vikings [VIKI] at $60, 10 leaders [LEAD] at $120.
+  Entertainment available: $125.
+  Products: 23 grain [GRAI], 37 horses [HORS].
+
+Exits:
+  North : ocean (172,108) in Atlantis Ocean.
+  Northeast : ocean (173,109) in Atlantis Ocean.
+  Southeast : ocean (173,111) in Atlantis Ocean.
+  South : plain (172,112) in Turia.
+  Southwest : plain (171,111) in Turia.
+  Northwest : plain (171,109) in Turia.
+
+* Hans Shadowspawn (15), Merry Pranksters (14), leader [LEAD], 500
+  silver [SILV]. Skills: none.
+- Vox Populi (13), leader [LEAD].
+    
+

+ This report gives all of the available information on this region. The + region type is plain, the name of the surrounding area is Turia, and the + coordinates of this region are (172,110). The population of this region + is 500 nomads, and there is $2500 of taxable income currently in this + region. Then, under the dashed line, are various details about items + for sale, wages, etc. Finally, there is a list of all visible units. + Units that belong to your faction will be so denoted by a '*', whereas + other faction's units are preceded by a '-'. +

+

+ Since Atlantis is made up of hexagonal regions, the coordinate system is + not always exactly intuitive. Here is the layout of Atlantis regions: +

+

+ +

+
+   ____        ____
+  /    \      /    \
+ /(0,0) \____/(2,0) \____/
+ \      /    \      /    \     N
+  \____/(1,1) \____/(3,1) \_   |
+  /    \      /    \      /    |
+ /(0,2) \____/(2,2) \____/     |
+ \      /    \      /    \   W-O-E
+  \____/(1,3) \____/(3,3) \_   |
+  /    \      /    \      /    S
+ /(0,4) \____/(2,4) \____/
+ \      /    \      /    \
+  \____/      \____/
+  /    \      /    \
+    
+

+ Note that the are "holes" in the coordinate system; there is no region + (1,2), for instance. This is due to the hexagonal system of regions. +

+

+ Most regions are similar to the region shown above, but the are certain + exceptions. Oceans, not surprisingly, have no population. Some regions + will contain villages, towns, and cities. More information on these is + available in the section on the economy. +

+ +

+ Region resources: +

+

+ Here is list of resources you can find in regions: +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Region type + + Resources +
+ ocean + + fish (100%), giant turtle (30%). +
+ plain + + horse (100%), winged horse (20%). +
+ forest + + wood (100%), fur (100%), ironwood (20%), yew (25%). +
+ mountain + + iron (100%), stone (100%), mithril (35%), rootstone (35%), + admantium (15%). +
+ swamp + + wood (100%), floater hide (40%), herb (100%), mushroom (30%). +
+ jungle + + wood (100%), herb (100%), mushroom (35%), ironwood (35%), fur + (80%). +
+ desert + + iron (100%), stone (100%), rootstone (30%), camel (80%), mithril + (20%). +
+ tundra + + fur (100%), herb (100%), mushroom (35%), iron (30%). +
+ volcano + + stone (100%), mithril (50%), rootstone (50%), admantium (50%), + iron (100%). +
+
+ +

+ Structures: +

+

+ Regions may also contain structures, such as buildings or fleets. These + will appear directly below the list of units. Here is a sample + structure: +

+

+ +

+
++ Temple of Agrik [3] : Tower.
+  - High Priest Chafin (9), leader [LEAD], sword [SWOR]
+  - Rowing Doom (188), 10 nomads [NOMA], 10 swords [SWOR].
+    
+

+ The structure lists the name, the number, and what type of structure it + is (more information of the types of structures can be found in the + section on the economy). Following this is a list of units inside the + structure. Units within a structure are always visible, even if they + would otherwise not be seen. +

+

+ Units inside structures are still considered to be in the region, and + other units can interact with them; however, they may gain benefits, + such as defensive bonuses in combat from being inside a building. The + first unit to enter an object is considered to be the owner; only this + unit can do things such as renaming the object, or permitting other + units to enter. The owner of an object can be identified on the turn + report, as it is the first unit listed under the object. Only units + with men in them can be structure owners, so newly created units cannot + own a structure until they contain men. +

+ +

+ Atlantis Nexus: +

+

+ Note: the following section contains some details that you may wish to + skip over until you have had a chance to read the rest of the rules, and + understand the mechanics of Atlantis. However, be sure to read this + section before playing, as it will affect your early plans in Atlantis. +

+

+ When a faction first starts in Atlantis, it begins with one unit, in a + special region called the Atlantis Nexus. This region exists outside of + the normal world of Atlantis, and as such has no products or + marketplaces; it merely serves as the magical entry into Atlantis. +

+

+ From the Atlantis Nexus, there are six exits into the starting cities of + Atlantis. Units may move through these exits as normal, but once + through an exit, there is no return path to the Nexus. The six starting + cities offer much to a starting faction; there are unlimited amounts of + many materials and men (though the prices are often quite high). In + addition, no battles are allowed in starting cities and the starting + cities are guarded by strong guardsmen, keeping any units within the + city safe from attack. See the section on Non-Player Units for more + information on city guardsmen. As a drawback, these cities tend to be + extremely crowded, and most factions will wish to leave the starting + cities when possible. +

+

+ It is always possible to enter any starting city from the nexus. This is + due to the transportation from the Nexus to the starting city being + magical in nature. +

+

+ There are three methods of departing the starting cities. The first is + by land, but keep in mind that the lands immediately surrounding the + starting cities will tend to be highly populated, and possibly quite + dangerous to travel. The second is by sea; all of the starting cities + lie against an ocean, and a faction may easily purchase wood and + construct a ship to SAIL away. Be wary of pirates + seeking to prey on new factions, however! And last, rumors of a magical + Gate Lore suggest yet another way to travel from the starting cities. + The rumors are vague, but factions wishing to travel far from the + starting cities, taking only a few men with them, might wish to pursue + this method. +

+ +
+ +
+

+ Movement +

+

+ There are two main methods of movement in Atlantis. The first is done + using the MOVE order (or the ADVANCE order), and moves units individually from + one region to another. The other method is done using the SAIL order, which can sail a fleet, including all of + its occupants from one region to another. Certain powerful mages may + also teleport themselves, or even other units, but the knowledge of the + workings of this magic is carefully guarded. +

+ +

+ Normal Movement: +

+

+ In one month, a unit can issue a single MOVE order, + using one or more of its movement points. There are three modes of + travel: walking, riding and flying. Walking units have two movement + points, riding units have four, and flying units have four. A unit will + automatically use the fastest mode of travel it has available. The ADVANCE order is the same as MOVE, except that it implies attacks on units which try + to forbid access; see the section on combat for details. +

+

+ Note that depending on game settings certain races might be able to swim + or fly and there are items that can enable your units to fly or walk on + water. +

+

+ Flying units are not initially available to starting players. A unit can + ride provided that the carrying capacity of its horses is at least as + great as the weight of its people and all other items. A unit can walk + provided that the carrying capacity of its people, horses, and wagons is + at least as great as the weight of all its other items, and provided + that it has at least as many horses as wagons (otherwise the excess + wagons count as weight, not capacity). Otherwise the unit cannot issue a + MOVE order. Most people weigh 10 units and have a + capacity of 5 units; data for items is as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Weight + + Capacity +
+ silver + + 0 + +   +
+ grain + + 5 + +   +
+ livestock + + 50 + + 0 +
+ iron + + 5 + +   +
+ wood + + 5 + +   +
+ stone + + 50 + +   +
+ fur + + 1 + +   +
+ fish + + 1 + +   +
+ herb + + 0 + +   +
+ horse + + 50 + + 20 +
+ sword + + 1 + +   +
+ crossbow + + 1 + +   +
+ longbow + + 1 + +   +
+ chain armor + + 1 + +   +
+ plate armor + + 3 + +   +
+ wagon + + 50 + + 200 (with horse) +
+ spear + + 1 + +   +
+
+

+ Since regions are hexagonal, each region has six neighbouring regions to + the north, northeast, southeast, south, southwest and northwest. Moving + from one region to another normally takes one movement point, except + that the following terrain types take two movement points for riding or + walking units to enter: Forest, Mountain, Swamp, Jungle, and Tundra. + Also, during certain seasons (depending on the latitude of the region), + all units (including flying ones) have a harder time and travel will + take twice as many movement points as normal, as freezing weather makes + travel difficult; in the tropics, seasonal hurricane winds and + torrential rains have a similar effect. Units may not move through ocean + regions without using the SAIL order. +

+

+ Units may also enter or exit structures while moving. Moving into or + out of a structure does not use any movement points at all. Note that a + unit can also use the ENTER and LEAVE orders to move in and out of structures, without + issuing a MOVE order. The unit can also use the MOVE order to enter or leave a structure. +

+

+ Finally, certain structures contain interior passages to other regions. + The MOVE IN order can be used to go through these + passages; the movement point cost is equal to the normal cost to enter + the destination region. +

+

+ Example: One man with a horse, sword, and chain mail wants to move + north, then northeast. The capacity of the horse is 20 and the weight + of the man and other items is 12, so he can ride. The month is April, so + he has four movement points. He issues the order MOVE NORTH NORTHEAST. + First he moves north, into a plain region. This uses one movement + point. Then he moves northeast, into a forest region. This uses two + movement points, so the movement is completed with one to spare. +

+ +

+ Sailing: +

+

+ Movement by sea is in some ways similar. It does not use the MOVE order however. Instead, the owner of a fleet must + issue the SAIL order, and other units wishing to + help sail the fleet must also issue the SAIL order. + The fleet will then, if possible, make the indicated movement, carrying + all units on the fleet with it. Units on board the fleet, but not + aiding in the sailing of the fleet, may execute other orders while the + fleet is sailing. A unit which does not wish to travel with the fleet + should leave the fleet in a coastal region, before the SAIL order is processed. (A coastal region is defined + as a non-ocean region with at least one adjacent ocean region.) +

+

+ Note that a unit on board a fleet while it is sailing may not MOVE later in the turn, even if he doesn't issue the SAIL order; sailing is considered to take the whole + month. Also, units may not remain on guard while on board a sailing + fleet; they will have to reissue the GUARD 1 order + to guard a region after sailing. +

+

+ Most ships get four movement points per turn. A fleet can move from an + ocean region to another ocean region, or from a coastal region to an + ocean region, or from an ocean region to a coastal region. Ships can + only be constructed in coastal regions. For a fleet to enter any region + only costs one movement point; the cost of two movement points for + entering, say, a forest coastal region, does not apply. Ships do, + however, only get half movement points during the winter months (or + monsoon months in the tropical latitudes). +

+

+ A fleet can only move if the total weight of everything aboard does not + exceed the fleet's capacity (the rules do not prevent an overloaded + fleet from staying afloat, only from moving). Also, there must be + enough sailors aboard (using the SAIL order), to + sail the fleet, or it will not go anywhere. Note that the sailing skill + increases the usefulness of a unit proportionally; thus, a 1 man unit + with level 5 sailing skill can sail a longboat alone. (See the section + on skills for further details on skills.) The capacities (and costs in + labor units) of the various basic ship types are as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longboat + + 500 + + 25 + + 5 + + 1 +
+ Clipper + + 800 + + 50 + + 10 + + 1 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The skill column is the level of shipbuilding skill required to build + that ship type. +

+ +

+ Order of Movement: +

+

+ This section is probably unimportant to beginning players, but it can be + helpful for more experienced players. +

+

+ Movement in Atlantis is processed one hex of movement at a time, region + by region. Atlantis cycles through all of the regions; for each region, + it finds any units that are due to move, and moves them (if they can + move) one hex (and only one hex). After processing all the regions, it + conducts any battles that result from these movements. After it has gone + through all of the regions, units will have moved at most one hex, so it + goes back and does the whole process again. This is repeated until all + units have had the opportunity to move their allowed distance. Units' + movement is spread out over these phases proportionally to their speed, + so a unit riding at speed 4 would move twice as often as one walking at + speed 2. If the unit requires more than one move to enter a particular + region, then it will move once it has accumulated enough movement points + to do so. Note that these movement points can be carried over from one + month to another if a MOVE (or ADVANCE) command did not complete in the + month - for example, a unit on foot trying to move into a mountain + region in winter would not have enough movement points to enter in one + turn, but if it continues the same move on the next turn, it would use + the accumulated points from the last month and manage to enter the + mountains at last. +

+

+ Sailing is handled the same way, with one minor difference: where units + using MOVE or ADVANCE will be prevented from entering a GUARDed region + (where the guards are unfriendly or worse to the moving unit), fleets + will instead enter the region and then be stopped by the guards. +

+

+ The following table shows when exactly units will move, given their base + movement speed. The "x"s mark the phases in which a unit of that speed + will move. If you wish to make units of different speeds move together + (for example, to coordinate an attack), you may need to tell the faster + units to PAUSE in their movement. See the MOVE + order for details. +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + Movement Phase +
+ 1 + + 2 + + 3 + + 4 + + 5 + + 6 + + 7 + + 8 +
+ Speed + + 1 + + x + + + + + + + + + + + + + + +
+ 2 + + x + + + + + + + + x + + + + + + +
+ 3 + + x + + + + x + + + + + + x + + + + +
+ 4 + + x + + + + x + + + + x + + + + x + + +
+ 5 + + x + + x + + + + x + + x + + + + x + + +
+ 6 + + x + + x + + x + + + + x + + x + + x + + +
+ 7 + + x + + x + + x + + x + + x + + x + + x + + +
+ 8 + + x + + x + + x + + x + + x + + x + + x + + x +
+
+ +
+ +
+

+ Skills +

+

+ The most important thing distinguishing one character from another in + Atlantis is skills. The following skills are available: mining, + lumberjack, quarrying, hunting, fishing, herb lore, horse training, + weaponsmith, armorer, carpenter, building, shipbuilding, entertainment, + tactics, combat, riding, crossbow, longbow, stealth, observation, + healing, sailing, farming, and ranching. When a unit possesses a skill, + he also has a skill level to go with it. Generally, the effectiveness + of a skill is directly proportional to the skill level involved, so a + unit with level 2 in a skill is twice as good as a unit with level 1 in + the same skill. +

+ +

+ Limitations: +

+

+ A unit made up of leaders may know one or more skills; for the rest of + this section, the word "leader" will refer to such a unit. Other units, + those which contain non-leaders, will be refered to as normal units. A + normal unit may only know one skill. +

+

+ Skills may be learned up to a maximum level depending on the race of the + studying unit (remembering that for units containing more than one race, + the maximum is determined by the least common denominator). Every race + has a normal maximum skill level, and a list of skills that they + specialize in, and can learn up to higher level. Leaders, being more + powerful, can learn skills to even higher levels. Here is a list of the + races (including leaders) and the information on normal skill levels and + specialized skills. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Race/Type + + Specilized Skills + + Max Level (specialized skills) + + Max Level (non-specialized skills) +
+ leaders + + None. + + -- + + 5 +
+ vikings + + shipbuilding, sailing, lumberjack, combat + + 3 + + 2 +
+ barbarians + + mining, hunting, weaponsmith, combat + + 3 + + 2 +
+ plainsmen + + horse training, farming, carpenter, entertainment + + 3 + + 2 +
+ eskimos + + herb lore, fishing, hunting, healing + + 3 + + 2 +
+ nomads + + horse training, ranching, crossbow + + 3 + + 2 +
+ tribesmen + + herb lore, healing, farming, lumberjack + + 3 + + 2 +
+ darkmen + + quarrying, building, mining, armorer + + 3 + + 2 +
+ wood elves + + lumberjack, carpenter, longbow, entertainment + + 3 + + 2 +
+ sea elves + + shipbuilding, sailing, fishing, longbow + + 3 + + 2 +
+ high elves + + healing, farming, entertainment, horse training + + 3 + + 2 +
+ tribal elves + + herb lore, healing, ranching, longbow + + 3 + + 2 +
+ ice dwarves + + fishing, building, crossbow, shipbuilding + + 3 + + 2 +
+ hill dwarves + + mining, weaponsmith, armorer, combat + + 3 + + 2 +
+ under dwarves + + mining, quarrying, crossbow, armorer + + 3 + + 2 +
+ desert dwarves + + quarrying, building, armorer, crossbow + + 3 + + 2 +
+ orcs + + combat + + 4 + + 1 +
+ gnomes + + shipbuilding, weaponsmith, building, carpenter + + 3 + + 2 +
+
+

+ If units are merged together, their skills are averaged out. No rounding + off is done; rather, the computer keeps track for each unit of how many + total months of training that unit has in each skill. When units are + split up, these months are divided as evenly as possible among the + people in the unit; but no months are ever lost. +

+ +

+ Studying: +

+

+ For a unit to gain level 1 of a skill, they must gain one months worth + of training in that skill by issuing the STUDY + order. To raise this skill level to 2, the unit must add an additional + two months worth of training. Then, to raise this to skill level 3 + requires another three months worth of training, and so forth. A month + of training is gained when a unit uses the STUDY + order. Note that study months do not need to be consecutive; for a unit + to go from level 1 to level 2, he can study for a month, do something + else for a month, and then go back and complete the rest of his studies. +

+

+ Most skills cost $10 per person per month to study (in addition to + normal maintenance costs). The exceptions are Stealth and Observation + (both of which cost $50), Magic skills (which cost $100), and Tactics + (which costs $200). +

+ +

+ Teaching: +

+

+ A unit with a teacher can learn up to twice as fast as normal. The TEACH order is used to spend the month teaching one or + more other units (your own or another factions). The unit doing the + teaching must have a skill level greater than the unit doing the + studying. (Note: for all skill uses, it is skill level, not number of + months of training, that counts. Thus, a unit with 1 month of training + is effectively the same as a unit with 2 months of training, since both + have a skill level of 1.) The units being taught simply issue the STUDY order normally (also, his faction must be + declared Friendly by the teaching faction). Each person can only teach + up to 10 students in a month; additional students dilute the training. + Thus, if 1 teacher teaches 20 men, each man being taught will gain 1 1/2 + months of training, not 2 months. +

+

+ Note that it is quite possible for a single unit to teach two or more + other units different skills in the same month, provided that the + teacher has a higher skill level than each student in the skill that + that student is studying, and that there are no more than 10 students + per teacher. +

+

+ Note: Only leaders may use the TEACH order. +

+ +

+ Skill Reports: +

+

+ When a faction learns a new skill level for this first time, it will be + given a report on special abilities that a unit with this skill level + has. This report can be shown again at any time (once a faction knows + the skill), using the SHOW order. For example, when + a faction learned the skill Shoemaking level 3 for the first time, it + might receive the following (obviously farcical) report: +

+

+ +

+
+Shoemaking [SHOE] 3: A unit with this skill may PRODUCE Sooper Dooper
+  Air Max Winged Sandals.
+    
+ +
+ +
+

+ The Economy +

+

+ The unit of currency in Atlantis is the silver piece. Silver is a normal + item, with zero weight, appearing in your unit's reports. Silver is used + for such things as buying items, and unit's maintenance. +

+ +

+ Maintenance Costs: +

+

+ IMPORTANT: Each and every character in Atlantis requires a maintenance + fee each month. Anyone who ends the month without this maintenance cost + has a 33 percent chance of starving to death. It is up to you to make + sure that your people have enough money available. Money will be shared + automatically between your units in the same region, if one is starving + and another has more than enough; but this will not happen between units + in different regions (this sharing of money applies only for maintenance + costs, and does not occur for other purposes). If you have silver in + your unclaimed fund, then that silver will be automatically claimed by + units that would otherwise starve. Lastly, if a faction is allied to + yours, their units will provide surplus cash to your units for + maintenance, as a last resort. +

+

+ This fee is generally 10 silver for a normal character, and 20 silver + for a leader. Units may substitute one unit of , grain, livestock or + fish for each 10 silver of maintenance owed. A unit may use the CONSUME order to specify that it wishes to use food + items in preference to silver. Note that these items are worth more + when sold in towns, so selling them and using the money is more + economical than using them for maintenance. +

+ +

+ Recruiting: +

+

+ People may be recruited in a region. The total amount of recruits + available per month in a region, and the amount that must be paid per + person recruited, are shown in the region description. The BUY order is used to recruit new people. New recruits + will not have any skills or items. Note that the process of recruiting + a new unit is somewhat counter-intuitive; it is necessary to FORM an empty unit, GIVE the empty + unit some money, and have it BUY people; see the + description of the FORM order for further details. +

+ +

+ Items: +

+

+ A unit may have a number of possessions, referred to as "items". Some + details were given above in the section on Movement, but many things + were left out. Here is a table giving some information about common + items in Atlantis: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+   + + Skill (min level) + + Material + + Production time + + Weight (capacity) + + Extra Information +
+ silver + + + + +   + + 0 + + +
+ grain + + farming (1) + + + + 1 month + + 5 + + +
+ livestock + + farming (1) + + + + 1 month + + 50 (0) + + +
+ iron + + mining (1) + + + + 1 month + + 5 + + +
+ wood + + lumberjack (1) + + + + 1 month + + 5 + + +
+ stone + + quarrying (1) + + + + 1 month + + 50 + + +
+ fur + + hunting (1) + + + + 1 month + + 1 + + +
+ fish + + fishing (1) + + + + 1 month + + 1 + + +
+ herb + + herb lore (1) + + + + 1 month + + 0 + + +
+ horse + + horse training (1) + + + + 1 month + + 50 (20) + + Gives a riding bonus with the riding skill.
+
+ sword + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+ crossbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives +0 on attack and +0 on defense (needs + crossbow skill).
Gives 1 attack every 3 rounds.
+
+ longbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense (needs + longbow skill).
+
+ chain armor + + armorer (1) + + 1 iron + + 1 month + + 1 + + Gives a 33 in 100 chance to survive a normal hit.
+
+ plate armor + + armorer (3) + + 3 iron + + 3 months + + 3 + + Gives a 67 in 100 chance to survive a normal hit.
+
+ wagon + + carpenter (1) + + 1 wood + + 1 month + + 50 (200 with horse) + + +
+ spear + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing furs.
+
+
+

+ All items except silver and trade goods are produced with the PRODUCE order. Producing items will always produce + as many items as during a month up to the limit of the supplies carried + by the producing unit. The required skills and raw materials required to + produce one output item are in the table above. +

+

+ If an item requires raw materials, then the specified amount of each + material is consumed for each item produced. The higher the skill of the + unit, the more productive each man-month of work will be. Thus, five + men at skill level one are exactly equivalent to one guy at skill level + 5 in terms of base output. Items which require multiple man-months to + produce will take still benefit from higher skill level units, just not + as quickly. For example, if a unit of six level one men wanted to + produce something which required three man-months per item, that unit + could produce two of them in one month. If their skill level was raised + to two, then they could produce four of them in a month. At level three, + they could then produce 6 per month. +

+

+ Some items may allow each man to produce multiple output items per raw + material or have other differences from these basic rules. Those items + will explain their differences in the description of the item. +

+

+ Only Trade factions can issue PRODUCE orders + however, regardless of skill levels. +

+

+ Items which increase production may increase production of advanced + items in addition to the basic items listed. Some of them also increase + production of other tools. Read the skill descriptions for details on + which tools aid which production when not noted above. +

+

+ If an item does not list a raw material it may be produced directly from + the land. Each region generally has at least one item that can be + produced there. Shown on the description of a region is a list of the + items that can be produced, and the amount of each that can be produced + per month. This amount depends on the region type. It also varies from + region to region of the same type. If the units in a region attempt to + produce more of a commodity than can be produced that month, then the + amount available is distributed among the producers +

+ +

+ Villages, Towns, and Cities: +

+

+ Some regions in Atlantis contain villages, towns, and cities. Villages + add to the wages, population, and tax income of the region they are in. + Also, villages will have an additional market for grain, livestock, and + fish. As the village's demand for these goods is met, the population + will increase. When the population reaches a certain threshold, the + village will turn into a town. A town will have some additional + products that it demands, in addition to what it previously wanted. + Also a town will sell some new items as well. A town whose demands are + being met will grow, and above another threshold it will become a + full-blown city. A city will have additional markets for common items, + and will also have markets for less common, more expensive trade items. +

+

+ Trade items are bought and sold only by cities, and have no other + practical uses. However, the profit margins on these items are usually + quite high. +

+ +

+ Buildings and Trade Structures: +

+

+ Construction of buildings and ships goes as follows: each unit of work + on a building requires a unit of the required resource and a man-month + of work by a character with the appropriate skill and level; higher + skill levels allow work to proceed faster (still using one unit of the + required resource per unit of work done). Again, only Trade factions can + issue BUILD orders. Here is a table of the various + building types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Size + + Cost + + Material + + Skill (min level) +
+ Tower + + 10 + + 10 + + stone + + building (1) +
+ Fort + + 50 + + 40 + + stone + + building (1) +
+ Castle + + 300 + + 300 + + stone + + building (2) +
+ Citadel + + 1000 + + 800 + + stone + + building (3) +
+ Stockade + + 50 + + 60 + + wood + + building (1) +
+
+

+ Size is the number of people that the building can shelter. Cost is both + the number of man-months of labor and the number of units of material + required to complete the building. There are possibly other buildings + which can be built that require more advanced resources, or odd skills + to construct. The description of a skill will include any buildings + which it allows to be built. +

+

+ There are other structures that increase the maximum production of + certain items in regions; for example, a Mine will increase the amount + of iron that is available to be mined in a region. To construct these + structures requires a high skill level in the production skill related + to the item that the structure will help produce. (Inns are an exception + to this rule, requiring the Building skill, not the Entertainment + skill.) This bonus in production is available to any unit in the region; + there is no need to be inside the structure. +

+

+ The first structure built in a region will increase the maximum + production of the related product by 25%; the amount added by each + additional structure will be half of the the effect of the previous one. + (Note that if you build enough of the same type of structure in a + region, the new structures may not add _any_ to the production level). +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (level) + + Production Aided +
+ Mine + + 10 + + wood or stone + + mining (3) + + iron +
+ Farm + + 10 + + wood or stone + + farming (3) + + grain +
+ Ranch + + 10 + + wood or stone + + farming (3) + + livestock +
+ Timber Yard + + 10 + + wood or stone + + lumberjack (3) + + wood +
+ Inn + + 10 + + wood or stone + + building (3) + + entertainment +
+ Quarry + + 10 + + wood or stone + + quarrying (3) + + stone +
+ Trapping Hut + + 10 + + wood or stone + + hunting (3) + + furs +
+
+

+ Note that these structures will not increase the availability of an item + in a region which does not already have that item available. Also, Trade + structures do not offer defensive bonuses (which is why they do not have + a size associated with them). As with regular buildings, the Cost is + the number of man-months of labor and also the number of units of raw + material required to complete the structure. You can use two different + materials (wood or stone) to construct most trade structures. It is + possible that there are structures not listed above which require either + advanced resources to build or which increase the production of advanced + resources. The skill description for a skill will always note if new + structures may be built based on knowing that skill. +

+ +

+ Ships: +

+

+ Ships are constructed similarly to buildings, with a few small + differences. Firstly, they tend to be constructed out of wood, not + stone. Secondly, their construction tends to depend on the Shipbuilding + skill, not the Building skill. Thirdly, while unfinished buildings + appear in the region, and may be entered by other units, unfinished + ships appear only in their builder's inventory until they are complete. + If the builder MOVEs or they are in a fleet that SAILs while they have an unfinished ship in their + possession, the ship will be discarded and lost. Finally, ships are + never interacted with as objects directly, but when completed are placed + in Fleet objects. Fleets may contain one or more ships, and may be + entered like other buildings. +

+

+ Only factions with at least one faction point spent on trade can issue + BUILD orders. Here is a table of the various ship + types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longboat + + 500 + + 25 + + 5 + + 1 +
+ Clipper + + 800 + + 50 + + 10 + + 1 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The capacity of a ship is the maximum weight that the ship may have + aboard and still move. The cost is both the man-months of labor and the + number of units of material required to complete the ship. The sailors + are the number of skill levels of the Sailing skill that must be aboard + the ship (and issuing the SAIL order) in order for + the ship to sail. +

+

+ When a ship is built, if its builder is already the owner of a fleet + object, then the ship will be added to that fleet; otherwise a new fleet + will be created to hold the ship. A fleet has the combined capacity and + sailor requirement of its constituent vessels, and moves at the speed of + its slowest ship. +

+ +

+ Advanced Items: +

+

+ There are also certain advanced items that highly skilled units can + produce. These are not available to starting players, but can be + discovered through study. When a unit is skilled enough to produce one + of these items, he will receive a skill report describing the production + of this item. Production of advanced items is generally done in a manner + similar to the normal items. +

+ +

+ Income: +

+

+ Units can earn money with the WORK order. This + means that the unit spends the month performing manual work for wages. + The amount to be earned from this is usually not very high, so it is + generally a last resort to be used if one is running out of money. The + current wages are shown in the region description for each region. All + units may WORK, regardless of skills or faction + type. +

+ +

+ Entertainment: +

+

+ Units with the Entertainment skill can use it to earn money. A unit + with Entertainment level 1 will earn 20 silver per man by issuing the ENTERTAIN order. The total amount of money that + can be earned this way is shown in the region descriptions. Higher + levels of Entertainment skill can earn more, so a character with + Entertainment skill 2 can earn twice as much money as one with skill 1 + (and uses twice as much of the demand for entertainment in the region). + Note that entertainment income is much less, per region, than the income + available through working or taxing. All factions may have entertainers, + regardless of faction type. +

+ +

+ Taxing/Pillaging: +

+

+ War factions may collect taxes in a region. This is done using the TAX order (which is not a full month order). The amount + of tax money that can be collected each month in a region is shown in + the region description. A unit may TAX if it has + Combat skill of at least level 1 or has a weapon and the appropriate + skill to use it. Each taxing character can collect $50, though if the + number of taxers would tax more than the available tax income, the tax + income is split evenly among all taxers. +

+

+ War factions may also pillage a region. To do this requires the faction + to have enough combat ready men in the region to tax half of the + available money in the region. The total amount of money that can be + pillaged will then be shared out between every combat ready unit that + issues the PILLAGE order. The amount of money + collected is equal to twice the available tax money. However, the + economy of the region will be seriously damaged by pillaging, and will + only slowly recover over time. Note that PILLAGE + comes before TAX, so a unit performing TAX will collect no money in that region that month. +

+

+ It is possible to safeguard one's tax income in regions one controls. + Units which have the Guard flag set (using the GUARD order) will block TAX orders + issued by other factions in the same region, unless you have declared + the faction in question Friendly. Units on guard will also block PILLAGE orders issued by other factions in the same + region, regardless of your attitude towards the faction in question, and + they will attempt to prevent Unfriendly units from entering the region. + Only units which are able to tax may be on guard. Units on guard are + always visible regardless of Stealth skill, and will be marked as being + "on guard" in the region description. +

+ +
+ +
+

+ Combat +

+

+ Combat occurs when one unit attacks another. The computer then gathers + together all the units on the attacking side, and all the units on the + defending side, and the two sides fight until an outcome is reached. +

+ +

+ Attitudes: +

+

+ Which side a faction's units will fight on depends on declared + attitudes. A faction can have one of the following attitudes towards + another faction: Ally, Friendly, Neutral, Unfriendly or Hostile. Each + faction has a general attitude, called the "Default Attitude", that it + normally takes towards other factions; this is initially Neutral, but + can be changed. It is also possible to DECLARE + attitudes to specific factions, e.g. DECLARE 27 + ALLY will declare the Ally attitude to faction 27. (Note that this does + not necessarily mean that faction 27 has decided to treat you as an + ally.) +

+

+ Ally means that you will fight to defend units of that faction whenever + they come under attack, if you have non-avoiding units in the region + where the attack occurs. You will also attempt to prevent any theft or + assassination attempts against units of the faction, if you are capable + of seeing the unit which is attempting the crime. It also has the + implications of the Friendly attitude. +

+

+ Friendly means that you will accept gifts from units of that faction. + This includes the giving of items, units of people, and the teaching of + skills. You will also admit units of that faction into buildings or + fleets owned by one of your units, and you will permit units of that + faction to collect taxes (but not pillage) in regions where you have + units on guard. +

+

+ Unfriendly means that you will not admit units of that faction into any + region where you have units on guard. You will not, however, + automatically attack unfriendly units which are already present. +

+

+ Hostile means that any of your units which do not have the Avoid Combat + flag set (using the AVOID order) will attack any + units of that faction wherever they find them. +

+

+ If a unit can see another unit, but does not have high enough + Observation skill to determine its faction, it will treat the unit using + the faction's default attitude, even if the unit belongs to an + Unfriendly or Hostile faction, because it does not know the unit's + identity. However, if your faction has declared an attitude of Friendly + or Ally towards that unit's faction, the unit will be treated with the + better attitude; it is assumed that the unit will produce proof of + identity when relevant. (See the section on stealth for more information + on when units can see each other.) +

+

+ If a faction declares Unfriendly or Hostile as default attitude (the + latter is a good way to die fast), it will block or attack all + unidentified units, unless they belong to factions for which a Friendly + or Ally attitude has been specifically declared. Units which cannot be + seen at all cannot be directly blocked or attacked, of course. +

+ +

+ Attacking: +

+

+ A unit can attack another by issuing an ATTACK + order. A unit that does not have Avoid Combat set will automatically + attack any Hostile units it identifies as such. When a unit issues the + ATTACK order, or otherwise decides to attack + another unit, it must first be able to attack the unit. There are two + conditions for this; the first is that the attacking unit must be able + to see the unit that it wishes to attack. More information is available + on this in the stealth section of the rules. +

+

+ Secondly, the attacking unit must be able to catch the unit it wishes to + attack. A unit may only catch a unit if its effective Riding skill is + greater than or equal to the target unit's effective Riding skill; + otherwise, the target unit just rides away from the attacking unit. + Effective Riding is the unit's Riding skill, but with a potential + maximum; if the unit can not ride, the effective Riding skill is 0; if + the unit can ride, the maximum effective Riding is 3; if the unit can + fly, the maximum effective Riding is 5. Note that the effective Riding + also depends on whether the unit is attempting to attack or defend; for + attack purposes, only one man in the unit needs to be able to ride or + fly (generally, this means one of the men must possess a horse, or other + form of transportation), whereas for defense purposes the entire unit + needs to be able to ride or fly (usually meaning that every man in the + unit must possess a horse or other form of speedier transportation). + Also, note that for a unit to be able to use its defensive Riding + ability to avoid attack, the unit cannot be in a building, fleet, or + structure of any type. +

+

+ A unit which is on guard, and is Unfriendly towards a unit, will deny + access to units using the MOVE order to enter its + region. Note that to deny access to a unit, at least one unit from the + same faction as the unit guarding the hex must satisfy the above + requirements. A unit using ADVANCE instead of MOVE to enter a region, will attack any units that + attempt to deny it access. If the advancing unit loses the battle, it + will be forced to retreat to the previous region it moved through. If + the unit wins the battle and its army doesn't lose any men, it is + allowed to continue to move, provided that it has enough movement + points. +

+

+ Note that these restrictions do not apply for sea combat, as units + within a fleet are always visible, and Riding does not play a part in + combat on board fleets. +

+ +

+ The Muster: +

+

+ Once the attack has been made, the sides are gathered. Although the ATTACK order takes a unit rather than a faction as + its parameter (mainly so that unidentified units can be attacked), an + attack is basically considered to be by an entire faction, against an + entire faction and its allies. +

+

+ On the attacking side are all units of the attacking faction in the + region where the fight is taking place, except those with Avoid Combat + set. A unit which has explicitly (or implicitly via ADVANCE) issued an ATTACK + order will join the fight anyway, regardless of whether Avoid Combat is + set. +

+

+ Also on the attacking side are all units of other factions that attacked + the target faction (implicitly or explicitly) in the region where the + fight is taking place. In other words, if several factions attack one, + then all their armies join together to attack at the same time (even if + they are enemies and will later fight each other). +

+

+ On the defending side are all identifiable units belonging to the + defending faction. If a unit has Avoid Combat set and it belongs to the + target faction, it will be uninvolved only if its faction cannot be + identified by the attacking faction. A unit which was explicitly + attacked will be involved anyway, regardless of Avoid Combat. (This + means that Avoid Combat is mostly useful for high stealth scouts.) Also, + all non-avoiding units located in the target region belonging to + factions allied with the defending unit will join in on the defending + side. +

+

+ Units in adjacent regions can also become involved. This is the + exception to the general rule that you cannot interact with units in a + different region. +

+

+ If a faction has at least one unit involved in the initial region, then + any units in adjacent regions will join the fight, if they could reach + the region and do not have Avoid Combat set. There are a few flags that + units may set to affect this; a unit with the Hold flag (set using the + HOLD order) will not join battles in adjacent + regions. This flag applies to both attacking and defending factions. A + unit with the Noaid flag (set using the NOAID + order) will receive no aid from adjacent hexes when attacked, or when it + issues an attack. +

+

+ Example: A fight starts in region A, in the initial combat phase + (before any movement has occurred). The defender has a unit of soldiers + in adjacent region B. They have 2 movement points at this stage. They + will buy horses later in the turn, so that when they execute their MOVE order they will have 4 movement points, but right + now they have 2. Region A is forest, but fortunately it is summer, so + the soldiers can join the fight. +

+

+ It is important to note that the units in nearby regions do not actually + move to the region where the fighting happens; the computer only checks + that they could move there. (In game world terms, presumably they did + move there to join the fight, and then moved back where they started.) + The computer checks for weight allowances and terrain types when + determining whether a unit could reach the scene of the battle. Note + that the use of fleets is not allowed in this virtual movement. +

+

+ If you order an attack on an ally (either with the ATTACK order, or if your ally has declared you + Unfriendly, by attempting to ADVANCE into a + region which he is guarding), then your commander will decide that a + mistake has occurred somewhere, and withdraw your troops from the + fighting altogether. Thus, your units will not attack that faction in + that region. Note that you will always defend an ally against attack, + even if it means that you fight against other factions that you are + allied with. +

+ +

+ The Battle: +

+

+ The troops having lined up, the fight begins. The computer selects the + best tactician from each side; that unit is regarded as the leader of + its side. If two or more units on one side have the same Tactics skill, + then the one with the lower unit number is regarded as the leader of + that side. If one side's leader has a better Tactics skill than the + other side's,then that side gets a free round of attacks. +

+

+ In each combat round, the combatants each get to attack once, in a + random order. (In a free round of attacks, only one side's forces get to + attack.) Each combatant will attempt to hit a randomly selected enemy. + If he hits, and the target has no armor, then the target is + automatically killed. Armor may provide extra defense against otherwise + successful attacks. +

+

+ The basic skill used in battle is the Combat skill; this is used for + hand to hand fighting. If one soldier tries to hit another using most + weapons, there is a 50% chance that the attacker will get an opportunity + for a lethal blow. If the attacker does get that opportunity, then + there is a contest between his combat skill (modified by weapon attack + bonus) and the defender's combat skill (modified by weapon defense + bonus). Some weapons may not allow combat skill to affect defense (e.g. + bows), and others may allow different skills to be used on defense (or + offense). +

+

+ If the skills are equal, then there is a 1:1 (i.e. 50%) chance that the + attack will succeed. If the attacker's skill is 1 higher then there is + a 2:1 (i.e. 66%) chance, if the attacker's skill is 2 higher then there + is a 4:1 (i.e. 80%) chance, 3 higher means an 8:1 (i.e. 88%) chance, and + so on. Similarly if the defender's skill is 1 higher, then there is only + a 1:2 (i.e. 33%) chance, etc. +

+

+ There are a variety of weapons in the world which can increase a + soldier's skill on attack or defense. Better weapons will generally + convey better bonuses, but not all weapons are as good in all + situations. Specifics about the bonuses conferred by specific weapons + can be found both in these rules (for most basic weapons), and in the + descriptions of the weapons themselves. Troops which are fighting + hand-to-hand without specific weapons are assumed to be irregularly + armed with makeshift weapons such as clubs, pitchforks, torches, etc. +

+

+ Possession of a mount, and the appropriate skill to use that mount will + also confer a bonus to the effective Combat skill. The amount of the + bonus will depend on the level of the appropriate skill and the mount in + question. Some mounts are better than others, and may provide better + bonus, but may also require higher levels of skill to get any bonus at + all. Some terrain might not allow mounts to give a combat advantage. +

+

+ Certain weapons may provide different attack and defense bonuses, or + have additional attack bonuses against mounted opponents or other + special characteristics. These bonuses will be listed in the item + descriptions in the turn reports. +

+

+ Some melee weapons may be defined as Long or Short (this is relative to + a normal weapon, e.g. the sword). A soldier wielding a longer weapon + than his opponent gets a +1 bonus to his attack skill. +

+

+ Ranged weapons are slightly different from melee weapons. The target + will generally not get any sort of combat bonus to defense against a + ranged attack. +

+

+ Some weapons, including some ranged weapons, may only attack every other + round, or even less frequently. When a weapon is not able to attack + every round, this will be specified in the item description. +

+

+ Weapons may have one of several different attack types: Slashing, + Piercing, Crushing, Cleaving and Armor Piercing. Different types of + armor may give different survival chances against a successful attack of + different types. +

+

+ A soldier attacking with a ranged weapon will generally be treated as if + they have a Combat skill of 0, even if they have an actual Combat skill. + This is the trade off for being able to hit from the back line of + fighting. +

+

+ Being inside a building confers a bonus to defense. This bonus is + effective against ranged as well as melee weapons. The number of men + that a building can protect is equal to its size. The size of the + various common buildings was listed in the Table of Buildings earlier. +

+

+ If there are too many units in a building to all gain protection from + it, then those units who have been in the building longest will gain + protection. (Note that these units appear first on the turn report.) If + a unit of 200 men is inside a Fort (capacity 50), then the first 50 men + in the unit will gain the full bonus, and the other 150 will gain no + protection. +

+

+ Units which have the Behind flag set are at the rear and cannot be + attacked by any means until all non-Behind units have been wiped out. + On the other hand, neither can they attack with melee weapons, but only + with ranged weapons or magic. Once all front-line units have been wiped + out, then the Behind flag no longer has any effect. +

+ +

+ Victory! +

+

+ Combat rounds continue until one side has accrued 50% losses (or more). + The victorious side is then awarded one free round of attacks, after + which the battle is over. If both sides have more than 50% losses, the + battle is a draw, and neither side gets a free round. +

+

+ Units with the Healing skill have a chance of being able to heal + casualties of the winning side, so that they recover rather than dying. + Each character with this skill can attempt to heal 5 casualties per + skill level. Each attempt however requires one unit of Herbs, which is + thereby used up. Each attempt has a some chance of healing one casualty; + only one attempt at Healing may be made per casualty. Healing occurs + automatically, after the battle is over, by any living healers on the + winning side. +

+

+ Any items owned by dead combatants on the losing side have a 50% chance + of being found and collected by the winning side. Each item which is + recovered is picked up by one of the survivors able to carry it (see the + SPOILS command) at random, so the winners + generally collect loot in proportion to their number of surviving men. +

+

+ If you are expecting to fight an enemy who is carrying so much equipment + that you would not be able to move after picking it up, and you want to + move to another region later that month, it may be worth issuing some + orders to drop items (with the GIVE 0 order) or to + prevent yourself picking up certain types of spoils (with the SPOILS order) in case you win the battle! Also, note + that if the winning side took any losses in the battle, any units on + this side will not be allowed to move, or attack again for the rest of + the turn. +

+ +
+ +
+

+ Stealth and Observation +

+

+ The Stealth skill is used to hide units, while the Observation skill is + used to see units that would otherwise be hidden. A unit can be seen + only if you have at least one unit in the same region, with an + Observation skill at least as high as that unit's Stealth skill. If your + Observation skill is equal to the unit's Stealth skill, you will see the + unit, but not the name of the owning faction. If your Observation skill + is higher than the unit's Stealth skill, you will also see the name of + the faction that owns the unit. +

+

+ Regardless of Stealth skill, units are always visible when participating + in combat; when guarding a region with the Guard flag; or when in a + building or aboard a fleet. However, in order to see the faction that + owns the unit, you will still need a higher Observation skill than the + unit's Stealth skill. +

+ +

+ Stealing: +

+

+ The STEAL order is a way to steal items from other + player factions without a battle. The order can only be issued by a + one-man unit. The order specifies a target unit; the thief will then + attempt to steal the specified item from the target unit. +

+

+ If the thief has higher Stealth than any of the target faction's units + have Observation (i.e. the thief cannot be seen by the target faction), + the theft will succeed. The target faction will be told what was stolen, + but not by whom. If the specified item is silver, then $200 or half the + total available, whichever is less, will be stolen. If it is any other + item, then only one will be stolen (if available). +

+

+ Any unit with high enough Observation to see the thief will see the + attempt to steal, whether the attempt is successful or not. Allies of + the target unit will prevent the theft, if they have high enough + Observation to see the unit trying to steal. +

+ +

+ Assassination: +

+

+ The ASSASSINATE order is a way to kill + another person without attacking and going through an entire battle. + This order can only be issued by a one-man unit, and specifies a target + unit. If the target unit contains more than one person, then one will + be singled out at random. +

+

+ Success for assassination is determined as for theft, i.e. the assassin + will fail if any of the target faction's units can see him. In this + case, the assassin will flee, and the target faction will be informed + which unit made the attempt. As with theft, allies of the target unit + will prevent the assassination from succeeding, if their Observation + level is high enough. +

+

+ If the assassin has higher stealth than any of the target faction's + units have Observation, then a one-on-one fight will take place between + the assassin and the target character. The assassin automatically gets + a free round of attacks; after that, the battle is handled like a normal + fight, with the exception that neither assassin nor victim can use any + armor. Armor is forbidden for the assassin because it would make it too + hard to sneak around, and for the victim because he was caught by + surprise with his armor off. If the assassin wins, the target faction is + told merely that the victim was assassinated, but not by whom. If the + victim wins, then the target faction learns which unit made the attempt. + (Of course, this does not necessarily mean that the assassin's faction + is known.) The winner of the fight gets 50% of the loser's property as + usual. +

+

+ STEAL and ASSASSINATE + are not full month orders, and do not interfere with other activities, + but a unit can only issue one STEAL order or one ASSASSINATE order in a month. +

+ +
+ +
+

+ Magic +

+

+ A character enters the world of magic in Atlantis by beginning study on + one of the Foundation magic skills. Only one man units, with the man + being a leader, are permitted to study these skills. The number of these + units (known as "magicians" or "mages") that a faction may own is + determined by the faction's type. Any attempt to gain more, either + through study, or by transfer from another faction, will fail. In + addition, mages may not GIVE men at all; once a unit + becomes a mage (by studying one of the Foundations), the unit number is + fixed. (The mage may be given to another faction using the GIVE UNIT order.) +

+ +

+ Magic Skills: +

+

+ Magic skills are the same as normal skills, with a few differences. The + basic magic skills, called Foundations, are force, pattern, and spirit. + To become a mage, a unit undertakes study in one of these Foundations. + As a unit studies the Foundations, he will be able to study deeper into + the magical arts; the additional skills that he may study will be + indicated on your turn report. +

+

+ There are two major differences between Magic skills and most normal + skills. The first is that the ability to study Magic skills sometimes + depends on lower level Magic skills. Magic skills cannot be learnt to a + higher level than the skills they depend upon. For example, if a Magic + skill requires Spirit 2 to begin to study, then it can never be studied + to a level higher than the mage's Spirit skill, so in order to increase + that skill to level 3, his Spirit skill would first have to be increased + to level 3. The Magic skills that a mage may study are listed on his + turn report, so he knows which areas he may pursue. Studying higher in + the Foundation skills, and certain other Magic skills, will make other + skills available to the mage. Secondly, study into a magic skill above + level 2 requires that the mage be located in some sort of building which + can offer protection. Trade structures do not count. If the mage is not + in such a structure, his study rate is cut in half, as he does not have + the proper environment and equipment for research. +

+ +

+ Foundations: +

+

+ The three Foundation skills are called force, pattern, and spirit. Force + indicates the quantity of magical energy that a mage is able to channel + (a Force rating of 0 does not mean that the mage can channel no magical + energy at all, but only a minimal amount). Pattern indicates ability to + handle complex patterns, and is important for things like healing and + nature spells. Spirit deals with meta-effects that lie outside the + scope of the physical world. +

+ +

+ Further Magic Study: +

+

+ Once a mage has begun study of one or more Foundations, more skills that + he may study will begin to show up on his report. These skills are the + skills that give a mage his power. As with normal skills, when a mage + achieves a new level of a magic skill, he will be given a skill report, + describing the new powers (if any) that the new skill confers. The SHOW order may be used to show this information on + future reports. +

+ +

+ Using Magic: +

+

+ A mage may use his magical power in three different ways, depending on + the type of spell he wants to use. Some spells, once learned, take + effect automatically and are considered always to be in use; these + spells do not require any order to take effect. +

+

+ Secondly, some spells are for use in combat. A mage may specify that he + wishes to use a spell in combat by issuing the COMBAT order. A combat spell specified in this way + will only be used if the mage finds himself taking part in a battle. +

+

+ The third type of spell use is for spells that take an entire month to + cast. These spells are cast by the mage issuing the CAST order. Because CAST takes an + entire month, a mage may use only one of this type of spell each turn. + Note, however, that a CAST order is not a full month + order; a mage may still MOVE, STUDY, or use any other month long order. The + justification for this (as well as being for game balance) is that a + spell drains a mage of his magic power for the month, but does not + actually take the entire month to cast. +

+

+ The description that a mage receives when he first learns a spell + specifies the manner in which the spell is used (automatic, in combat, + or by casting). +

+ +

+ Magic in Combat: +

+

+ NOTE: This section is rather vague, and quite advanced. You may want to + wait until you have figured out other parts of Atlantis before trying to + understand exactly all of the rules in this section. +

+

+ Although the magic skills and spells are unspecified in these rules, + left for the players to discover, the rules for combat spells' + interaction are spelled out here. There are five major types of + attacks, and defenses: Combat, Ranged, Energy, Weather, and Spirit. + Every attack and defense has a type, and only the appropriate defense is + effective against an attack. +

+

+ Defensive spells are cast at the beginning of each round of combat, and + will have a type of attack they deflect, and skill level (Defensive + spells are generally called Shields). Every time an attack is launched + against an army, it must first attack the highest level Shield of the + same type as the attack, before it may attack a soldier directly. Note + that an attack only has to attack the highest Shield, any other Shields + of the same type are ignored for that attack. +

+

+ An attack spell (and any other type of attack) also has an attack type, + and attack level, and a number of blows it deals. When the attack spell + is cast, it is matched up against the most powerful defensive spell of + the appropriate type that the other army has cast. If the other army + has not cast any applicable defensive spells, the attack goes through + unmolested. Unlike normal combat however, men are at a disadvantage to + defending against spells. Men which are in the open (not protected by + a building) have an effective skill of -2 unless they have a shield or + some other defensive magic. Some monsters have bonuses to resisting + some attacks but are more susceptible to others. The skill level of the + attack spell and the effective skill for defense are matched against + each other. The formula for determining the victor between a defensive + and offensive spell is the same as for a contest of soldiers; if the + levels are equal, there is a 1:1 chance of success, and so on. If the + offensive spell is victorious, the offensive spell deals its blows to + the defending army, and the Shield in question is destroyed (thus, it + can be useful to have more than one of the same type of Shield in + effect, as the other Shield will take the place of the destroyed one). + Otherwise, the attack spell disperses, and the defending spell remains + in place. +

+

+ Some spells do not actually kill enemies, but rather have some negative + effect on them. These spells are treated the same as normal spells; if + there is a Shield of the same type as them, they must attack the Shield + before attacking the army. Physical attacks that go through a defensive + spell also must match their skill level against that of the defensive + spell in question. However, they do not destroy the defensive spell + when they are successful. +

+ +
+ +
+

+ Non-Player Units +

+

+ There are a number of units that are not controlled by players that may + be encountered in Atlantis. Most information about these units must be + discovered in the course of the game, but a few basics are below. +

+ +

+ City and Town Guardsmen: +

+

+ All cities and towns begin with guardsmen in them. These units will + defend any units that are attacked in the city or town, and will also + prevent theft and assassination attempts, if their Observation level is + high enough. They are on guard, and will prevent other units from taxing + or pillaging. Except in the starting cities, the guards may be killed by + players, although they will form again if the city is left unguarded. +

+

+ Note that the city guardsmen in the starting cities of Atlantis possess + Amulets of Invincibility in addition to being more numerous and may not + be defeated. +

+ +

+ Wandering Monsters: +

+

+ There are a number of monsters who wander free throughout Atlantis. + They will occasionally attack player units, so be careful when wandering + through the wilderness. +

+

+ Some monsters live in lairs, caves, and other structures players cannot + enter. Such monsters will never leave their habitat and will never + wander around, but they can attack player units present in the region. + The willingness to attack is dependent on the monster's aggression + level. It is worth reminding that monsters inside the lair will always + be visible to the player regardless of their stealth score as any other + unit in the structure. Empty lairs will spawn new monsters regularly if + old ones are killed. Players can guard regions with lairs, and monsters + will not spawn there. +

+

+ Other monsters do not live in lairs but wander freely. Wandering + monsters can spawn in any unguarded region regardless of whether there + is a lair. Guarding will prevent monsters from spawning in a particular + region. Their willingness to attack depends on their aggression level, + and monsters can advance to neighboring regions while moving. Some + monsters could have preferred terrains that they like more than others, + and then they will be willing to enter such regions more likely than + others. At the same time, some terrains could be so uncomfortable that + monsters will never enter them. If a monster has particular terrain + preferences, he will try to be close to the habitat he likes, and he + will not go deeper into the territory that is not connected with his + preferred terrain. +

+

+ A small tip to the players about guarding: guarding will prevent + monsters from spawning and attacking player units, but in such a way + players will not get any loot from monsters too. Monster hunting is a + desirable activity because it is fun, and you can get a great reward + like silver, magical items, weapons, etc. +

+

+ Monster movement probability table +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Directions + + Prefered + + Neutral + + Move Preferred + + Move Neutral + + Stay +
+ 1 + + 1 + + 0 + + 33% + + 0% + + 66% +
+ 1 + + 0 + + 1 + + 0% + + 20% + + 80% +
+ 2 + + 2 + + 0 + + 50% + + 0% + + 50% +
+ 2 + + 1 + + 1 + + 28% + + 14% + + 57% +
+ 2 + + 0 + + 2 + + 0% + + 33% + + 66% +
+ 3 + + 3 + + 0 + + 60% + + 0% + + 40% +
+ 3 + + 2 + + 1 + + 44% + + 11% + + 44% +
+ 3 + + 1 + + 2 + + 25% + + 25% + + 50% +
+ 3 + + 0 + + 3 + + 0% + + 42% + + 57% +
+ 4 + + 4 + + 0 + + 66% + + 0% + + 33% +
+ 4 + + 3 + + 1 + + 54% + + 9% + + 36% +
+ 4 + + 2 + + 2 + + 40% + + 20% + + 40% +
+ 4 + + 1 + + 3 + + 22% + + 33% + + 44% +
+ 4 + + 0 + + 4 + + 0% + + 50% + + 50% +
+ 5 + + 5 + + 0 + + 71% + + 0% + + 28% +
+ 5 + + 4 + + 1 + + 61% + + 7% + + 30% +
+ 5 + + 3 + + 2 + + 50% + + 16% + + 33% +
+ 5 + + 2 + + 3 + + 36% + + 27% + + 36% +
+ 5 + + 1 + + 4 + + 20% + + 40% + + 40% +
+ 5 + + 0 + + 5 + + 0% + + 55% + + 44% +
+ 6 + + 6 + + 0 + + 75% + + 0% + + 25% +
+ 6 + + 5 + + 1 + + 66% + + 6% + + 26% +
+ 6 + + 4 + + 2 + + 57% + + 14% + + 28% +
+ 6 + + 3 + + 3 + + 46% + + 23% + + 30% +
+ 6 + + 2 + + 4 + + 33% + + 33% + + 33% +
+ 6 + + 1 + + 5 + + 18% + + 45% + + 36% +
+ 6 + + 0 + + 6 + + 0% + + 60% + + 40% +
+ +

+ Controlled Monsters: +

+

+ Through various magical methods, you may gain control of certain types + of monsters. These monsters are just another item in a unit's inventory, + with a few special rules. Monsters will be able to carry things at their + speed of movement; use the SHOW ITEM order to + determine the carrying capacity and movement speed of a monster. + Monsters will also fight for the controlling unit in combat; their + strength can only be determined in battle. Also, note that a monster + will always fight from the front rank, even if the controlling unit has + the behind flag set. Whether or not you are allowed to give a monster to + other units depends on the type of monster; some may be given freely, + while others must remain with the controlling unit. +

+ +
+ +
+

+ Orders +

+

+ To enter orders for Atlantis, you should send a mail message to the + Atlantis server, containing the following: +

+

+ +

+
+#ATLANTIS faction-no 
+
+UNIT unit-no
+...orders...
+
+UNIT unit-no
+...orders...
+
+#END
+    
+

+ For example, if your faction number (shown at the top of your report) is + 27, your password if "foobar", and you have two units numbered 5 and 17: +

+

+ +

+
+#ATLANTIS 27 "foobar"
+
+UNIT 5
+...orders...
+
+UNIT 17
+...orders...
+
+#END
+    
+

+ Thus, orders for each unit are given separately, and indicated with the + UNIT keyword. (In the case of an order, such as the command to rename + your faction, that is not really for any particular unit, it does not + matter which unit issues the command; but some particular unit must + still issue it.) +

+

+ IMPORTANT: You MUST use the correct #ATLANTIS line or else your orders + will be ignored. +

+

+ If you have a password set, you must specify it on you #atlantis line, + or the game will reject your orders. See the PASSWORD order for more details. +

+

+ Each type of order is designated by giving a keyword as the first + non-blank item on a line. Parameters are given after this, separated by + spaces or tabs. Blank lines are permitted, as are comments; anything + after a semicolon is treated as a comment (provided the semicolon is not + in the middle of a word). +

+

+ The parser is not case sensitive, so all commands may be given in upper + case, lower case or a mixture of the two. However, when supplying names + containing spaces, the name must be surrounded by double quotes, or else + underscore characters must be used in place of spaces in the name. + (These things apply to the #ATLANTIS and #END lines as well as to order + lines.) +

+

+ You may precede orders with the at sign (@), in which case they will + appear in the Template at the bottom of your report. This is useful for + orders which your units repeat for several months in a row. +

+ +

+ Abbreviations: +

+

+ All common items and skills have abbreviations that can be used when + giving orders, for brevity. Any time you see the item on your report, + it will be followed by the abbreviation. Please be careful using these, + as they can easily be confused. +

+ +
+ +
+

+ Order Summary +

+

+ To specify a [unit], use the unit number. If specifying a unit that + will be created this turn, use the form "NEW #" if the unit belongs to + your faction, or "FACTION # NEW #" if the unit belongs to a different + faction. See the FORM order for a more complete + description. [faction] means that a faction number is required; + [object] means that an object number (generally the number of a building + or fleet) is required. [item] means an item (like wood or longbow) that + a unit can have in its possession. [flag] is an argument taken by + several orders, that sets or unsets a flag for a unit. A [flag] value + must be either 1 (set the flag) or 0 (unset the flag). Other parameters + are generally numbers or names. +

+

+ IMPORTANT: Remember that names containing spaces (e.g., "Plate Armor"), + must be surrounded by double quotes, or the spaces must be replaced with + underscores "_" (e.g., Plate_Armor). +

+

+ Also remember that anything used in an example is just that, an example + and makes no guarantee that such an item, structure, or skill actually + exists within the game. +

+
+ +
+ +

+ ADDRESS [new address] +

+

+ Change the email address to which your reports are sent. +

+

+ Example: +

+

+ Change your faction's email address to atlantis@rahul.net. +

+

+ +

+
+ADDRESS atlantis@rahul.net
+    
+
+ +
+ +

+ ADVANCE [dir] ... +

+

+ This is the same as the MOVE order, except that it + implies attacks on units which attempt to forbid access. See the MOVE order for details. +

+

+ Examples: +

+

+ Move north, then northwest, attacking any units that forbid access to + the regions. +

+

+ +

+
+ADVANCE N NW
+    
+

+ In order, move north, then enter structure number 1, move through an + inner route, and finally move southeast. Will attack any units that + forbid access to any of these locations. +

+

+ +

+
+ADVANCE N 1 IN SE
+    
+
+ +
+ +

+ ASSASSINATE [unit] +

+

+ Attempt to assassinate the specified unit, or one of the unit's people + if the unit contains more than one person. The order may only be issued + by a one-man unit. +

+

+ A unit may only attempt to assassinate a unit which is able to be seen. +

+

+ Example: +

+

+ Assassinate unit number 177. +

+

+ +

+
+ASSASSINATE 177
+    
+
+ +
+ +

+ ATTACK [unit] ... +

+

+ Attack a target unit. If multiple ATTACK orders are given, all of the + targets will be attacked. +

+

+ Example: +

+

+ To attack units 17, 431, and 985: +

+

+ +

+
+ATTACK 17
+ATTACK 431 985
+    
+

+ or: +

+

+ +

+
+ATTACK 17 431 985
+    
+
+ +
+ +

+ AUTOTAX [flag] +

+

+ AUTOTAX 1 causes the unit to attempt to tax every turn (without + requiring the TAX order) until the flag is unset. AUTOTAX 0 unsets the + flag. +

+

+ Example: +

+

+ To cause the unit to attempt to tax every turn. +

+

+ +

+
+AUTOTAX 1
+    
+
+ +
+ +

+ AVOID [flag] +

+

+ AVOID 1 instructs the unit to avoid combat wherever possible. The unit + will not enter combat unless it issues an ATTACK order, or the unit's + faction is attacked in the unit's hex. AVOID 0 cancels this. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Set the unit to avoid combat when possible. +

+

+ +

+
+AVOID 1
+    
+
+ +
+ +

+ BEHIND [flag] +

+

+ BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 + cancels this. +

+

+ Example: +

+

+ Set the unit to be in front in combat. +

+

+ +

+
+BEHIND 0
+    
+
+ +
+ +

+ BUILD +

+

+ BUILD [object type] +

+

+ BUILD HELP [unit] +

+

+ BUILD given with no parameters causes the unit to perform work on an + unfinished ship it possesses, or on the object that it is currently + inside. BUILD given with an [object type] (such as "Tower" or + "Galleon") instructs the unit to begin work on a new object of the type + given. The final form instructs the unit to assist the target unit in + its current building task, even if that task was begun this same turn. + This help will be rejected if the unit you are trying to help does not + consider you to be friendly. +

+

+ Examples: +

+

+ To build a new tower. +

+

+ +

+
+BUILD Tower
+    
+

+ To help unit 5789 build a structure. +

+

+ +

+
+BUILD HELP 5789
+    
+
+ +
+ +

+ BUY [quantity] [item] +

+

+ BUY ALL [item] +

+

+ Attempt to buy a number of the given item from a city or town + marketplace, or to buy new people in any region where people are + available for recruiting. If the unit can't afford as many as + [quantity], it will attempt to buy as many as it can. If the demand for + the item (from all units in the region) is greater than the number + available, the available items will be split among the buyers in + proportion to the amount each buyer attempted to buy. When buying + people, specify the race of the people as the [item], or you may use + PEASANT or PEASANTS to recruit whichever race is present in the region. + If the second form is specified, the unit will attempt to buy as many as + it can afford. +

+

+ Examples: +

+

+ Buy one plate armor from the city market. +

+

+ +

+
+BUY 1 "Plate Armor"
+    
+

+ Recruit 5 barbarians into the current unit. (This will dilute the skills + that the unit has.) +

+

+ +

+
+BUY 5 barbarians
+    
+
+ +
+ +

+ CAST [skill] [arguments] +

+

+ Cast the given spell. Note that most spell names contain spaces; be + sure to enclose the name in quotes! [arguments] depends on which spell + you are casting; when you are able to cast a spell, the skill + description will tell you the syntax. +

+

+ Examples: +

+

+ Cast the spell called "Super Spell". +

+

+ +

+
+CAST "Super Spell"
+    
+

+ Cast the fourth-level spell in the "Super Magic" skill. +

+

+ +

+
+CAST Super_Magic 4
+    
+
+ +
+ +

+ CLAIM [amount] +

+

+ Claim an amount of the faction's unclaimed silver, and give it to the + unit issuing the order. The claiming unit may then spend the silver or + give it to another unit. +

+

+ Example: +

+

+ Claim 100 silver. +

+

+ +

+
+CLAIM 100
+    
+
+ +
+ +

+ COMBAT [spell] +

+

+ Set the given spell as the spell that the unit will cast in combat. + This order may only be given if the unit can cast the spell in question. +

+

+ Example: +

+

+ Instruct the unit to use the spell "Super Spell", when the unit is + involved in a battle. +

+

+ +

+
+COMBAT "Super Spell"
+    
+
+ +
+ +

+ CONSUME UNIT +

+

+ CONSUME FACTION +

+

+ CONSUME +

+

+ The CONSUME order instructs the unit to use food items in preference to + silver for maintenance costs. CONSUME UNIT tells the unit to use food + items that are in that unit's possession before using silver. CONSUME + FACTION tells the unit to use any food items that the faction owns (in + the same region as the unit) before using silver. CONSUME tells the unit + to use silver before food items (this is the default). +

+

+ Example: +

+

+ Tell a unit to use food items in the unit's possession for maintenance + costs. +

+

+ +

+
+CONSUME UNIT
+    
+
+ +
+ +

+ DECLARE [faction] [attitude] +

+

+ DECLARE [faction] +

+

+ DECLARE DEFAULT [attitude] +

+

+ The first form of the DECLARE order sets the attitude of your faction + towards the given faction. The second form cancels any attitude towards + the given faction (so your faction's attitude towards that faction will + be its default attitude). The third form sets your faction's default + attitude. +

+

+ Examples: +

+

+ Declare your faction to be hostile to faction 15. +

+

+ +

+
+DECLARE 15 hostile
+    
+

+ Set your faction's attitude to faction 15 to its default attitude. +

+

+ +

+
+DECLARE 15
+    
+

+ Set your faction's default attitude to friendly. +

+

+ +

+
+DECLARE DEFAULT friendly
+    
+
+ +
+ +

+ DESCRIBE UNIT [new description] +

+

+ DESCRIBE SHIP [new description] +

+

+ DESCRIBE BUILDING [new description] +

+

+ DESCRIBE OBJECT [new description] +

+

+ DESCRIBE STRUCTURE [new description] +

+

+ Change the description of the unit, or of the object the unit is in (of + which the unit must be the owner). Descriptions can be of any length, up + to the line length your mailer can handle. If no description is given, + the description will be cleared out. The last four are completely + identical and serve to modify the description of the object you are + currently in. +

+

+ Example: +

+

+ Set the unit,s description to read "Merlin's helper". +

+

+ +

+
+DESCRIBE UNIT "Merlin's helper"
+    
+
+ +
+ +

+ DESTROY +

+

+ Destroy the object you are in (of which you must be the owner). The + order cannot be used at sea. +

+

+ Example: +

+

+ Destroy the current object +

+

+ +

+
+DESTROY
+    
+
+ +
+ +

+ ENTER [object] +

+

+ Attempt to enter the specified object. If issued from inside another + object, the unit will first leave the object it is currently in. The + order will only work if the target object is unoccupied, or is owned by + a unit in your faction, or is owned by a faction which has declared you + Friendly. +

+

+ Example: +

+

+ Enter fleet number 114. +

+

+ +

+
+ENTER 114
+    
+
+ +
+ +

+ ENTERTAIN +

+

+ Spend the month entertaining the populace to earn money. +

+

+ Example: +

+

+ Entertain for money. +

+

+ +

+
+ENTERTAIN
+    
+
+ +
+ +

+ EVICT [unit] ... +

+

+ Evict the specified unit from the object of which you are currently the + owner. If multiple EVICT orders are given, all of the units will be + evicted. +

+

+ Example: +

+

+ Evict units 415 and 698 from an object that this unit owns. +

+

+ +

+
+EVICT 415 698
+    
+

+ or +

+

+ +

+
+EVICT 415
+EVICT 698
+    
+
+ +
+ +

+ EXCHANGE [unit] [quantity given] [item given] [quantity expected] [item + expected] +

+

+ This order allows any two units that can see each other, to trade items + regardless of faction stances. The orders given by the two units must + be complementary. If either unit involved does not have the items it is + offering, or if the exchange orders given are not complementary, the + exchange is aborted. Men may not be exchanged. +

+

+ Example: +

+

+ Exchange 10 LBOW for 10 SWOR with unit 1310 +

+

+ +

+
+EXCHANGE 1310 10 LBOW 10 SWOR
+    
+

+ Unit 1310 would issue (assuming the other unit is 3453) +

+

+ +

+
+EXCHANGE 3453 10 SWOR 10 LBOW
+    
+
+ +
+ +

+ FACTION [type] [points] ... +

+

+ Attempt to change your faction's type. In the order, you can specify up + to three faction types (WAR, TRADE, and MAGIC) and the number of faction + points to assign to each type; if you are assigning points to only one + or two types, you may omit the types that will not have any points. +

+

+ Changing the number of faction points assigned to MAGIC may be tricky. + Increasing the MAGIC points will always succeed, but if you decrease the + number of points assigned to MAGIC, you must make sure that you have + only the number of magic-skilled leaders allowed by the new number of + MAGIC points BEFORE you change your point distribution. For example, if + you have 3 mages (3 points assigned to MAGIC), but want to use one of + those points for WAR or TRADE (change to MAGIC 2), you must first get + rid of one of your mages by either giving it to another faction or + ordering it to FORGET all its magic skills. If you + have too many mages for the number of points you try to assign to MAGIC, + the FACTION order will fail. +

+

+ Examples: +

+

+ Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC. +

+

+ +

+
+FACTION WAR 2 TRADE 2 MAGIC 1
+    
+

+ Become a pure magic faction (assign all points to magic). +

+

+ +

+
+FACTION MAGIC 5
+    
+
+ +
+ +

+ FIND [faction] +

+

+ FIND ALL +

+

+ Find the email address of the specified faction or of all factions. +

+

+ Example: +

+

+ Find the email address of faction 4. +

+

+ +

+
+FIND 4
+    
+
+ +
+ +

+ FORGET [skill] +

+

+ Forget the given skill. This order is useful for normal units who wish + to learn a new skill, but already know a different skill. It can also be + used for a mage who wish to become a normal unit. A common reason for + this is to be able to change faction points. +

+

+ Example: +

+

+ Forget knowledge of Mining. +

+

+ +

+
+FORGET Mining
+    
+
+ +
+ +

+ FORM [alias] +

+

+ Form a new unit. The newly created unit will be in your faction, in the + same region as the unit which formed it, and in the same structure if + any. It will start off, however, with no people or items; you should, + in the same month, issue orders to transfer people into the new unit, or + have it recruit members. The new unit will inherit its flags from the + unit that forms it, such as avoiding, behind, revealing and sharing, + with the exception of the guard and autotax flags. If the new unit + wants to guard or automatically tax then those flags will have to be + explicitly set in its orders. +

+

+ The FORM order is followed by a list of orders for the newly created + unit. This list is terminated by the END keyword, after which orders + for the original unit resume. +

+

+ The purpose of the "alias" parameter is so that you can refer to the new + unit. You will not know the new unit's number until you receive the next + turn report. To refer to the new unit in this set of orders, pick an + alias number (the only restriction on this is that it must be at least + 1, and you should not create two units in the same region in the same + month, with the same alias numbers). The new unit can then be referred + to as NEW in place of the regular unit number. +

+

+ You can refer to newly created units belonging to other factions, if you + know what alias number they are, e.g. FACTION 15 NEW 2 will refer to + faction 15's newly created unit with alias 2. +

+

+ Note: If a unit moves out of the region in which it was formed (by the + MOVE order, or otherwise), the alias will no longer + work. This is to prevent conflicts with other units that may have the + same alias in other regions. +

+

+ If the demand for recruits in that region that month is much higher than + the supply, it may happen that the new unit does not gain all the + recruits you ordered it to buy, or it may not gain any recruits at all. + If the new units gains at least one recruit, the unit will form + possessing any unused silver and all the other items it was given. If + no recruits are gained at all, the empty unit will be dissolved, and the + silver and any other items it was given will revert to the first unit + you have in that region. +

+

+ Example: +

+

+ This set of orders for unit 17 would create two new units with alias + numbers 1 and 2, name them Merlin's Guards and Merlin's Workers, set the + description for Merlin's Workers, have both units recruit men, and have + Merlin's Guards study combat. Merlin's Workers will have the default + order WORK, as all newly created units do. The unit + that created these two then pays them enough money (using the NEW + keyword to refer to them by alias numbers) to cover the costs of + recruitment and the month's maintenance. +

+

+ +

+
+UNIT 17
+FORM 1
+    NAME UNIT "Merlin's Guards"
+    BUY 5 Plainsmen
+    STUDY COMBAT
+END
+FORM 2
+    NAME UNIT "Merlin's Workers"
+    DESCRIBE UNIT "wearing dirty overalls"
+    BUY 15 Plainsmen
+END
+CLAIM 2500
+GIVE NEW 1 1000 silver
+GIVE NEW 2 2000 silver
+
+    
+
+ +
+ +

+ GIVE [unit] [quantity] [item] +

+

+ GIVE [unit] ALL [item] +

+

+ GIVE [unit] ALL [item] EXCEPT [quantity] +

+

+ GIVE [unit] ALL [item class] +

+

+ GIVE [unit] UNIT +

+

+ The first form of the GIVE order gives a quantity of an item to another + unit. The second form of the GIVE order will give all of a given item to + another unit. The third form will give all of an item except for a + specific quantity to another unit. The fourth form will give all items + of a specific type to another unit. The final form of the GIVE order + gives the entire unit to the specified unit's faction. +

+

+ The classes of items which are acceptable for the fourth form of this + order are, NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or MONSTERS, + MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, BATTLE, SPECIAL, TOOL + or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS (which is the + combination of all of the previous categories). +

+

+ A unit may only give items, including silver, to a unit which it is able + to see, unless the faction of the target unit has declared you Friendly + or better. If the target unit is not a member of your faction, then its + faction must have declared you Friendly, with a couple of exceptions. + First, silver may be given to any unit, regardless of factional + affiliation. Secondly, men may not be given to units in other factions + (you must give the entire unit); the reason for this is to prevent + highly skilled units from being sabotaged with a GIVE order. +

+

+ Unfinished ships are given like other items, although a unit may only + have one unfinished ship of a given type at a time. To give unfinished + ships, add the "UNFINISHED" keyword to the beginning of the [item] + specifier. +

+

+ Completed ships which are part of a fleet may be given too; the owner of + the fleet they are currently in must issue the GIVE + order, and give the ships to the owner of the fleet that should receive + the ships. If the recipient is not the owner of a fleet, then a new + fleet will be created owned by the recipient. +

+

+ There are also a few restrictions on orders given by units who been + given to another faction. If the receiving faction is not allied to the + giving faction, the unit may not issue the ADVANCE order, or issue any more GIVE orders. Both of these rules are to prevent unfair + sabotage tactics. +

+

+ If 0 is specified as the unit number, then the items are discarded. +

+

+ Examples: +

+

+ Give 10 swords to unit 4573. +

+

+ +

+
+GIVE 4573 10 swords
+    
+

+ Give 5 chain armor to the new unit, alias 2, belonging to faction 14. +

+

+ +

+
+GIVE FACTION 14 NEW 2 5 "Chain armor"
+    
+

+ Give control of this unit to the faction owning unit 75. +

+

+ +

+
+GIVE 75 UNIT
+    
+

+ Give our unfinished Longboat to unit 95. +

+

+ +

+
+GIVE 95 1 UNFINISHED Longboat
+    
+

+ Transfer 2 Longboats to the fleet commanded by unit 83. +

+

+ +

+
+GIVE 83 2 Longboats
+    
+
+ +
+ +

+ GUARD [flag] +

+

+ GUARD 1 sets the unit issuing the order to prevent non-Friendly units + from collecting taxes in the region, and to prevent any units not your + own from pillaging the region. Guarding units will also attempt to + prevent Unfriendly units from entering the region. GUARD 0 cancels + Guard status. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Instruct the current unit to be on guard. +

+

+ +

+
+GUARD 1
+    
+
+ +
+ +

+ HOLD [flag] +

+

+ HOLD 1 instructs the issuing unit to never join a battle in regions the + unit is not in. This can be useful if the unit is in a building, and + doesn't want to leave the building to join combat. HOLD 0 cancels + holding status. +

+

+ Example: +

+

+ Instruct the unit to avoid combat in other regions. +

+

+ +

+
+HOLD 1
+    
+
+ +
+ +

+ JOIN [unit] +

+

+ JOIN [unit] NOOVERLOAD +

+

+ JOIN [unit] MERGE +

+

+ Attempt to enter the building or fleet that the specified unit is + currently inside. This is particularly useful if you don't know what + the building or fleet number will be, as is the case when a new fleet is + created. +

+

+ If the target unit is not inside a building or fleet, then the unit + issuing the JOIN command will leave any building or fleet that they + happen to be inside, to be with the target. +

+

+ If the NOOVERLOAD flag is specified, and the target unit ends up on + board a fleet, then the unit issuing the JOIN command will only attempt + to board the fleet if the fleet would be able to sail with the issuing + units' weight loaded on board. +

+

+ The MERGE flag may only be used by the owner of a fleet, and will cause + the entire fleet they command to join the fleet owned by the specified + unit - the units on board will move to the other fleet, and all the + ships of the fleet will be given to the target fleet. This command will + fail if any unit in the fleet to be merged would be denied entry to the + target fleet. +

+

+ Example: +

+

+ Instruct the unit to enter the building or fleet that unit 17 is in. +

+

+ +

+
+JOIN 17
+    
+
+ +
+ +

+ LEAVE +

+

+ Leave the object you are currently in. If a unit is capable of swimming + then this order is usable to leave a boat while at sea. +

+

+ Example: +

+

+ Leave the current object +

+

+ +

+
+LEAVE
+    
+
+ +
+ +

+ MOVE [dir] ... +

+

+ Attempt to move in the direction(s) specified. If more than one + direction is given, the unit will move multiple times, in the order + specified by the MOVE order, until no more directions are given, or + until one of the moves fails. A move can fail because the units runs + out of movement points, because the unit attempts to move into the + ocean, or because the units attempts to enter a structure, and is + rejected. +

+

+ Valid directions are: +

+

+ 1) The compass directions North, Northwest, Southwest, South, Southeast, + and Northeast. These can be abbreviated N, NW, SW, S, SE, NE. +

+

+ 2) A structure number. +

+

+ 3) OUT, which will leave the structure that the unit is in. +

+

+ 4) IN, which will move through an inner passage in the structure that + the unit is currently in. +

+

+ 5) PAUSE, which will instruct the unit to spend one movement point + admiring the scenery, presumably to coordinate with slower moving + companions. This can be abbreviated P. +

+

+ Multiple MOVE orders given by one unit will chain together. +

+

+ Note that MOVE orders can lead to combat, due to hostile units meeting, + or due to an advancing unit being forbidden access to a region. Combat + occurs after an antire movement phase has been completed for all + regions. +

+

+ Example 1: Units 1 and 2 are in Region A, and unit 3 is in Region B. + Units 1 and 2 are hostile to unit 3. Both units 1 and 2 move into + region B, and attack unit 3. Since combat happens after all movement + has been done for the phase, they attack unit 3 at the same time, and + the battle is between units 1 and 2, and unit 3. +

+

+ Example 2: Same as example 1, except unit 2 is in Region C, instead of + region A. Both units move into Region B, and attack unit 3. Because + combat happens after all movement has been done for the phase, they + still attack unit 3 at the same time, and the battle is still between + units 1 and 2, and unit 3. +

+

+ Examples: +

+

+ Move N, NE, enter structure 1 and use the passage there +

+

+ +

+
+MOVE N
+MOVE NE 1 IN
+    
+

+ or: +

+

+ +

+
+MOVE N NE 1 IN
+    
+
+ +
+ +

+ NAME UNIT [new name] +

+

+ NAME FACTION [new name] +

+

+ NAME OBJECT [new name] +

+

+ NAME CITY [new name] +

+

+ Change the name of the unit, or of your faction, or of the object the + unit is in (of which the unit must be the owner). Names can be of any + length, up to the line length your mailer can handle. Names may not + contain parentheses (square brackets can be used instead if necessary), + or any control characters. +

+

+ In order to rename a settlement (city, town or village), the unit + attempting to rename it must be the owner of a large enough structure + located in the city. It requires a tower or better to rename a village, + a fort or better to rename a town and a castle or a citadel to rename a + city. +

+

+ Example: +

+

+ Name your faction "The Merry Pranksters". +

+

+ +

+
+NAME FACTION "The Merry Pranksters"
+    
+
+ +
+ +

+ NOAID [flag] +

+

+ NOAID 1 indicates that if the unit attacks, or is attacked, it is not to + be aided by units in other hexes. NOAID status is very useful for scouts + or probing units, who do not wish to drag their nearby armies into + battle if they are caught. NOAID 0 cancels this. +

+

+ If multiple units are on one side in a battle, they must all have the + NOAID flag on, or they will receive aid from other hexes. +

+

+ Example: +

+

+ Set a unit to receive no aid in battle. +

+

+ +

+
+NOAID 1
+    
+
+ +
+ +

+ NOCROSS [flag] +

+

+ NOCROSS 1 indicates that if a unit attempts to cross a body of water + then that unit should instead not cross it, regardless of whether the + unit otherwise could do so. Units inside a fleet are not affected by + this flag (IE, they are able to sail within the fleet). This flag is + useful to prevent scouts from accidentally drowning when exploring in + games where movement over water is allowed. NOCROSS 0 cancels this. +

+

+ Example: +

+

+ Set a unit to not permit itself to cross water. +

+

+ +

+
+NOCROSS 1
+    
+
+ +
+ +

+ OPTION TIMES +

+

+ OPTION NOTIMES +

+

+ OPTION SHOWATTITUDES +

+

+ OPTION DONTSHOWATTITUDES +

+

+ OPTION TEMPLATE OFF +

+

+ OPTION TEMPLATE SHORT +

+

+ OPTION TEMPLATE LONG +

+

+ OPTION TEMPLATE MAP +

+

+ The OPTION order is used to toggle various settings that affect your + reports, and other email details. OPTION TIMES sets it so that your + faction receives the times each week (this is the default); OPTION + NOTIMES sets it so that your faction is not sent the times. +

+

+ OPTION SHOWATTITUDES will cause units shown in your report to have a + character placed before their name, which indicates your attitude + towards them. These characters are "!" for hostile, "%" for unfriendly, + "-" for neutral, ":" for friendly and "=" for allied. OPTION + DONTSHOWATTITUDES turns off this additional decoration. +

+

+ The OPTION TEMPLATE order toggles the length of the Orders Template that + appears at the bottom of a turn report. The OFF setting eliminates the + Template altogether, and the SHORT, LONG and MAP settings control how + much detail the Template contains. The MAP setting will produce an ascii + map of the region and surrounding regions in addition other details. +

+

+ For the MAP template, the region identifiers are (there might be + additional symbols for unusual/special terrain): +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ #### + + BLOCKED HEX (Underworld) +
+ ~~~~ + + OCEAN HEX +
+ + + PLAINS/TUNNELS HEX +
+ ^^^^ + + FOREST/UNDERFOREST HEX +
+ /\/\ + + MOUNTAIN HEX +
+ vvvv + + SWAMP HEX +
+ @@@@ + + JUNGLE HEX +
+ .... + + DESERT/CAVERN HEX +
+ ,,,, + + TUNDRA HEX +
+ !!!! + + THE NEXUS +
+

+ Example: +

+

+ Set your faction to receive the map format order template +

+

+ +

+
+OPTION TEMPLATE MAP
+    
+
+ +
+ +

+ PASSWORD [password] +

+

+ PASSWORD +

+

+ The PASSWORD order is used to set your faction's password. If you have a + password set, you must specify it on your #ATLANTIS line for the game to + accept your orders. This protects you orders from being overwritten, + either by accident or intentionally by other players. PASSWORD with no + password given clears out your faction's password. +

+

+ IMPORTANT: The PASSWORD order does not take effect until the turn is + actually run. So if you set your password, and then want to re-submit + orders, you should use the old password until the turn has been run. +

+

+ Example: +

+

+ Set the password to "xyzzy". +

+

+ +

+
+PASSWORD xyzzy
+    
+
+ +
+ +

+ PILLAGE +

+

+ Use force to extort as much money as possible from the region. Note that + the TAX order and the PILLAGE order are mutually + exclusive; a unit may only attempt to do one in a turn. +

+

+ Example: +

+

+ Pillage the current hex. +

+

+ +

+
+PILLAGE
+    
+
+ +
+ +

+ PRODUCE [item] +

+

+ PRODUCE [number] [item] +

+

+ Spend the month producing the specified item. If a number is given then + the unit will attempt to produce exactly that number of items; if this + is not possible in one month then the order will carry over to + subsequent months. If no number is given then the unit will produce as + much as possible of the specified item. +

+

+ Examples: +

+

+ Produce as much wood as possible. +

+

+ +

+
+PRODUCE wood
+    
+

+ Produce exactly 3 crossbows. +

+

+ +

+
+PRODUCE 3 crossbows
+    
+
+ +
+ +

+ PROMOTE [unit] +

+

+ Promote the specified unit to owner of the object of which you are + currently the owner. The target unit must have declared you Friendly. +

+

+ Example: +

+

+ Promote unit 415 to be the owner of the object that this unit owns. +

+

+ +

+
+PROMOTE 415
+    
+
+ +
+ +

+ QUIT [password] +

+

+ Quit the game. On issuing this order, your faction will be completely + and permanently destroyed. Note that you must give your password for the + quit order to work; this is to provide some safety against accidentally + issuing this order. +

+

+ Note that although this order affects the faction as a whole, it + nevertheless needs to be issued by an individual unit, and so the email + containing the command to quit needs to include both #atlantis and unit + lines. +

+

+ Example: +

+

+ Quit the game for faction 27 if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+QUIT "foobar"
+#end
+    
+
+ +
+ +

+ RESTART [password] +

+

+ Similar to the QUIT order, this order will + completely and permanently destroy your faction. However, it will begin + a brand new faction for you (you will get a separate turn report for the + new faction). Note that you must give your password for this order to + work, to provide some protection against accidentally issuing this + order. +

+

+ Example: +

+

+ Restart faction 27 as a new faction if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+RESTART "foobar"
+#end
+    
+
+ +
+ +

+ REVEAL +

+

+ REVEAL UNIT +

+

+ REVEAL FACTION +

+

+ Cause the unit to either show itself (REVEAL UNIT), or show itself and + its faction affiliation (REVEAL FACTION), in the turn report, to all + other factions in the region. Used to reveal high stealth scouts, should + there be some reason to. REVEAL is used to cancel this. +

+

+ Examples: +

+

+ Show the unit to all factions. +

+

+ +

+
+REVEAL UNIT
+    
+

+ Show the unit and it's affiliation to all factions. +

+

+ +

+
+REVEAL FACTION
+    
+

+ Cancels revealing. +

+

+ +

+
+REVEAL
+    
+
+ +
+ +

+ SAIL [dir] ... +

+

+ SAIL +

+

+ The first form will sail the fleet, which the unit must be the owner of, + in the directions given. The second form will cause the unit to aid in + the sailing of the fleet, using the Sailing skill. See the section on + movement for more information on the mechanics of sailing. +

+

+ Example: +

+

+ Sail north, then northwest. +

+

+ +

+
+SAIL N NW
+    
+

+ or: +

+

+ +

+
+SAIL N
+SAIL NW
+    
+
+ +
+ +

+ SELL [quantity] [item] +

+

+ SELL ALL [item] +

+

+ Attempt to sell the amount given of the item given. If the unit does + not have as many of the item as it is trying to sell, it will attempt to + sell all that it has. The second form will attempt to sell all of that + item, regardless of how many it has. If more of the item are on sale (by + all the units in the region) than are wanted by the region, the number + sold per unit will be split up in proportion to the number each unit + tried to sell. +

+

+ Example: +

+

+ Sell 10 furs to the market. +

+

+ +

+
+SELL 10 furs
+    
+
+ +
+ +

+ SHARE [flag] +

+

+ SHARE 1 instructs the unit to share its possessions with any other unit + of your faction that needs them. Thus a unit with a supply of silver + could automatically provide silver if any of your other units in the + same region does not have enough to perform an action, such as studying, buying or producing. SHARE 0 returns a unit to its default + selfish state. +

+

+ This sharing does not extend to the heat of battle, only to economic + actions. So a unit that is sharing will provide silver for buying or + studying, and resources for production (for example, if a sharing unit + has wood in its inventory, and another unit is producing axes but has no + wood, then the sharing unit will automatically supply wood for that + production), but will not provide weapons to all units if combat occurs. +

+

+ Note that in the case of sharing silver, this can leave the sharing unit + without enough funds to pay maintenance, so sharing is to be used with + care. You may like to make sure that there is a unit with sufficient + funds for maintenance in the same region, and which is not sharing, as + those funds will be shared for maintenance, but not for less important + purposes. +

+

+ Example: +

+

+ Instruct the unit to share its possessions with other units of the same + faction. +

+

+ +

+
+SHARE 1
+    
+
+ +
+ +

+ SHOW SKILL [skill] [level] +

+

+ SHOW ITEM [item] +

+

+ SHOW OBJECT [object] +

+

+ The first form of the order shows the skill description for a skill that + your faction already possesses. The second form returns some information + about an item that is not otherwise apparent on a report, such as the + weight. The last form returns some information about an object (such as + a ship or a building). +

+

+ Examples: +

+

+ Show the skill report for Mining 3 again. +

+

+ +

+
+SHOW SKILL Mining 3
+    
+

+ Show the item information for swords again. +

+

+ +

+
+SHOW ITEM sword
+    
+

+ Show the information for towers again. +

+

+ +

+
+SHOW OBJECT tower
+    
+
+ +
+ +

+ SPOILS [type] +

+

+ SPOILS +

+

+ The SPOILS order determines which types of spoils the unit should take + after a battle. The valid values for type are 'NONE', 'WALK', 'RIDE', + 'FLY', 'SWIM', 'SAIL' or 'ALL'. The second form is equivalent to 'SPOILS + ALL'. +

+

+ When this command is issued, the unit is instructed to only pick up + combat spoils if they could use the chosen form of movement while + carrying the spoils. Thus a unit with SPOILS FLY selected would pick up + combat spoils until they reached their flying capacity. If the spoils + provide movement capacity themselves, this will be included in the + decision of whether or not to take the spoils - so a unit with SPOILS + RIDE would always pick up horses. SPOILS SAIL will use the capacity of + the fleet the unit is in to determine whether to take spoils or not. + SPOILS ALL will allow a unit to collect any spoils which are dropped + regardless of weight or capacity. SPOILS NONE will instruct the unit to + only collect weightless items, such as silver. +

+

+ Example: +

+

+ Set a unit to only pick up items that it can carry and continue to fly: +

+

+ +

+
+SPOILS FLY
+    
+
+ +
+ +

+ STEAL [unit] [item] +

+

+ Attempt to steal as much as possible of the specified item from the + specified unit. The order may only be issued by a one-man unit. +

+

+ A unit may only attempt to steal from a unit which is able to be seen. +

+

+ Examples: +

+

+ Steal silver from unit 123. +

+

+ +

+
+STEAL 123 SILVER
+    
+

+ Steal wood from unit 321. +

+

+ +

+
+STEAL 321 wood
+    
+
+ +
+ +

+ STUDY [skill] +

+

+ STUDY [skill] [level] +

+

+ Spend the month studying the specified skill. A level may be specified + which means that study will be continued from turn to turn until the + unit reaches that skill level. +

+

+ Example: +

+

+ Study horse training. +

+

+ +

+
+STUDY "Horse Training"
+    
+

+ Study combat to level 3. +

+

+ +

+
+STUDY combat 3
+    
+
+ +
+ +

+ TAKE FROM [unit] [quantity] [item] +

+

+ TAKE FROM [unit] ALL [item] +

+

+ TAKE FROM [unit] ALL [item] EXCEPT [quantity] +

+

+ TAKE FROM [unit] ALL [item class] +

+

+ The TAKE order works just like the GIVE order, + except that the direction of transfer is reversed, and with the extra + condition that a unit may only TAKE from another unit in the same + faction. Since that makes TAKE FROM [unit] UNIT pointless, that form of + the GIVE order is not supported. +

+

+ The TAKE order is primarily intended to make automated delivery caravans + less prone to generating errors, as they can use TAKE to collect the + appropriate goods only when they are in the right place to collect, so + the supplying unit doesn't need to keep trying to GIVE to a unit that is only there some of the time. + However, it can be used anywhere you wish to transfer items, ships or + men, just as GIVE can. +

+

+ Examples: +

+

+ Take 10 swords from unit 4573. +

+

+ +

+
+TAKE FROM 4573 10 swords
+    
+

+ See the TURN order for an example of a caravan using + TAKE FROM. +

+
+ +
+ +

+ TAX +

+

+ Attempt to collect taxes from the region. Only War factions may collect + taxes, and then only if there are no non-Friendly units on guard. Only + combat-ready units may issue this order. Note that the TAX order and the + PILLAGE order are mutually exclusive; a unit may + only attempt to do one in a turn. +

+

+ Example: +

+

+ Attempt to collect taxes. +

+

+ +

+
+TAX
+    
+
+ +
+ +

+ TEACH [unit] ... +

+

+ Attempt to teach the specified units whatever skill they are studying + that month. A list of several units may be specified. All units to be + taught must have declared you Friendly. Subsequent TEACH orders can be + used to add units to be taught. +

+

+ Example: +

+

+ Teach new unit 2 and unit 510 whatever they are studying. +

+

+ +

+
+TEACH NEW 2 510
+    
+

+ or: +

+

+ +

+
+TEACH NEW 2
+TEACH 510
+    
+
+ +
+ +

+ TURN +

+

+ The TURN order may be used to delay orders by one (or more) turns. By + making the TURN order repeating (via '@'), orders inside the + TURN/ENDTURN construct will repeat. Multiple TURN orders in a row will + execute on successive turns, and if they all repeat, they will form a + loop of orders. Each TURN section must be ended by an ENDTURN line. +

+

+ Examples: +

+

+ Study combat this month, move north next month, and then in two months, + pillage and advance north. +

+

+ +

+
+STUDY COMB
+TURN
+    MOVE N
+ENDTURN
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+MOVE N
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ Set up a simple cash caravan. +

+

+ +

+
+MOVE N
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+TAKE FROM 13794 1000 SILV
+MOVE S S S
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+    
+

+ The orders in a TURN block will be inserted into the unit's orders + template when there are no month-long orders remaining to be executed. + In particular, if the unit does not have enough movement points to cover + the full distance of a MOVE or SAIL command, the movement commands will + automatically be completed over multiple turns before executing the next + TURN block. +

+
+ +
+ +

+ WORK +

+

+ Spend the month performing manual work for wages. +

+

+ Example: +

+

+ Work all month. +

+

+ +

+
+WORK
+    
+ +
+ +
+

+ Sequence of Events +

+

+ Each turn, the following sequence of events occurs: +

+
    +
  1. + Instant orders. + +
  2. +
  3. + Combat is processed. +
      +
    • + ATTACK orders are processed. +
    • +
    +
  4. +
  5. + Subterfuge orders. + +
  6. +
  7. + Give orders. +
      +
    • + GIVE and TAKE orders are + processed. +
    • +
    • + JOIN orders are processed. +
    • +
    • + EXCHANGE orders are processed. +
    • +
    +
  8. +
  9. + Tax orders. +
      +
    • + DESTROY orders are processed. +
    • +
    • + PILLAGE orders are processed. +
    • +
    • + TAX orders are processed. +
    • +
    • + GUARD 1 orders are processed. +
    • +
    +
  10. +
  11. + Instant Magic +
      +
    • + Old spells are cancelled. +
    • +
    • + Spells are CAST (except for Teleportation + spells). +
    • +
    +
  12. +
  13. + Market orders. +
      +
    • + SELL orders are processed. +
    • +
    • + BUY orders are processed. +
    • +
    • + FORGET orders are processed. +
    • +
    • + QUIT and RESTART orders + are processed. +
    • +
    +
  14. +
  15. + Movement orders. +
      +
    • + ADVANCE, MOVE and SAIL orders are processed phase by phase + (including any combat resulting from these orders). +
    • +
    +
  16. +
  17. + Month long orders. +
      +
    • + TEACH orders are processed. +
    • +
    • + STUDY orders are processed. +
    • +
    • + Manufacturing PRODUCE orders (those that + produce items from other items, such as using the weaponsmith + skill to make swords out of iron) are processed. +
    • +
    • + BUILD orders are processed. +
    • +
    • + Primary PRODUCE orders (those that produce + items from region resources, such as using the mining skill to + produce iron) are processed. +
    • +
    • + ENTERTAIN orders are processed. +
    • +
    • + WORK orders are processed. +
    • +
    +
  18. +
  19. + Teleportation spells are CAST. +
  20. +
  21. + Maintenance costs are assessed. +
  22. +
+

+ Where there is no other basis for deciding in which order units will be + processed within a phase, units that appear higher on the report get + precedence. +

+ +
+ +
+

+ Report Format +

+

+ The most important sections of the turn report are the "Events During + Turn" section which lists what happened last month, and the "Current + Status" section which gives the description of each region in which you + have units. +

+

+ Your units in the Current Status section are flagged with a "*" + character. Units belonging to other factions are flagged with a "-" + character. You may be informed which faction they belong to, if you have + high enough Observation skill or they are revealing that information. +

+

+ Objects are flagged with a "+" character. The units listed under an + object (if any) are inside the object. The first unit listed under an + object is its owner. +

+

+ If you can see a unit, you can see any large items it is carrying. This + means all items other than silver, herbs, and other small items (which + are of zero size units, and are small enough to be easily concealed). + Items carried by your own units of course will always be listed. +

+

+ At the bottom of your turn report is an Orders Template. This template + gives you a formatted orders form, with all of your units listed. You + may use this to fill in your orders, or write them on your own. The OPTION order gives you the option of giving more or + less information in this template, or turning it off altogether. You can + precede orders with an '@' sign in your orders, in which case they will + appear in your template on the next turn's report. +

+ +
+ +
+

+ Hints for New Players +

+

+ Make sure to use the correct #ATLANTIS and UNIT lines in your orders. +

+

+ Always have a month's supply of spare cash in every region in which you + have units, so that even if they are deprived of income for a month (due + to a mistake in your orders, for example), they will not starve to + death. It is very frustrating to have half your faction wiped out + because you neglected to provide enough money for them to live on. +

+

+ Be conservative with your money. Leaders especially are very hard to + maintain, as they cannot usually earn enough by WORKing to pay their maintenance fee. Even once you + have recruited men, notice that it is expensive for them to STUDY (and become productive units), so be sure to + save money to that end. +

+

+ Don't leave it until the last minute to send orders. If there is a + delay in the mailer, your orders will not arrive on time, and turns will + NOT be rerun, nor will it be possible to change the data file for the + benefit of players whose orders weren't there by the deadline. If you + are going to send your orders at the last minute, send a preliminary set + earlier in the week so that at worst your faction will not be left with + no orders at all. +

+ +
+ +
+

+ Special Commands +

+

+ These special commands have been added via the scripts processing the + email to help you interact with the game and submit times and rumors. + Please read over these new commands and their uses. Also note that all + commands sent to the server are logged, including orders submissions, so + if you have a problem, or if you attempt to abuse the system, it will + get noticed and it will be tracked down. +

+ +
+ +
+

+ #create "faction name" "password" +

+

+ This will create a new faction with the desired name and password, and + it will use the player's "from" address as the email address of record + (this, of course, can be changed from within the game). +

+

+ The "" characters are required. If they are missing, the server will not + create the faction. +

+

+ Example: +

+

+ Join the game as the faction named "Mighty Ducks" with the password of + "quack" +

+

+ +

+
+#create "Mighty Ducks" "quack"
+    
+ +
+ +
+

+ #resend [faction] "password" +

+

+ The faction number and your current password (if you have one) are + required. The most recent turn report will be sent to the address of + record. +

+

+ Example: +

+

+ You are faction 999 with password "quack" and need another copy of the + last turn (because your hard drive crashed) +

+

+ +

+
+#resend 999 "quack"
+    
+ +
+ +
+

+ #times [faction] "password" +

+ [body of article] +

+ #end +

+

+ Everything between the #times and #end lines is included in your + article. Your article will be marked as being sent by your faction, so + you need not include that attribution in the article. You will receive + $50 for submitting the article. +

+

+ Example: +

+

+ Faction 999 wants to declare war on everyone +

+

+ +

+
+#times 999 "quack"
+The Mighty Ducks declare war on the world!!
+Quack!
+#end
+    
+

+ And it would appear something like: +

+

+ +

+
+---------------------------------
+The Mighty Ducks declare war on the world!!
+Quack!
+
+[Article submitted by The Mighty Ducks (999)]
+---------------------------------
+    
+ +
+ +
+

+ #rumor [faction] "password" +

+ [body of rumor] +

+ #end +

+

+ Submit a rumor for publication in the next news. These articles are not + attributed (unlike times articles) and will appear in the rumor section + of the next news in a random order. +

+

+ Example: +

+

+ Start a malicious rumor +

+

+ +

+
+#rumor 999 "quack"
+Oleg is a running-dog lackey of Azthar Spleenmonger.
+#end
+    
+ +
+ +
+

+ #remind [faction] "password" +

+

+ This order will have the server find the most recent set of orders you + have submitted for the current turn and mail them back to your address + of record. +

+

+ Example: +

+

+ Remind faction 999 of its last order set. +

+

+ +

+
+#remind 999 "quack"
+    
+ +
+ +
+

+ #email [unit] +

+ [text of email] +

+ This command allows you to send email to the owner of a unit even when + you cannot see that unit's faction affiliation. You will not be told + who the unit belongs to, but will simply forward your email to them. + When you use this command, they will receive YOUR email and can contact + you if they choose. It is provided simply as a courtesy to players to + help with diplomacy in first contact situations. +

+

+ There is no need for a "#end" line (such as is used in times and rumor + submissions -- the entire email message you send will be forwarded to + the unit's master. +

+

+ Example: +

+

+ Send an email to the owner of unit 9999 +

+

+ +

+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+

+ Faction X, the owner of 9999 would receive: +

+

+ +

+
+From: Foo <foo@some.email>
+Subject:  Greetings!
+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+ +
+ +
+

+ Credits +

+

+ Atlantis was originally created and programmed by Russell Wallace. + Russell Wallace created Atlantis 1.0, and partially designed Atlantis + 2.0 and Atlantis 3.0. +

+

+ Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 up + through version 4.0.4 and created the Atlantis Project to freely release + and maintain the Atlantis source code. +

+

+ Larry Stanbery created the Atlantis 4.0.4+ derivative. +

+

+ JT Traub took over the source + code and merged the then forking versions of 4.0.4c and 4.0.4+ back into + 4.0.5 along with modifications of his own and has been maintaining the + code. +

+

+ Development of the code is open and there is a egroup devoted to it + located at The + YahooGroups AtlantisDev egroup. Please join this egroup if you work + on the code and share your changes back into the codebase as a whole +

+

+ Please see the CREDITS file in the source distribution for a complete + (hopefully) list of all contributors. +

+ + diff --git a/snapshot-tests/rules/fracas.html b/snapshot-tests/rules/fracas.html new file mode 100644 index 00000000..1254b9b7 --- /dev/null +++ b/snapshot-tests/rules/fracas.html @@ -0,0 +1,7399 @@ + + + + + + + Fracas 4.0.0 Rules + + + +
+

+ Rules for Fracas 4.0.0 +

+

+ Based on Atlantis v5.2.5 +

+

+ Copyright 1996 by Geoff Dunbar +

+

+ Based on Russell Wallace's Draft Rules +

+

+ Copyright 1993 by Russell Wallace +

+

+ Last Change: __STRIPPED_FOR_COMPARISON__ +

+
+
+ +
+

+ Note: This document is subject to change, as errors are found and + corrected, and rules sometimes change. Be sure you have the latest + available copy. +

+ +
+ +
+

+ Table of Contents +

+

+ Thanks to Kenneth Casey for + putting together this table of contents. +

+

+ +

+ +

+ Index of Tables +

+

+ +

+ + +
+ +
+

+ Introduction +

+

+ The old king Rodric is dead, foully murdered by his evil brother. + The land has been plunged into chaos and civil war these past fifty years, + as one noble after another waged petty war upon his neighbor, hoping to + regain the crown that was lost so many years ago. +

+

+ Now it is your turn. Reunite the kingdoms once more, and the bards will + sing + of your exploits for years to come. Restore the land, rebuild the + fortifications + that were once proud and strong, and recover the skills and magical + knowledge + brutally suppressed by years of famine, strife and torment. Lead the + people into + a new golden age. +

+

+ Fail, and you will be yet another millstone around the neck of your + people. +

+ +
+ +
+

+ Playing Atlantis +

+

+ Atlantis (as you undoubtedly already know) is a play by email game. + When you sign up for Atlantis, you will be sent a turn report (via + email). Your report completely details your position in the game. + After going over this report, and possibly communicating with other + players in the game, you determine your course of action, and create a + file of "orders", which you then send back to the Atlantis server. Then, + at a regular interval (often one week), Atlantis collects all the + orders, runs another turn (covering one month in game time), and sends + all the players another report. +

+ +

+ Factions: +

+

+ A player's position is called a "faction". Each faction has a name and + a number (the number is assigned by the computer, and used for entering + orders). Each player is allowed to play one and ONLY one faction at any + given time. Each faction is composed of a number of "units", each unit + being a group of one or more people loyal to the faction. You start the + game with a single unit consisting of one character, plus a sum of + money. More people can be hired during the course of the game, and + formed into more units. (In these rules, the word "character" generally + refers either to a unit consisting of only one person, or to a person + within a larger unit.) +

+

+ A faction is considered destroyed, and the player knocked out of the + game, if ever all its people are killed or disbanded (i.e. the faction + has no units left). The program does not consider your starting + character to be special; if your starting character gets killed, you + will probably have been thinking of that character as the leader of your + faction, so some other character can be regarded as having taken the + dead leader's place (assuming of course that you have at least one + surviving unit!). As far as the computer is concerned, as long as any + unit of the faction survives, the faction is not wiped out. (If your + faction is wiped out, you can rejoin the game with a new starting + character.) +

+

+ Each faction has a type; this is decided by the player, and determines + what the faction may do. The faction has 5 Faction Points, which may be + spent on any of the 3 Faction Areas, War, Trade, and Magic. The faction + type may be changed at the beginning of each turn, so a faction can + change and adapt to the conditions around it. Faction Points spent on + War determine the number of regions in which factions can obtain income + by taxing or pillaging, and also determines the number of level 5 + tactics leaders (tacticians) that a faction can train. Faction Points + spent on Trade determine the number of regions in which a faction may + conduct trade activity. Trade activity includes producing goods and + materials, building ships and buildings.Faction points spent on Trade + also determine the of quartermaster units a trade faction can have. + Faction Points spent on Magic determine the number of mages the faction + may have (more information on all of the faction activities is in + further sections of the rules). Here is a chart detailing the limits on + factions by Faction Points: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Faction Points + + War (max tax regions / tacticians) + + Trade (max trade regions / quartermasters) + + Magic (max mages) +
+ 0 + + 0 / 0 + + 0 / 0 + + 0 +
+ 1 + + 10 / 1 + + 10 / 2 + + 1 +
+ 2 + + 24 / 2 + + 24 / 4 + + 2 +
+ 3 + + 40 / 4 + + 40 / 8 + + 3 +
+ 4 + + 60 / 6 + + 60 / 12 + + 5 +
+ 5 + + 100 / 10 + + 100 / 20 + + 7 +
+
+

+

+ For example, a well rounded faction might spend 1 point on Magic, 2 + points on Trade, 2 points on War. This faction's type would appear as + "Magic 1 Trade 2 War 2", and would be able to tax 24 regions, perform + trade in 24 regions, and have 1 mage, and 4 quartermasters. +

+

+ As another example, a specialized faction might spend all 5 points on + War. This faction's type would appear as "War 5", and would be able to + tax 100 regions, but could not perform trade in any regions, and could + not possess any mages, and could not possess any quartermasters. +

+

+ Note that it is possible to have a faction type with less than 5 points + spent. In fact, a starting faction has one point spent on each of War, + Trade, Magic, leaving 2 points unspent. +

+

+ When a faction starts the game, it is given a one-man unit and 10000 + silver in unclaimed money. Unclaimed money is cash that your whole + faction has access to, but cannot be taken away in battle (silver in a + unit's possessions can be taken in battle). This allows a faction to + get started without presenting an enticing target for other factions. + Units in your faction may use the CLAIM order to + take this silver, and use it to buy goods or recruit men, or use the WITHDRAW order to withdraw goods directly. +

+

+ An example faction is shown below, consisting of a starting character, + Merlin the Magician, who has formed two more units, Merlin's Guards and + Merlin's Workers. Each unit is assigned a unit number by the computer + (completely independent of the faction number); this is used for + entering orders. Here, the player has chosen to give his faction the + same name ("Merlin the Magician") as his starting character. + Alternatively, you can call your faction something like "The Great + Northern Mining Company" or whatever. +

+

+ +

+
+* Merlin the Magician (17), Merlin (27), leader [LEAD].  Skills: none.
+* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], 20 swords
+  [SWOR]. Skills: none.
+* Merlin's Workers (34), Merlin (27), 50 vikings [VIKI].  Skills:
+  none.
+    
+ +

+ Units: +

+

+ A unit is a grouping together of people, all loyal to the same faction. + The people in a unit share skills and possessions, and execute the same + orders each month. The reason for having units of many people, rather + than keeping track of individuals, is to simplify the game play. The + computer does not keep track of individual names, possessions, or skills + for people in the same unit, and all the people in a particular unit + must be in the same place at all times. If you want to send people in + the same unit to different places, you must split up the unit. Apart + from this, there is little difference between having one unit of 50 + people, or 50 units of one person each, except that the former is very + much easier to handle. +

+

+ There are different races that make up the population of Atlantis. (See + the section on skills for a list of these.) In addition, there are + "leaders", who are presumed to be of one of the other races, but are all + the same in game terms. Units made up of normal people may only know one + skill, and cannot teach other units. Units made up of leaders may know + as many skills as desired, and may teach other units to speed the + learning process. Leaders and normal people may not be mixed in the same + unit. However, leaders are more expensive to recruit and maintain (more + information is in the section on skills). A unit is treated as the least + common denominator of the people within it, so a unit made up of two + races with different strengths and weaknesses will have all the + weaknesses, and none of the strengths of either race. +

+ +

+ Turns: +

+

+ Each turn, the Atlantis server takes the orders file that you mailed to + it, and assigns the orders to the respective units. All units in your + faction are completely loyal to you, and will execute the orders to the + best of their ability. If the unit does something unintended, it is + generally because of incorrect orders; a unit will not purposefully + betray you. +

+

+ A turn is equal to one game month. A unit can do many actions at the + start of the month, that only take a matter of hours, such as buying and + selling commodities, or fighting an opposing faction. Each unit can + also do exactly one action that takes up the entire month, such as + harvesting resources or moving from one region to another. The orders + which take an entire month are ADVANCE, BUILD, ENTERTAIN, MOVE, PRODUCE, SAIL, STUDY, TEACH and WORK. +

+ +
+ +
+

+ The World +

+

+ The Atlantis world is divided for game purposes into hexagonal regions. + Each region has a name, and one of the following terrain types: Ocean, + Plain, Forest, Mountain, Swamp, Jungle, Desert, or Tundra (there may be + other types of terrain to be discovered as the game progresses). Regions + can contain units belonging to players; they can also contain structures + such as buildings and fleets. Two units in the same region can normally + interact, unless one of them is concealed in some way. Two units in + different regions cannot normally interact. NOTE: Combat is an + exception to this. +

+ +

+ Regions: +

+

+ Here is a sample region, as it might appear on your turn report: +

+

+ +

+
+plain (172,110) in Turia, 500 peasants (vikings), $2500.
+------------------------------------------------------
+  The weather was clear last month; it will be clear next month.
+  Wages: $15 (Max: $833).
+  Wanted: none.
+  For Sale: 50 vikings [VIKI] at $60, 10 leaders [LEAD] at $120.
+  Entertainment available: $125.
+  Products: 23 grain [GRAI], 37 horses [HORS].
+
+Exits:
+  North : ocean (172,108) in Atlantis Ocean.
+  Northeast : ocean (173,109) in Atlantis Ocean.
+  Southeast : ocean (173,111) in Atlantis Ocean.
+  South : plain (172,112) in Turia.
+  Southwest : plain (171,111) in Turia.
+  Northwest : plain (171,109) in Turia.
+
+* Hans Shadowspawn (15), Merry Pranksters (14), leader [LEAD], 500
+  silver [SILV]. Skills: none.
+- Vox Populi (13), leader [LEAD].
+    
+

+ This report gives all of the available information on this region. The + region type is plain, the name of the surrounding area is Turia, and the + coordinates of this region are (172,110). The population of this region + is 500 nomads, and there is $2500 of taxable income currently in this + region. Then, under the dashed line, are various details about items + for sale, wages, etc. Finally, there is a list of all visible units. + Units that belong to your faction will be so denoted by a '*', whereas + other faction's units are preceded by a '-'. +

+

+ Since Atlantis is made up of hexagonal regions, the coordinate system is + not always exactly intuitive. Here is the layout of Atlantis regions: +

+

+ +

+
+   ____        ____
+  /    \      /    \
+ /(0,0) \____/(2,0) \____/
+ \      /    \      /    \     N
+  \____/(1,1) \____/(3,1) \_   |
+  /    \      /    \      /    |
+ /(0,2) \____/(2,2) \____/     |
+ \      /    \      /    \   W-O-E
+  \____/(1,3) \____/(3,3) \_   |
+  /    \      /    \      /    S
+ /(0,4) \____/(2,4) \____/
+ \      /    \      /    \
+  \____/      \____/
+  /    \      /    \
+    
+

+ Note that the are "holes" in the coordinate system; there is no region + (1,2), for instance. This is due to the hexagonal system of regions. +

+

+ Most regions are similar to the region shown above, but the are certain + exceptions. Oceans, not surprisingly, have no population. Some regions + will contain villages, towns, and cities. More information on these is + available in the section on the economy. +

+ +

+ Region resources: +

+

+ Here is list of resources you can find in regions: +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Region type + + Resources +
+ ocean + + fish (100%), giant turtle (30%). +
+ plain + + horse (100%), winged horse (20%). +
+ forest + + wood (100%), fur (100%), ironwood (20%), yew (25%). +
+ mountain + + iron (100%), stone (100%), mithril (35%), rootstone (35%), + admantium (15%). +
+ swamp + + wood (100%), floater hide (40%), herb (100%), mushroom (30%), + ironwood (5%), yew (5%). +
+ jungle + + wood (100%), herb (100%), mushroom (35%), yew (10%), ironwood + (10%). +
+ desert + + iron (100%), stone (100%), rootstone (30%), camel (80%), mithril + (20%), mithril (10%). +
+ tundra + + fur (100%), herb (100%), mushroom (35%), iron (30%). +
+ volcano + + stone (100%), mithril (50%), rootstone (50%), admantium (50%), + iron (100%). +
+
+ +

+ Structures: +

+

+ Regions may also contain structures, such as buildings or fleets. These + will appear directly below the list of units. Here is a sample + structure: +

+

+ +

+
++ Temple of Agrik [3] : Tower.
+  - High Priest Chafin (9), leader [LEAD], sword [SWOR]
+  - Rowing Doom (188), 10 nomads [NOMA], 10 swords [SWOR].
+    
+

+ The structure lists the name, the number, and what type of structure it + is (more information of the types of structures can be found in the + section on the economy). Following this is a list of units inside the + structure. Units within a structure are always visible, even if they + would otherwise not be seen. +

+

+ Units inside structures are still considered to be in the region, and + other units can interact with them; however, they may gain benefits, + such as defensive bonuses in combat from being inside a building. The + first unit to enter an object is considered to be the owner; only this + unit can do things such as renaming the object, or permitting other + units to enter. The owner of an object can be identified on the turn + report, as it is the first unit listed under the object. Only units + with men in them can be structure owners, so newly created units cannot + own a structure until they contain men. +

+ +
+ +
+

+ Movement +

+

+ There are two main methods of movement in Atlantis. The first is done + using the MOVE order (or the ADVANCE order), and moves units individually from + one region to another. The other method is done using the SAIL order, which can sail a fleet, including all of + its occupants from one region to another. Certain powerful mages may + also teleport themselves, or even other units, but the knowledge of the + workings of this magic is carefully guarded. +

+ +

+ Normal Movement: +

+

+ In one month, a unit can issue a single MOVE order, + using one or more of its movement points. There are three modes of + travel: walking, riding and flying. Walking units have two movement + points, riding units have four, and flying units have four. A unit will + automatically use the fastest mode of travel it has available. The ADVANCE order is the same as MOVE, except that it implies attacks on units which try + to forbid access; see the section on combat for details. +

+

+ Note that depending on game settings certain races might be able to swim + or fly and there are items that can enable your units to fly or walk on + water. +

+

+ Flying units are not initially available to starting players. A unit can + ride provided that the carrying capacity of its horses is at least as + great as the weight of its people and all other items. A unit can walk + provided that the carrying capacity of its people, horses, and wagons is + at least as great as the weight of all its other items, and provided + that it has at least as many horses as wagons (otherwise the excess + wagons count as weight, not capacity). Otherwise the unit cannot issue a + MOVE order. Most people weigh 10 units and have a + capacity of 5 units; data for items is as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Weight + + Capacity +
+ silver + + 0 + +   +
+ grain + + 5 + +   +
+ livestock + + 50 + + 0 +
+ iron + + 5 + +   +
+ wood + + 5 + +   +
+ stone + + 50 + +   +
+ fur + + 1 + +   +
+ fish + + 1 + +   +
+ herb + + 0 + +   +
+ horse + + 50 + + 20 +
+ sword + + 1 + +   +
+ crossbow + + 1 + +   +
+ longbow + + 1 + +   +
+ chain armor + + 1 + +   +
+ plate armor + + 3 + +   +
+ wagon + + 50 + + 200 (with horse) +
+ spear + + 1 + +   +
+ leather armor + + 1 + +   +
+ cloth armor + + 1 + +   +
+ lance + + 2 + +   +
+ javelin + + 1 + +   +
+ pike + + 1 + +   +
+
+

+ A unit which can fly is capable of travelling over water. +

+

+ Since regions are hexagonal, each region has six neighbouring regions to + the north, northeast, southeast, south, southwest and northwest. Moving + from one region to another normally takes one movement point, except + that the following terrain types take two movement points for riding or + walking units to enter: Forest, Mountain, Swamp, Jungle, and Tundra. + Also, during certain seasons (depending on the latitude of the region), + all units (including flying ones) have a harder time and travel will + take twice as many movement points as normal, as freezing weather makes + travel difficult; in the tropics, seasonal hurricane winds and + torrential rains have a similar effect. Units may not move through ocean + regions without using the SAIL order unless they are + capable of flight. +

+

+ Units may also enter or exit structures while moving. Moving into or + out of a structure does not use any movement points at all. Note that a + unit can also use the ENTER and LEAVE orders to move in and out of structures, without + issuing a MOVE order. The unit can also use the MOVE order to enter or leave a structure. +

+

+ Example: One man with a horse, sword, and chain mail wants to move + north, then northeast. The capacity of the horse is 20 and the weight + of the man and other items is 12, so he can ride. The month is April, so + he has four movement points. He issues the order MOVE NORTH NORTHEAST. + First he moves north, into a plain region. This uses one movement + point. Then he moves northeast, into a forest region. This uses two + movement points, so the movement is completed with one to spare. +

+ +

+ Sailing: +

+

+ Movement by sea is in some ways similar. It does not use the MOVE order however. Instead, the owner of a fleet must + issue the SAIL order, and other units wishing to + help sail the fleet must also issue the SAIL order. + The fleet will then, if possible, make the indicated movement, carrying + all units on the fleet with it. Units on board the fleet, but not + aiding in the sailing of the fleet, may execute other orders while the + fleet is sailing. A unit which does not wish to travel with the fleet + should leave the fleet in a coastal region, before the SAIL order is processed. (A coastal region is defined + as a non-ocean region with at least one adjacent ocean region.) +

+

+ Note that a unit on board a fleet while it is sailing may not MOVE later in the turn, even if he doesn't issue the SAIL order; sailing is considered to take the whole + month. Also, units may not remain on guard while on board a sailing + fleet; they will have to reissue the GUARD 1 order + to guard a region after sailing. +

+

+ Most ships get four movement points per turn. A fleet can move from an + ocean region to another ocean region, or from a coastal region to an + ocean region, or from an ocean region to a coastal region. Ships may not + sail through single hex land masses and must leave via the same side + they entered or a side adjacent to that one. Ships can only be + constructed in coastal regions. For a fleet to enter any region only + costs one movement point; the cost of two movement points for entering, + say, a forest coastal region, does not apply. Ships do, however, only + get half movement points during the winter months (or monsoon months in + the tropical latitudes). +

+

+ A fleet can only move if the total weight of everything aboard does not + exceed the fleet's capacity (the rules do not prevent an overloaded + fleet from staying afloat, only from moving). Also, there must be + enough sailors aboard (using the SAIL order), to + sail the fleet, or it will not go anywhere. Note that the sailing skill + increases the usefulness of a unit proportionally; thus, a 1 man unit + with level 5 sailing skill can sail a longboat alone. (See the section + on skills for further details on skills.) The capacities (and costs in + labor units) of the various basic ship types are as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The skill column is the level of shipbuilding skill required to build + that ship type. +

+ +

+ Order of Movement: +

+

+ This section is probably unimportant to beginning players, but it can be + helpful for more experienced players. +

+

+ Movement in Atlantis is processed one hex of movement at a time, region + by region. Atlantis cycles through all of the regions; for each region, + it finds any units that are due to move, and moves them (if they can + move) one hex (and only one hex). After processing all the regions, it + conducts any battles that result from these movements. After it has gone + through all of the regions, units will have moved at most one hex, so it + goes back and does the whole process again. This is repeated until all + units have had the opportunity to move their allowed distance. Units' + movement is spread out over these phases proportionally to their speed, + so a unit riding at speed 4 would move twice as often as one walking at + speed 2. If the unit requires more than one move to enter a particular + region, then it will move once it has accumulated enough movement points + to do so. Note that these movement points can be carried over from one + month to another if a MOVE (or ADVANCE) command did not complete in the + month - for example, a unit on foot trying to move into a mountain + region in winter would not have enough movement points to enter in one + turn, but if it continues the same move on the next turn, it would use + the accumulated points from the last month and manage to enter the + mountains at last. +

+

+ Sailing is handled the same way, with one minor difference: where units + using MOVE or ADVANCE will be prevented from entering a GUARDed region + (where the guards are unfriendly or worse to the moving unit), fleets + will instead enter the region and then be stopped by the guards. +

+

+ The following table shows when exactly units will move, given their base + movement speed. The "x"s mark the phases in which a unit of that speed + will move. If you wish to make units of different speeds move together + (for example, to coordinate an attack), you may need to tell the faster + units to PAUSE in their movement. See the MOVE + order for details. +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + Movement Phase +
+ 1 + + 2 + + 3 + + 4 + + 5 + + 6 + + 7 + + 8 +
+ Speed + + 1 + + x + + + + + + + + + + + + + + +
+ 2 + + x + + + + + + + + x + + + + + + +
+ 3 + + x + + + + x + + + + + + x + + + + +
+ 4 + + x + + + + x + + + + x + + + + x + + +
+ 5 + + x + + x + + + + x + + x + + + + x + + +
+ 6 + + x + + x + + x + + + + x + + x + + x + + +
+ 7 + + x + + x + + x + + x + + x + + x + + x + + +
+ 8 + + x + + x + + x + + x + + x + + x + + x + + x +
+
+ +
+ +
+

+ Skills +

+

+ The most important thing distinguishing one character from another in + Atlantis is skills. The following skills are available: mining, + lumberjack, quarrying, hunting, fishing, herb lore, horse training, + weaponsmith, armorer, carpenter, building, shipbuilding, entertainment, + tactics, combat, riding, crossbow, longbow, stealth, observation, + healing, sailing, farming, ranching, and quartermaster. When a unit + possesses a skill, he also has a skill level to go with it. Generally, + the effectiveness of a skill is directly proportional to the skill level + involved, so a unit with level 2 in a skill is twice as good as a unit + with level 1 in the same skill. +

+ +

+ Limitations: +

+

+ A unit made up of leaders may know one or more skills; for the rest of + this section, the word "leader" will refer to such a unit. Other units, + those which contain non-leaders, will be refered to as normal units. A + normal unit may only know one skill. +

+

+ Skills may be learned up to a maximum level depending on the race of the + studying unit (remembering that for units containing more than one race, + the maximum is determined by the least common denominator). Every race + has a normal maximum skill level, and a list of skills that they + specialize in, and can learn up to higher level. Leaders, being more + powerful, can learn skills to even higher levels. Here is a list of the + races (including leaders) and the information on normal skill levels and + specialized skills. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Race/Type + + Specilized Skills + + Max Level (specialized skills) + + Max Level (non-specialized skills) +
+ leaders + + None. + + -- + + 5 +
+ vikings + + combat, shipbuilding, sailing, lumberjack, carpenter + + 3 + + 2 +
+ barbarians + + mining, hunting, weaponsmith, combat + + 3 + + 2 +
+ plainsmen + + farming, ranching, horse training, riding + + 3 + + 2 +
+ darkmen + + quarrying, building, mining, armorer + + 3 + + 2 +
+ high elves + + combat, longbow, lumberjack, weaponsmith, horse training, armorer + + 3 + + 2 +
+ hill dwarves + + combat, mining, armorer, weaponsmith, quarrying, building + + 3 + + 2 +
+ desert dwarves + + quarrying, building, armorer, crossbow + + 3 + + 2 +
+ orcs + + combat + + 4 + + 1 +
+ centaurs + + horse training, riding, ranching + + 3 + + 2 +
+ goblins + + crossbow + + 3 + + 2 +
+
+

+ If units are merged together, their skills are averaged out. No rounding + off is done; rather, the computer keeps track for each unit of how many + total months of training that unit has in each skill. When units are + split up, these months are divided as evenly as possible among the + people in the unit; but no months are ever lost. +

+ +

+ Studying: +

+

+ For a unit to gain level 1 of a skill, they must gain one months worth + of training in that skill by issuing the STUDY + order. To raise this skill level to 2, the unit must add an additional + two months worth of training. Then, to raise this to skill level 3 + requires another three months worth of training, and so forth. A month + of training is gained when a unit uses the STUDY + order. Note that study months do not need to be consecutive; for a unit + to go from level 1 to level 2, he can study for a month, do something + else for a month, and then go back and complete the rest of his studies. + A unit can also increase its level of training by using a skill. This + progress is much slower than studying. Only one skill can be improved + through practice in any month; if multiple skills are used, only the + first will be improved. A skill will only improve with practice if the + unit has first studied the rudiments of the skill. +

+

+ Most skills cost $10 per person per month to study (in addition to + normal maintenance costs). The exceptions are Stealth and Observation + (both of which cost $50), Magic skills (which cost $100), and Tactics + (which costs $200). +

+ +

+ Teaching: +

+

+ A unit with a teacher can learn up to twice as fast as normal. The TEACH order is used to spend the month teaching one or + more other units (your own or another factions). The unit doing the + teaching must have a skill level greater than the unit doing the + studying. (Note: for all skill uses, it is skill level, not number of + months of training, that counts. Thus, a unit with 1 month of training + is effectively the same as a unit with 2 months of training, since both + have a skill level of 1.) The units being taught simply issue the STUDY order normally (also, his faction must be + declared Friendly by the teaching faction). Each person can only teach + up to 10 students in a month; additional students dilute the training. + Thus, if 1 teacher teaches 20 men, each man being taught will gain 1 1/2 + months of training, not 2 months. +

+

+ Note that it is quite possible for a single unit to teach two or more + other units different skills in the same month, provided that the + teacher has a higher skill level than each student in the skill that + that student is studying, and that there are no more than 10 students + per teacher. +

+

+ Note: Only leaders may use the TEACH order. +

+ +

+ Skill Reports: +

+

+ When a faction learns a new skill level for this first time, it will be + given a report on special abilities that a unit with this skill level + has. This report can be shown again at any time (once a faction knows + the skill), using the SHOW order. For example, when + a faction learned the skill Shoemaking level 3 for the first time, it + might receive the following (obviously farcical) report: +

+

+ +

+
+Shoemaking [SHOE] 3: A unit with this skill may PRODUCE Sooper Dooper
+  Air Max Winged Sandals.
+    
+ +
+ +
+

+ The Economy +

+

+ The unit of currency in Atlantis is the silver piece. Silver is a normal + item, with zero weight, appearing in your unit's reports. Silver is used + for such things as buying items, and unit's maintenance. +

+ +

+ Maintenance Costs: +

+

+ IMPORTANT: Each and every character in Atlantis requires a maintenance + fee each month. Anyone who ends the month without this maintenance cost + has a 33 percent chance of starving to death. It is up to you to make + sure that your people have enough money available. Money will be shared + automatically between your units in the same region, if one is starving + and another has more than enough; but this will not happen between units + in different regions (this sharing of money applies only for maintenance + costs, and does not occur for other purposes). If you have silver in + your unclaimed fund, then that silver will be automatically claimed by + units that would otherwise starve. Lastly, if a faction is allied to + yours, their units will provide surplus cash to your units for + maintenance, as a last resort. +

+

+ This fee is generally 10 silver for a normal character, and 20 silver + for a leader. Units may substitute one unit of , grain, livestock or + fish for each 10 silver of maintenance owed. A unit may use the CONSUME order to specify that it wishes to use food + items in preference to silver. Note that these items are worth more + when sold in towns, so selling them and using the money is more + economical than using them for maintenance. +

+ +

+ Recruiting: +

+

+ People may be recruited in a region. The total amount of recruits + available per month in a region, and the amount that must be paid per + person recruited, are shown in the region description. The BUY order is used to recruit new people. New recruits + will not have any skills or items. Note that the process of recruiting + a new unit is somewhat counter-intuitive; it is necessary to FORM an empty unit, GIVE the empty + unit some money, and have it BUY people; see the + description of the FORM order for further details. +

+ +

+ Items: +

+

+ A unit may have a number of possessions, referred to as "items". Some + details were given above in the section on Movement, but many things + were left out. Here is a table giving some information about common + items in Atlantis: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+   + + Skill (min level) + + Material + + Production time + + Weight (capacity) + + Extra Information +
+ silver + + + + +   + + 0 + + +
+ grain + + farming (1) + + + + 1 month + + 5 + + +
+ livestock + + farming (1) + + + + 1 month + + 50 (0) + + +
+ iron + + mining (1) + + + + 1 month + + 5 + + +
+ wood + + lumberjack (1) + + + + 1 month + + 5 + + +
+ stone + + quarrying (1) + + + + 1 month + + 50 + + +
+ fur + + hunting (1) + + + + 1 month + + 1 + + +
+ fish + + fishing (1) + + + + 1 month + + 1 + + +
+ herb + + herb lore (1) + + + + 1 month + + 0 + + +
+ horse + + horse training (1) + + + + 1 month + + 50 (20) + + Gives a riding bonus with the riding skill.
+
+ sword + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+ crossbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives +0 on attack and +0 on defense (needs + crossbow skill).
Gives 1 attack every 3 rounds.
+
+ longbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense (needs + longbow skill).
+
+ chain armor + + armorer (1) + + 1 iron + + 1 month + + 1 + + Gives a 33 in 100 chance to survive a normal hit.
+
+ plate armor + + armorer (3) + + 3 iron + + 3 months + + 3 + + Gives a 67 in 100 chance to survive a normal hit.
+
+ wagon + + carpenter (1) + + 1 wood + + 1 month + + 50 (200 with horse) + + +
+ spear + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing furs.
+
+ leather armor + + armorer (1) + + 1 fur + + 1 month + + 1 + + Gives a 30 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ cloth armor + + armorer (1) + + 1 herb + + 1 month + + 1 + + Gives a 16 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ lance + + weaponcraft (1) + + 2 wood + + 2 months + + 2 + + Weapon which gives +4 on attack and +0 on defense (needs riding + skill).
+
+ javelin + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense.
Gives 1 attack every 2 rounds.
+
+ pike + + weaponsmith (2) + + 1 wood + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+
+

+ All items except silver and trade goods are produced with the PRODUCE order. Producing items will always produce + as many items as during a month up to the limit of the supplies carried + by the producing unit. The required skills and raw materials required to + produce one output item are in the table above. +

+

+ If an item requires raw materials, then the specified amount of each + material is consumed for each item produced. The higher the skill of the + unit, the more productive each man-month of work will be. Thus, five + men at skill level one are exactly equivalent to one guy at skill level + 5 in terms of base output. Items which require multiple man-months to + produce will take still benefit from higher skill level units, just not + as quickly. For example, if a unit of six level one men wanted to + produce something which required three man-months per item, that unit + could produce two of them in one month. If their skill level was raised + to two, then they could produce four of them in a month. At level three, + they could then produce 6 per month. +

+

+ Some items may allow each man to produce multiple output items per raw + material or have other differences from these basic rules. Those items + will explain their differences in the description of the item. +

+

+ Only Trade factions can issue PRODUCE orders + however, regardless of skill levels. +

+

+ Items which increase production may increase production of advanced + items in addition to the basic items listed. Some of them also increase + production of other tools. Read the skill descriptions for details on + which tools aid which production when not noted above. +

+

+ If an item does not list a raw material it may be produced directly from + the land. Each region generally has at least one item that can be + produced there. Shown on the description of a region is a list of the + items that can be produced, and the amount of each that can be produced + per month. This amount depends on the region type. It also varies from + region to region of the same type. If the units in a region attempt to + produce more of a commodity than can be produced that month, then the + amount available is distributed among the producers +

+ +

+ Villages, Towns, and Cities: +

+

+ Some regions in Atlantis contain villages, towns, and cities. Villages + add to the wages, population, and tax income of the region they are in. + Also, villages will have an additional market for grain, livestock, and + fish. As the village's demand for these goods is met, the population + will increase. When the population reaches a certain threshold, the + village will turn into a town. A town will have some additional + products that it demands, in addition to what it previously wanted. + Also a town will sell some new items as well. A town whose demands are + being met will grow, and above another threshold it will become a + full-blown city. A city will have additional markets for common items, + and will also have markets for less common, more expensive trade items. +

+

+ Trade items are bought and sold only by cities, and have no other + practical uses. However, the profit margins on these items are usually + quite high. +

+ +

+ Buildings and Trade Structures: +

+

+ Construction of buildings and ships goes as follows: each unit of work + on a building requires a unit of the required resource and a man-month + of work by a character with the appropriate skill and level; higher + skill levels allow work to proceed faster (still using one unit of the + required resource per unit of work done). Again, only Trade factions can + issue BUILD orders. Here is a table of the various + building types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Size + + Cost + + Material + + Skill (min level) + + Mages +
+ Tower + + 10 + + 10 + + stone + + building (1) + + 0 +
+ Fort + + 50 + + 40 + + stone + + building (1) + + 1 +
+ Castle + + 300 + + 300 + + stone + + building (2) + + 2 +
+ Citadel + + 1000 + + 800 + + stone + + building (3) + + 3 +
+ Stockade + + 50 + + 60 + + wood + + building (1) + + 1 +
+
+

+ Size is the number of people that the building can shelter. Cost is both + the number of man-months of labor and the number of units of material + required to complete the building. Mages is the number of mages that + the building provides study facilities for, to enable unhindered study + above level 2 in magical skills. There are possibly other buildings + which can be built that require more advanced resources, or odd skills + to construct. The description of a skill will include any buildings + which it allows to be built. +

+

+ There are other structures that increase the maximum production of + certain items in regions; for example, a Mine will increase the amount + of iron that is available to be mined in a region. To construct these + structures requires a high skill level in the production skill related + to the item that the structure will help produce. (Inns are an exception + to this rule, requiring the Building skill, not the Entertainment + skill.) This bonus in production is available to any unit in the region; + there is no need to be inside the structure. +

+

+ The first structure built in a region will increase the maximum + production of the related product by 25%; the amount added by each + additional structure will be half of the the effect of the previous one. + (Note that if you build enough of the same type of structure in a + region, the new structures may not add _any_ to the production level). +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (level) + + Production Aided +
+ Mine + + 10 + + wood or stone + + mining (3) + + iron +
+ Farm + + 10 + + wood or stone + + farming (3) + + grain +
+ Ranch + + 10 + + wood or stone + + farming (3) + + livestock +
+ Timber Yard + + 10 + + wood or stone + + lumberjack (3) + + wood +
+ Inn + + 10 + + wood or stone + + building (3) + + entertainment +
+ Quarry + + 10 + + wood or stone + + quarrying (3) + + stone +
+ Temple + + 10 + + stone + + building (3) + + herbs +
+ Trapping Hut + + 10 + + wood or stone + + hunting (3) + + furs +
+
+

+ Note that these structures will not increase the availability of an item + in a region which does not already have that item available. Also, Trade + structures do not offer defensive bonuses (which is why they do not have + a size associated with them). As with regular buildings, the Cost is + the number of man-months of labor and also the number of units of raw + material required to complete the structure. You can use two different + materials (wood or stone) to construct most trade structures. It is + possible that there are structures not listed above which require either + advanced resources to build or which increase the production of advanced + resources. The skill description for a skill will always note if new + structures may be built based on knowing that skill. +

+ +

+ Roads: +

+

+ There is a another type of structure called roads. They do not protect + units, nor aid in the production of resources, but do aid movement, and + can improve the economy of a hex. +

+

+ Roads are directional and are only considered to reach from one hexside + to the center of the hex. To gain a movement bonus, there must be two + connecting roads, one in each adjacent hex. Only one road may be built + in each direction. If a road in the given direction is connected, units + move along that road at half cost to a minimum of 1 movement point. +

+

+ For example: If a unit is moving northwest, then hex it is in must have + a northwest road, and the hex it is moving into must have a southeast + road. +

+

+ To gain an economy bonus, a hex must have roads that connect to roads in + at least two adjoining hexes. The economy bonus for the connected roads + raises the wages in the region by 1 point. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (min level) +
+ Road N + + 40 + + stone + + building (3) +
+ Road NW + + 40 + + stone + + building (3) +
+ Road NE + + 40 + + stone + + building (3) +
+ Road SW + + 40 + + stone + + building (3) +
+ Road SE + + 40 + + stone + + building (3) +
+ Road S + + 40 + + stone + + building (3) +
+ Caravanserai + + 20 + + wood or stone + + building (2) +
+
+ +

+ Ships: +

+

+ Ships are constructed similarly to buildings, with a few small + differences. Firstly, they tend to be constructed out of wood, not + stone. Secondly, their construction tends to depend on the Shipbuilding + skill, not the Building skill. Thirdly, while unfinished buildings + appear in the region, and may be entered by other units, unfinished + ships appear only in their builder's inventory until they are complete. + If the builder MOVEs or they are in a fleet that SAILs while they have an unfinished ship in their + possession, the ship will be discarded and lost. Finally, ships are + never interacted with as objects directly, but when completed are placed + in Fleet objects. Fleets may contain one or more ships, and may be + entered like other buildings. +

+

+ Only factions with at least one faction point spent on trade can issue + BUILD orders. Here is a table of the various ship + types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The capacity of a ship is the maximum weight that the ship may have + aboard and still move. The cost is both the man-months of labor and the + number of units of material required to complete the ship. The sailors + are the number of skill levels of the Sailing skill that must be aboard + the ship (and issuing the SAIL order) in order for + the ship to sail. +

+

+ When a ship is built, if its builder is already the owner of a fleet + object, then the ship will be added to that fleet; otherwise a new fleet + will be created to hold the ship. A fleet has the combined capacity and + sailor requirement of its constituent vessels, and moves at the speed of + its slowest ship. +

+ +

+ Advanced Items: +

+

+ There are also certain advanced items that highly skilled units can + produce. These are not available to starting players, but can be + discovered through study. When a unit is skilled enough to produce one + of these items, he will receive a skill report describing the production + of this item. Production of advanced items is generally done in a manner + similar to the normal items. +

+ +

+ Income: +

+

+ Units can earn money with the WORK order. This + means that the unit spends the month performing manual work for wages. + The amount to be earned from this is usually not very high, so it is + generally a last resort to be used if one is running out of money. The + current wages are shown in the region description for each region. All + units may WORK, regardless of skills or faction + type. +

+ +

+ Entertainment: +

+

+ Units with the Entertainment skill can use it to earn money. A unit + with Entertainment level 1 will earn 20 silver per man by issuing the ENTERTAIN order. The total amount of money that + can be earned this way is shown in the region descriptions. Higher + levels of Entertainment skill can earn more, so a character with + Entertainment skill 2 can earn twice as much money as one with skill 1 + (and uses twice as much of the demand for entertainment in the region). + Note that entertainment income is much less, per region, than the income + available through working or taxing. All factions may have entertainers, + regardless of faction type. +

+ +

+ Taxing/Pillaging: +

+

+ War factions may collect taxes in a region. This is done using the TAX order (which is not a full month order). The amount + of tax money that can be collected each month in a region is shown in + the region description. A unit may TAX if it has + Combat skill of at least level 1 or has a weapon and the appropriate + skill to use it. Each taxing character can collect $40, though if the + number of taxers would tax more than the available tax income, the tax + income is split evenly among all taxers. +

+

+ War factions may also pillage a region. To do this requires the faction + to have enough combat ready men in the region to tax half of the + available money in the region. The total amount of money that can be + pillaged will then be shared out between every combat ready unit that + issues the PILLAGE order. The amount of money + collected is equal to twice the available tax money. However, the + economy of the region will be seriously damaged by pillaging, and will + only slowly recover over time. Note that PILLAGE + comes before TAX, so a unit performing TAX will collect no money in that region that month. +

+

+ It is possible to safeguard one's tax income in regions one controls. + Units which have the Guard flag set (using the GUARD order) will block TAX orders + issued by other factions in the same region, unless you have declared + the faction in question Friendly. Units on guard will also block PILLAGE orders issued by other factions in the same + region, regardless of your attitude towards the faction in question, and + they will attempt to prevent Unfriendly units from entering the region. + Only units which are able to tax may be on guard. Units on guard are + always visible regardless of Stealth skill, and will be marked as being + "on guard" in the region description. +

+ +

+ Transportation of goods +

+

+ Trade factions may train Quartermaster units. A Quartermaster unit may + accept TRANSPORTed items from any unit within 2 + hexes distance from the hex containing the quartermaster. Quartermasters + may also DISTRIBUTE items to any unit within 2 + hexes distance from the hex containing the quartermaster and may TRANSPORT items to another quartermaster up to 6 + hexes distant. The distance a quartermaster can TRANSPORT items to another quartermaster will + increase with the level of skill possessed by the quartermaster unit. +

+

+ In order to accomplish this function, a quartermaster must be the owner + of a structure which allows transportation of items. The structures + which allow this are: Caravanserai. +

+

+ The cost of transport items from one quartermaster to another is based + on the weight of the items and costs 1 silver per weight unit. The cost + of shipping is increased for units with a lower quartermaster skill, + dropping to the minimum above when the unit is at the maximum skill + level. +

+

+ Quartermasters must be single man units, and a faction is limited in the + number of quartermasters it may have at any one time. Both the TRANSPORT and DISTRIBUTE + orders count as trade activity in the hex of the unit issuing the order. + The target unit must be at least FRIENDLY to the unit which issues the + order. +

+

+ Not all type of items can be TRANSPORTed to or + DISTRIBUTEd by a quartermaster. Men (including + Leaders), summoned creatures (including illusionary ones), ships, + mounts, war machines, and items created using artifact lore need to be + carried/sailed from one location to another by a unit. +

+ +
+ +
+

+ Combat +

+

+ Combat occurs when one unit attacks another. The computer then gathers + together all the units on the attacking side, and all the units on the + defending side, and the two sides fight until an outcome is reached. +

+ +

+ Attitudes: +

+

+ Which side a faction's units will fight on depends on declared + attitudes. A faction can have one of the following attitudes towards + another faction: Ally, Friendly, Neutral, Unfriendly or Hostile. Each + faction has a general attitude, called the "Default Attitude", that it + normally takes towards other factions; this is initially Neutral, but + can be changed. It is also possible to DECLARE + attitudes to specific factions, e.g. DECLARE 27 + ALLY will declare the Ally attitude to faction 27. (Note that this does + not necessarily mean that faction 27 has decided to treat you as an + ally.) +

+

+ Ally means that you will fight to defend units of that faction whenever + they come under attack, if you have non-avoiding units in the region + where the attack occurs. You will also attempt to prevent any theft or + assassination attempts against units of the faction, if you are capable + of seeing the unit which is attempting the crime. It also has the + implications of the Friendly attitude. +

+

+ Friendly means that you will accept gifts from units of that faction. + This includes the giving of items, units of people, and the teaching of + skills. You will also admit units of that faction into buildings or + fleets owned by one of your units, and you will permit units of that + faction to collect taxes (but not pillage) in regions where you have + units on guard. +

+

+ Unfriendly means that you will not admit units of that faction into any + region where you have units on guard. You will not, however, + automatically attack unfriendly units which are already present. +

+

+ Hostile means that any of your units which do not have the Avoid Combat + flag set (using the AVOID order) will attack any + units of that faction wherever they find them. +

+

+ If a unit can see another unit, but does not have high enough + Observation skill to determine its faction, it will treat the unit using + the faction's default attitude, even if the unit belongs to an + Unfriendly or Hostile faction, because it does not know the unit's + identity. However, if your faction has declared an attitude of Friendly + or Ally towards that unit's faction, the unit will be treated with the + better attitude; it is assumed that the unit will produce proof of + identity when relevant. (See the section on stealth for more information + on when units can see each other.) +

+

+ If a faction declares Unfriendly or Hostile as default attitude (the + latter is a good way to die fast), it will block or attack all + unidentified units, unless they belong to factions for which a Friendly + or Ally attitude has been specifically declared. Units which cannot be + seen at all cannot be directly blocked or attacked, of course. +

+ +

+ Attacking: +

+

+ A unit can attack another by issuing an ATTACK + order. A unit that does not have Avoid Combat set will automatically + attack any Hostile units it identifies as such. When a unit issues the + ATTACK order, or otherwise decides to attack + another unit, it must first be able to attack the unit. There are two + conditions for this; the first is that the attacking unit must be able + to see the unit that it wishes to attack. More information is available + on this in the stealth section of the rules. +

+

+ Secondly, the attacking unit must be able to catch the unit it wishes to + attack. A unit may only catch a unit if its effective Riding skill is + greater than or equal to the target unit's effective Riding skill; + otherwise, the target unit just rides away from the attacking unit. + Effective Riding is the unit's Riding skill, but with a potential + maximum; if the unit can not ride, the effective Riding skill is 0; if + the unit can ride, the maximum effective Riding is 3; if the unit can + fly, the maximum effective Riding is 5. Note that the effective Riding + also depends on whether the unit is attempting to attack or defend; for + attack purposes, only one man in the unit needs to be able to ride or + fly (generally, this means one of the men must possess a horse, or other + form of transportation), whereas for defense purposes the entire unit + needs to be able to ride or fly (usually meaning that every man in the + unit must possess a horse or other form of speedier transportation). + Also, note that for a unit to be able to use its defensive Riding + ability to avoid attack, the unit cannot be in a building, fleet, or + structure of any type. +

+

+ A unit which is on guard, and is Unfriendly towards a unit, will deny + access to units using the MOVE order to enter its + region. Note that to deny access to a unit, at least one unit from the + same faction as the unit guarding the hex must satisfy the above + requirements. A unit using ADVANCE instead of MOVE to enter a region, will attack any units that + attempt to deny it access. If the advancing unit loses the battle, it + will be forced to retreat to the previous region it moved through. If + the unit wins the battle and its army doesn't lose any men, it is + allowed to continue to move, provided that it has enough movement + points. +

+

+ Note that these restrictions do not apply for sea combat, as units + within a fleet are always visible, and Riding does not play a part in + combat on board fleets. +

+ +

+ The Muster: +

+

+ Once the attack has been made, the sides are gathered. Although the ATTACK order takes a unit rather than a faction as + its parameter (mainly so that unidentified units can be attacked), an + attack is basically considered to be by an entire faction, against an + entire faction and its allies. +

+

+ On the attacking side are all units of the attacking faction in the + region where the fight is taking place, except those with Avoid Combat + set. A unit which has explicitly (or implicitly via ADVANCE) issued an ATTACK + order will join the fight anyway, regardless of whether Avoid Combat is + set. +

+

+ Also on the attacking side are all units of other factions that attacked + the target faction (implicitly or explicitly) in the region where the + fight is taking place. In other words, if several factions attack one, + then all their armies join together to attack at the same time (even if + they are enemies and will later fight each other). +

+

+ On the defending side are all identifiable units belonging to the + defending faction. If a unit has Avoid Combat set and it belongs to the + target faction, it will be uninvolved only if its faction cannot be + identified by the attacking faction. A unit which was explicitly + attacked will be involved anyway, regardless of Avoid Combat. (This + means that Avoid Combat is mostly useful for high stealth scouts.) Also, + all non-avoiding units located in the target region belonging to + factions allied with the defending unit will join in on the defending + side, provided that at least one of the units belonging to the defending + faction is not set to noaid. +

+

+ Units in adjacent regions can also become involved. This is the + exception to the general rule that you cannot interact with units in a + different region. +

+

+ If a faction has at least one unit involved in the initial region, then + any units in adjacent regions will join the fight, if they could reach + the region and do not have Avoid Combat set. There are a few flags that + units may set to affect this; a unit with the Hold flag (set using the + HOLD order) will not join battles in adjacent + regions. This flag applies to both attacking and defending factions. A + unit with the Noaid flag (set using the NOAID + order) will receive no aid from adjacent hexes when attacked, or when it + issues an attack. +

+

+ Example: A fight starts in region A, in the initial combat phase + (before any movement has occurred). The defender has a unit of soldiers + in adjacent region B. They have 2 movement points at this stage. They + will buy horses later in the turn, so that when they execute their MOVE order they will have 4 movement points, but right + now they have 2. Region A is forest, but fortunately it is summer, so + the soldiers can join the fight. +

+

+ It is important to note that the units in nearby regions do not actually + move to the region where the fighting happens; the computer only checks + that they could move there. (In game world terms, presumably they did + move there to join the fight, and then moved back where they started.) + The computer checks for weight allowances and terrain types when + determining whether a unit could reach the scene of the battle. Note + that the use of fleets is not allowed in this virtual movement. +

+

+ If you order an attack on an ally (either with the ATTACK order, or if your ally has declared you + Unfriendly, by attempting to ADVANCE into a + region which he is guarding), then your commander will decide that a + mistake has occurred somewhere, and withdraw your troops from the + fighting altogether. Thus, your units will not attack that faction in + that region. Note that you will always defend an ally against attack, + even if it means that you fight against other factions that you are + allied with. +

+ +

+ The Battle: +

+

+ The troops having lined up, the fight begins. The computer selects the + best tactician from each side; that unit is regarded as the leader of + its side. If two or more units on one side have the same Tactics skill, + then the one with the lower unit number is regarded as the leader of + that side. If one side's leader has a better Tactics skill than the + other side's,then that side gets a free round of attacks. +

+

+ In each combat round, the combatants each get to attack once, in a + random order. (In a free round of attacks, only one side's forces get to + attack.) Each combatant will attempt to hit a randomly selected enemy. + If he hits, and the target has no armor, then the target is + automatically killed. Armor may provide extra defense against otherwise + successful attacks. +

+

+ The basic skill used in battle is the Combat skill; this is used for + hand to hand fighting. If one soldier tries to hit another using most + weapons, there is a 50% chance that the attacker will get an opportunity + for a lethal blow. If the attacker does get that opportunity, then + there is a contest between his combat skill (modified by weapon attack + bonus) and the defender's combat skill (modified by weapon defense + bonus). Some weapons may not allow combat skill to affect defense (e.g. + bows), and others may allow different skills to be used on defense (or + offense). +

+

+ If the skills are equal, then there is a 1:1 (i.e. 50%) chance that the + attack will succeed. If the attacker's skill is 1 higher then there is + a 2:1 (i.e. 66%) chance, if the attacker's skill is 2 higher then there + is a 4:1 (i.e. 80%) chance, 3 higher means an 8:1 (i.e. 88%) chance, and + so on. Similarly if the defender's skill is 1 higher, then there is only + a 1:2 (i.e. 33%) chance, etc. +

+

+ There are a variety of weapons in the world which can increase a + soldier's skill on attack or defense. Better weapons will generally + convey better bonuses, but not all weapons are as good in all + situations. Specifics about the bonuses conferred by specific weapons + can be found both in these rules (for most basic weapons), and in the + descriptions of the weapons themselves. Troops which are fighting + hand-to-hand without specific weapons are assumed to be irregularly + armed with makeshift weapons such as clubs, pitchforks, torches, etc. +

+

+ Possession of a mount, and the appropriate skill to use that mount will + also confer a bonus to the effective Combat skill. The amount of the + bonus will depend on the level of the appropriate skill and the mount in + question. Some mounts are better than others, and may provide better + bonus, but may also require higher levels of skill to get any bonus at + all. Some terrain might not allow mounts to give a combat advantage. +

+

+ Certain weapons may provide different attack and defense bonuses, or + have additional attack bonuses against mounted opponents or other + special characteristics. These bonuses will be listed in the item + descriptions in the turn reports. +

+

+ Some melee weapons may be defined as Long or Short (this is relative to + a normal weapon, e.g. the sword). A soldier wielding a longer weapon + than his opponent gets a +1 bonus to his attack skill. +

+

+ Ranged weapons are slightly different from melee weapons. The target + will generally not get any sort of combat bonus to defense against a + ranged attack. +

+

+ Some weapons, including some ranged weapons, may only attack every other + round, or even less frequently. When a weapon is not able to attack + every round, this will be specified in the item description. +

+

+ Weapons may have one of several different attack types: Slashing, + Piercing, Crushing, Cleaving and Armor Piercing. Different types of + armor may give different survival chances against a successful attack of + different types. +

+

+ A soldier attacking with a ranged weapon will generally be treated as if + they have a Combat skill of 0, even if they have an actual Combat skill. + This is the trade off for being able to hit from the back line of + fighting. +

+

+ Being inside a building confers a bonus to defense. This bonus is + effective against ranged as well as melee weapons. The number of men + that a building can protect is equal to its size. The size of the + various common buildings was listed in the Table of Buildings earlier. +

+

+ If there are too many units in a building to all gain protection from + it, then those units who have been in the building longest will gain + protection. (Note that these units appear first on the turn report.) If + a unit of 200 men is inside a Fort (capacity 50), then the first 50 men + in the unit will gain the full bonus, and the other 150 will gain no + protection. +

+

+ Units which have the Behind flag set are at the rear and cannot be + attacked by any means until all non-Behind units have been wiped out. + On the other hand, neither can they attack with melee weapons, but only + with ranged weapons or magic. Once all front-line units have been wiped + out, then the Behind flag no longer has any effect. +

+ +

+ Victory! +

+

+ Combat rounds continue until one side has accrued 50% losses (or more). + The victorious side is then awarded one free round of attacks, after + which the battle is over. If both sides have more than 50% losses, the + battle is a draw, and neither side gets a free round. +

+

+ Units with the Healing skill have a chance of being able to heal + casualties of the winning side, so that they recover rather than dying. + Each character with this skill can attempt to heal 5 casualties per + skill level. Each attempt however requires one unit of Herbs, which is + thereby used up. Each attempt has a some chance of healing one casualty; + only one attempt at Healing may be made per casualty. Healing occurs + automatically, after the battle is over, by any living healers on the + winning side. +

+

+ Any items owned by dead combatants on the losing side have a 50% chance + of being found and collected by the winning side. Each item which is + recovered is picked up by one of the survivors able to carry it (see the + SPOILS command) at random, so the winners + generally collect loot in proportion to their number of surviving men. +

+

+ If you are expecting to fight an enemy who is carrying so much equipment + that you would not be able to move after picking it up, and you want to + move to another region later that month, it may be worth issuing some + orders to drop items (with the GIVE 0 order) or to + prevent yourself picking up certain types of spoils (with the SPOILS order) in case you win the battle! Also, note + that if the winning side took any losses in the battle, any units on + this side will not be allowed to move, or attack again for the rest of + the turn. +

+ +
+ +
+

+ Stealth and Observation +

+

+ The Stealth skill is used to hide units, while the Observation skill is + used to see units that would otherwise be hidden. A unit can be seen + only if you have at least one unit in the same region, with an + Observation skill at least as high as that unit's Stealth skill. If your + Observation skill is equal to the unit's Stealth skill, you will see the + unit, but not the name of the owning faction. If your Observation skill + is higher than the unit's Stealth skill, you will also see the name of + the faction that owns the unit. +

+

+ Regardless of Stealth skill, units are always visible when participating + in combat; when guarding a region with the Guard flag; or when in a + building or aboard a fleet. However, in order to see the faction that + owns the unit, you will still need a higher Observation skill than the + unit's Stealth skill. +

+ +

+ Stealing: +

+

+ The STEAL order is a way to steal items from other + player factions without a battle. The order can only be issued by a + one-man unit. The order specifies a target unit; the thief will then + attempt to steal the specified item from the target unit. +

+

+ If the thief has higher Stealth than any of the target faction's units + have Observation (i.e. the thief cannot be seen by the target faction), + the theft will succeed. The target faction will be told what was stolen, + but not by whom. If the specified item is silver, then $200 or half the + total available, whichever is less, will be stolen. If it is any other + item, then only one will be stolen (if available). +

+

+ Any unit with high enough Observation to see the thief will see the + attempt to steal, whether the attempt is successful or not. Allies of + the target unit will prevent the theft, if they have high enough + Observation to see the unit trying to steal. +

+ +

+ Assassination: +

+

+ The ASSASSINATE order is a way to kill + another person without attacking and going through an entire battle. + This order can only be issued by a one-man unit, and specifies a target + unit. If the target unit contains more than one person, then one will + be singled out at random. +

+

+ Success for assassination is determined as for theft, i.e. the assassin + will fail if any of the target faction's units can see him. In this + case, the assassin will flee, and the target faction will be informed + which unit made the attempt. As with theft, allies of the target unit + will prevent the assassination from succeeding, if their Observation + level is high enough. +

+

+ If the assassin has higher stealth than any of the target faction's + units have Observation, then a one-on-one fight will take place between + the assassin and the target character. The assassin automatically gets + a free round of attacks, except he is limited to 1 total during the free + round; after that, the battle is handled like a normal fight, with the + exception that neither assassin nor victim can use any armor except + leather armor, or cloth armor. Most armor is forbidden for the assassin + because it would make it too hard to sneak around, and for the victim + because he was caught by surprise with his armor off. If the assassin + wins, the target faction is told merely that the victim was + assassinated, but not by whom. If the victim wins, then the target + faction learns which unit made the attempt. (Of course, this does not + necessarily mean that the assassin's faction is known.) The winner of + the fight gets 50% of the loser's property as usual. +

+

+ STEAL and ASSASSINATE + are not full month orders, and do not interfere with other activities, + but a unit can only issue one STEAL order or one ASSASSINATE order in a month. +

+ +
+ +
+

+ Magic +

+

+ A character enters the world of magic in Atlantis by beginning study on + one of the Foundation magic skills. Only one man units, with the man + being a leader, are permitted to study these skills. The number of these + units (known as "magicians" or "mages") that a faction may own is + determined by the faction's type. Any attempt to gain more, either + through study, or by transfer from another faction, will fail. In + addition, mages may not GIVE men at all; once a unit + becomes a mage (by studying one of the Foundations), the unit number is + fixed. (The mage may be given to another faction using the GIVE UNIT order.) +

+ +

+ Magic Skills: +

+

+ Magic skills are the same as normal skills, with a few differences. The + basic magic skills, called Foundations, are force, pattern, and spirit. + To become a mage, a unit undertakes study in one of these Foundations. + As a unit studies the Foundations, he will be able to study deeper into + the magical arts; the additional skills that he may study will be + indicated on your turn report. +

+

+ There are two major differences between Magic skills and most normal + skills. The first is that the ability to study Magic skills sometimes + depends on lower level Magic skills. Magic skills cannot be learnt to a + higher level than the skills they depend upon. For example, if a Magic + skill requires Spirit 2 to begin to study, then it can never be studied + to a level higher than the mage's Spirit skill, so in order to increase + that skill to level 3, his Spirit skill would first have to be increased + to level 3. The Magic skills that a mage may study are listed on his + turn report, so he knows which areas he may pursue. Studying higher in + the Foundation skills, and certain other Magic skills, will make other + skills available to the mage. Secondly, study into a magic skill above + level 2 requires that the mage be located in some sort of building which + can offer specific facilities for mages. Certain types of buildings can + offer shelter and support and a proper environment, some more so than + others. If the mage is not in such a structure, his study rate is cut in + half, as he does not have the proper environment and equipment for + research. +

+

+ It is possible that there are advanced buildings not listed here which + also can support mages. The description of a building will tell you for + certain. The common buildings and the mages a building of that type can + support follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + Mages +
+ Fort + + 1 +
+ Castle + + 2 +
+ Citadel + + 3 +
+ Stockade + + 1 +
+
+ +

+ Foundations: +

+

+ The three Foundation skills are called force, pattern, and spirit. Force + indicates the quantity of magical energy that a mage is able to channel + (a Force rating of 0 does not mean that the mage can channel no magical + energy at all, but only a minimal amount). Pattern indicates ability to + handle complex patterns, and is important for things like healing and + nature spells. Spirit deals with meta-effects that lie outside the + scope of the physical world. +

+ +

+ Further Magic Study: +

+

+ Once a mage has begun study of one or more Foundations, more skills that + he may study will begin to show up on his report. These skills are the + skills that give a mage his power. As with normal skills, when a mage + achieves a new level of a magic skill, he will be given a skill report, + describing the new powers (if any) that the new skill confers. The SHOW order may be used to show this information on + future reports. +

+ +

+ Using Magic: +

+

+ A mage may use his magical power in three different ways, depending on + the type of spell he wants to use. Some spells, once learned, take + effect automatically and are considered always to be in use; these + spells do not require any order to take effect. +

+

+ Secondly, some spells are for use in combat. A mage may specify that he + wishes to use a spell in combat by issuing the COMBAT order. A combat spell specified in this way + will only be used if the mage finds himself taking part in a battle. +

+

+ The third type of spell use is for spells that take an entire month to + cast. These spells are cast by the mage issuing the CAST order. Because CAST takes an + entire month, a mage may use only one of this type of spell each turn. + Note, however, that a CAST order is not a full month + order; a mage may still MOVE, STUDY, or use any other month long order. The + justification for this (as well as being for game balance) is that a + spell drains a mage of his magic power for the month, but does not + actually take the entire month to cast. +

+

+ The description that a mage receives when he first learns a spell + specifies the manner in which the spell is used (automatic, in combat, + or by casting). +

+ +

+ Magic in Combat: +

+

+ NOTE: This section is rather vague, and quite advanced. You may want to + wait until you have figured out other parts of Atlantis before trying to + understand exactly all of the rules in this section. +

+

+ Although the magic skills and spells are unspecified in these rules, + left for the players to discover, the rules for combat spells' + interaction are spelled out here. There are five major types of + attacks, and defenses: Combat, Ranged, Energy, Weather, and Spirit. + Every attack and defense has a type, and only the appropriate defense is + effective against an attack. +

+

+ Defensive spells are cast at the beginning of each round of combat, and + will have a type of attack they deflect, and skill level (Defensive + spells are generally called Shields). Every time an attack is launched + against an army, it must first attack the highest level Shield of the + same type as the attack, before it may attack a soldier directly. Note + that an attack only has to attack the highest Shield, any other Shields + of the same type are ignored for that attack. +

+

+ An attack spell (and any other type of attack) also has an attack type, + and attack level, and a number of blows it deals. When the attack spell + is cast, it is matched up against the most powerful defensive spell of + the appropriate type that the other army has cast. If the other army + has not cast any applicable defensive spells, the attack goes through + unmolested. Unlike normal combat however, men are at a disadvantage to + defending against spells. Men which are in the open (not protected by + a building) have an effective skill of -2 unless they have a shield or + some other defensive magic. Some monsters have bonuses to resisting + some attacks but are more susceptible to others. The skill level of the + attack spell and the effective skill for defense are matched against + each other. The formula for determining the victor between a defensive + and offensive spell is the same as for a contest of soldiers; if the + levels are equal, there is a 1:1 chance of success, and so on. If the + offensive spell is victorious, the offensive spell deals its blows to + the defending army, and the Shield in question is destroyed (thus, it + can be useful to have more than one of the same type of Shield in + effect, as the other Shield will take the place of the destroyed one). + Otherwise, the attack spell disperses, and the defending spell remains + in place. +

+

+ Some spells do not actually kill enemies, but rather have some negative + effect on them. These spells are treated the same as normal spells; if + there is a Shield of the same type as them, they must attack the Shield + before attacking the army. Physical attacks that go through a defensive + spell also must match their skill level against that of the defensive + spell in question. However, they do not destroy the defensive spell + when they are successful. +

+ +
+ +
+

+ Non-Player Units +

+

+ There are a number of units that are not controlled by players that may + be encountered in Atlantis. Most information about these units must be + discovered in the course of the game, but a few basics are below. +

+ +

+ City and Town Guardsmen: +

+

+ All cities and towns begin with guardsmen in them. These units will + defend any units that are attacked in the city or town, and will also + prevent theft and assassination attempts, if their Observation level is + high enough. They are on guard, and will prevent other units from taxing + or pillaging. The guards may be killed by players, although they will + form again if the city is left unguarded. +

+ +

+ Wandering Monsters: +

+

+ There are a number of monsters who wander free throughout Atlantis. + They will occasionally attack player units, so be careful when wandering + through the wilderness. +

+

+ Some monsters live in lairs, caves, and other structures players cannot + enter. Such monsters will never leave their habitat and will never + wander around, but they can attack player units present in the region. + The willingness to attack is dependent on the monster's aggression + level. It is worth reminding that monsters inside the lair will always + be visible to the player regardless of their stealth score as any other + unit in the structure. Empty lairs will spawn new monsters regularly if + old ones are killed. Players can guard regions with lairs, and monsters + will not spawn there. +

+

+ Other monsters do not live in lairs but wander freely. Wandering + monsters can spawn in any unguarded region regardless of whether there + is a lair. Guarding will prevent monsters from spawning in a particular + region. Their willingness to attack depends on their aggression level, + and monsters can advance to neighboring regions while moving. Some + monsters could have preferred terrains that they like more than others, + and then they will be willing to enter such regions more likely than + others. At the same time, some terrains could be so uncomfortable that + monsters will never enter them. If a monster has particular terrain + preferences, he will try to be close to the habitat he likes, and he + will not go deeper into the territory that is not connected with his + preferred terrain. +

+

+ A small tip to the players about guarding: guarding will prevent + monsters from spawning and attacking player units, but in such a way + players will not get any loot from monsters too. Monster hunting is a + desirable activity because it is fun, and you can get a great reward + like silver, magical items, weapons, etc. +

+

+ Monster movement probability table +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Directions + + Prefered + + Neutral + + Move Preferred + + Move Neutral + + Stay +
+ 1 + + 1 + + 0 + + 33% + + 0% + + 66% +
+ 1 + + 0 + + 1 + + 0% + + 20% + + 80% +
+ 2 + + 2 + + 0 + + 50% + + 0% + + 50% +
+ 2 + + 1 + + 1 + + 28% + + 14% + + 57% +
+ 2 + + 0 + + 2 + + 0% + + 33% + + 66% +
+ 3 + + 3 + + 0 + + 60% + + 0% + + 40% +
+ 3 + + 2 + + 1 + + 44% + + 11% + + 44% +
+ 3 + + 1 + + 2 + + 25% + + 25% + + 50% +
+ 3 + + 0 + + 3 + + 0% + + 42% + + 57% +
+ 4 + + 4 + + 0 + + 66% + + 0% + + 33% +
+ 4 + + 3 + + 1 + + 54% + + 9% + + 36% +
+ 4 + + 2 + + 2 + + 40% + + 20% + + 40% +
+ 4 + + 1 + + 3 + + 22% + + 33% + + 44% +
+ 4 + + 0 + + 4 + + 0% + + 50% + + 50% +
+ 5 + + 5 + + 0 + + 71% + + 0% + + 28% +
+ 5 + + 4 + + 1 + + 61% + + 7% + + 30% +
+ 5 + + 3 + + 2 + + 50% + + 16% + + 33% +
+ 5 + + 2 + + 3 + + 36% + + 27% + + 36% +
+ 5 + + 1 + + 4 + + 20% + + 40% + + 40% +
+ 5 + + 0 + + 5 + + 0% + + 55% + + 44% +
+ 6 + + 6 + + 0 + + 75% + + 0% + + 25% +
+ 6 + + 5 + + 1 + + 66% + + 6% + + 26% +
+ 6 + + 4 + + 2 + + 57% + + 14% + + 28% +
+ 6 + + 3 + + 3 + + 46% + + 23% + + 30% +
+ 6 + + 2 + + 4 + + 33% + + 33% + + 33% +
+ 6 + + 1 + + 5 + + 18% + + 45% + + 36% +
+ 6 + + 0 + + 6 + + 0% + + 60% + + 40% +
+ +

+ Controlled Monsters: +

+

+ Through various magical methods, you may gain control of certain types + of monsters. These monsters are just another item in a unit's inventory, + with a few special rules. Monsters will be able to carry things at their + speed of movement; use the SHOW ITEM order to + determine the carrying capacity and movement speed of a monster. + Monsters will also fight for the controlling unit in combat; their + strength can only be determined in battle. Also, note that a monster + will always fight from the front rank, even if the controlling unit has + the behind flag set. Whether or not you are allowed to give a monster to + other units depends on the type of monster; some may be given freely, + while others must remain with the controlling unit. +

+ +
+ +
+

+ Orders +

+

+ To enter orders for Atlantis, you should send a mail message to the + Atlantis server, containing the following: +

+

+ +

+
+#ATLANTIS faction-no 
+
+UNIT unit-no
+...orders...
+
+UNIT unit-no
+...orders...
+
+#END
+    
+

+ For example, if your faction number (shown at the top of your report) is + 27, your password if "foobar", and you have two units numbered 5 and 17: +

+

+ +

+
+#ATLANTIS 27 "foobar"
+
+UNIT 5
+...orders...
+
+UNIT 17
+...orders...
+
+#END
+    
+

+ Thus, orders for each unit are given separately, and indicated with the + UNIT keyword. (In the case of an order, such as the command to rename + your faction, that is not really for any particular unit, it does not + matter which unit issues the command; but some particular unit must + still issue it.) +

+

+ IMPORTANT: You MUST use the correct #ATLANTIS line or else your orders + will be ignored. +

+

+ If you have a password set, you must specify it on you #atlantis line, + or the game will reject your orders. See the PASSWORD order for more details. +

+

+ Each type of order is designated by giving a keyword as the first + non-blank item on a line. Parameters are given after this, separated by + spaces or tabs. Blank lines are permitted, as are comments; anything + after a semicolon is treated as a comment (provided the semicolon is not + in the middle of a word). +

+

+ The parser is not case sensitive, so all commands may be given in upper + case, lower case or a mixture of the two. However, when supplying names + containing spaces, the name must be surrounded by double quotes, or else + underscore characters must be used in place of spaces in the name. + (These things apply to the #ATLANTIS and #END lines as well as to order + lines.) +

+

+ You may precede orders with the at sign (@), in which case they will + appear in the Template at the bottom of your report. This is useful for + orders which your units repeat for several months in a row. +

+ +

+ Abbreviations: +

+

+ All common items and skills have abbreviations that can be used when + giving orders, for brevity. Any time you see the item on your report, + it will be followed by the abbreviation. Please be careful using these, + as they can easily be confused. +

+ +
+ +
+

+ Order Summary +

+

+ To specify a [unit], use the unit number. If specifying a unit that + will be created this turn, use the form "NEW #" if the unit belongs to + your faction, or "FACTION # NEW #" if the unit belongs to a different + faction. See the FORM order for a more complete + description. [faction] means that a faction number is required; + [object] means that an object number (generally the number of a building + or fleet) is required. [item] means an item (like wood or longbow) that + a unit can have in its possession. [flag] is an argument taken by + several orders, that sets or unsets a flag for a unit. A [flag] value + must be either 1 (set the flag) or 0 (unset the flag). Other parameters + are generally numbers or names. +

+

+ IMPORTANT: Remember that names containing spaces (e.g., "Plate Armor"), + must be surrounded by double quotes, or the spaces must be replaced with + underscores "_" (e.g., Plate_Armor). +

+

+ Also remember that anything used in an example is just that, an example + and makes no guarantee that such an item, structure, or skill actually + exists within the game. +

+
+ +
+ +

+ ADDRESS [new address] +

+

+ Change the email address to which your reports are sent. +

+

+ Example: +

+

+ Change your faction's email address to atlantis@rahul.net. +

+

+ +

+
+ADDRESS atlantis@rahul.net
+    
+
+ +
+ +

+ ADVANCE [dir] ... +

+

+ This is the same as the MOVE order, except that it + implies attacks on units which attempt to forbid access. See the MOVE order for details. +

+

+ Examples: +

+

+ Move north, then northwest, attacking any units that forbid access to + the regions. +

+

+ +

+
+ADVANCE N NW
+    
+

+ In order, move north, then enter structure number 1, move through an + inner route, and finally move southeast. Will attack any units that + forbid access to any of these locations. +

+

+ +

+
+ADVANCE N 1 IN SE
+    
+
+ +
+ +

+ ARMOR [item1] [item2] [item3] [item4] +

+

+ ARMOR +

+

+ This command allows you to set a list of preferred armor for a unit. + After searching for armor on the preferred list, the standard armor + precedence takes effect if an armor hasn't been set. The second form + clears the preferred armor list. +

+

+ Examples +

+

+ Set the unit to select chain armor before plate armor. +

+

+ +

+
+ARMOR CARM PARM
+    
+

+ Clear the preferred armor list. +

+

+ +

+
+ARMOR
+    
+
+ +
+ +

+ ASSASSINATE [unit] +

+

+ Attempt to assassinate the specified unit, or one of the unit's people + if the unit contains more than one person. The order may only be issued + by a one-man unit. +

+

+ A unit may only attempt to assassinate a unit which is able to be seen. +

+

+ Example: +

+

+ Assassinate unit number 177. +

+

+ +

+
+ASSASSINATE 177
+    
+
+ +
+ +

+ ATTACK [unit] ... +

+

+ Attack a target unit. If multiple ATTACK orders are given, all of the + targets will be attacked. +

+

+ Example: +

+

+ To attack units 17, 431, and 985: +

+

+ +

+
+ATTACK 17
+ATTACK 431 985
+    
+

+ or: +

+

+ +

+
+ATTACK 17 431 985
+    
+
+ +
+ +

+ AUTOTAX [flag] +

+

+ AUTOTAX 1 causes the unit to attempt to tax every turn (without + requiring the TAX order) until the flag is unset. AUTOTAX 0 unsets the + flag. +

+

+ Example: +

+

+ To cause the unit to attempt to tax every turn. +

+

+ +

+
+AUTOTAX 1
+    
+
+ +
+ +

+ AVOID [flag] +

+

+ AVOID 1 instructs the unit to avoid combat wherever possible. The unit + will not enter combat unless it issues an ATTACK order, or the unit's + faction is attacked in the unit's hex. AVOID 0 cancels this. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Set the unit to avoid combat when possible. +

+

+ +

+
+AVOID 1
+    
+
+ +
+ +

+ BEHIND [flag] +

+

+ BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 + cancels this. +

+

+ Example: +

+

+ Set the unit to be in front in combat. +

+

+ +

+
+BEHIND 0
+    
+
+ +
+ +

+ BUILD +

+

+ BUILD [object type] +

+

+ BUILD HELP [unit] +

+

+ BUILD given with no parameters causes the unit to perform work on an + unfinished ship it possesses, or on the object that it is currently + inside. BUILD given with an [object type] (such as "Tower" or + "Galleon") instructs the unit to begin work on a new object of the type + given. The final form instructs the unit to assist the target unit in + its current building task, even if that task was begun this same turn. + This help will be rejected if the unit you are trying to help does not + consider you to be friendly. +

+

+ Examples: +

+

+ To build a new tower. +

+

+ +

+
+BUILD Tower
+    
+

+ To help unit 5789 build a structure. +

+

+ +

+
+BUILD HELP 5789
+    
+
+ +
+ +

+ BUY [quantity] [item] +

+

+ BUY ALL [item] +

+

+ Attempt to buy a number of the given item from a city or town + marketplace, or to buy new people in any region where people are + available for recruiting. If the unit can't afford as many as + [quantity], it will attempt to buy as many as it can. If the demand for + the item (from all units in the region) is greater than the number + available, the available items will be split among the buyers in + proportion to the amount each buyer attempted to buy. When buying + people, specify the race of the people as the [item], or you may use + PEASANT or PEASANTS to recruit whichever race is present in the region. + If the second form is specified, the unit will attempt to buy as many as + it can afford. +

+

+ Examples: +

+

+ Buy one plate armor from the city market. +

+

+ +

+
+BUY 1 "Plate Armor"
+    
+

+ Recruit 5 barbarians into the current unit. (This will dilute the skills + that the unit has.) +

+

+ +

+
+BUY 5 barbarians
+    
+
+ +
+ +

+ CAST [skill] [arguments] +

+

+ Cast the given spell. Note that most spell names contain spaces; be + sure to enclose the name in quotes! [arguments] depends on which spell + you are casting; when you are able to cast a spell, the skill + description will tell you the syntax. +

+

+ Examples: +

+

+ Cast the spell called "Super Spell". +

+

+ +

+
+CAST "Super Spell"
+    
+

+ Cast the fourth-level spell in the "Super Magic" skill. +

+

+ +

+
+CAST Super_Magic 4
+    
+
+ +
+ +

+ CLAIM [amount] +

+

+ Claim an amount of the faction's unclaimed silver, and give it to the + unit issuing the order. The claiming unit may then spend the silver or + give it to another unit. +

+

+ Example: +

+

+ Claim 100 silver. +

+

+ +

+
+CLAIM 100
+    
+
+ +
+ +

+ COMBAT [spell] +

+

+ Set the given spell as the spell that the unit will cast in combat. + This order may only be given if the unit can cast the spell in question. +

+

+ Example: +

+

+ Instruct the unit to use the spell "Super Spell", when the unit is + involved in a battle. +

+

+ +

+
+COMBAT "Super Spell"
+    
+
+ +
+ +

+ CONSUME UNIT +

+

+ CONSUME FACTION +

+

+ CONSUME +

+

+ The CONSUME order instructs the unit to use food items in preference to + silver for maintenance costs. CONSUME UNIT tells the unit to use food + items that are in that unit's possession before using silver. CONSUME + FACTION tells the unit to use any food items that the faction owns (in + the same region as the unit) before using silver. CONSUME tells the unit + to use silver before food items (this is the default). +

+

+ Example: +

+

+ Tell a unit to use food items in the unit's possession for maintenance + costs. +

+

+ +

+
+CONSUME UNIT
+    
+
+ +
+ +

+ DECLARE [faction] [attitude] +

+

+ DECLARE [faction] +

+

+ DECLARE DEFAULT [attitude] +

+

+ The first form of the DECLARE order sets the attitude of your faction + towards the given faction. The second form cancels any attitude towards + the given faction (so your faction's attitude towards that faction will + be its default attitude). The third form sets your faction's default + attitude. +

+

+ Examples: +

+

+ Declare your faction to be hostile to faction 15. +

+

+ +

+
+DECLARE 15 hostile
+    
+

+ Set your faction's attitude to faction 15 to its default attitude. +

+

+ +

+
+DECLARE 15
+    
+

+ Set your faction's default attitude to friendly. +

+

+ +

+
+DECLARE DEFAULT friendly
+    
+
+ +
+ +

+ DESCRIBE UNIT [new description] +

+

+ DESCRIBE SHIP [new description] +

+

+ DESCRIBE BUILDING [new description] +

+

+ DESCRIBE OBJECT [new description] +

+

+ DESCRIBE STRUCTURE [new description] +

+

+ Change the description of the unit, or of the object the unit is in (of + which the unit must be the owner). Descriptions can be of any length, up + to the line length your mailer can handle. If no description is given, + the description will be cleared out. The last four are completely + identical and serve to modify the description of the object you are + currently in. +

+

+ Example: +

+

+ Set the unit,s description to read "Merlin's helper". +

+

+ +

+
+DESCRIBE UNIT "Merlin's helper"
+    
+
+ +
+ +

+ DESTROY +

+

+ Destroy the object you are in (of which you must be the owner). The + order cannot be used at sea. +

+

+ Example: +

+

+ Destroy the current object +

+

+ +

+
+DESTROY
+    
+
+ +
+ +

+ DISTRIBUTE [unit] [num] [item] +

+

+ DISTRIBUTE [unit] ALL [item] +

+

+ DISTRIBUTE [unit] ALL [item] EXCEPT [amount] +

+

+ Distribute the specified items to the given friendly unit. In the second + form, all of that item are distributed. In the last form, all of that + item except for the specified amount are distributed. The unit issuing + the distribute order must have the quartermaster skill, and be the owner + of a transport structure. Use of this order counts as trade activity in + the hex. +

+

+ Examples: +

+

+ Distribute 10 STON to unit 1234 +

+

+ +

+
+DISTRIBUTE 1234 10 STON
+    
+
+ +
+ +

+ ENTER [object] +

+

+ Attempt to enter the specified object. If issued from inside another + object, the unit will first leave the object it is currently in. The + order will only work if the target object is unoccupied, or is owned by + a unit in your faction, or is owned by a faction which has declared you + Friendly. +

+

+ Example: +

+

+ Enter fleet number 114. +

+

+ +

+
+ENTER 114
+    
+
+ +
+ +

+ ENTERTAIN +

+

+ Spend the month entertaining the populace to earn money. +

+

+ Example: +

+

+ Entertain for money. +

+

+ +

+
+ENTERTAIN
+    
+
+ +
+ +

+ EVICT [unit] ... +

+

+ Evict the specified unit from the object of which you are currently the + owner. If multiple EVICT orders are given, all of the units will be + evicted. +

+

+ Example: +

+

+ Evict units 415 and 698 from an object that this unit owns. +

+

+ +

+
+EVICT 415 698
+    
+

+ or +

+

+ +

+
+EVICT 415
+EVICT 698
+    
+
+ +
+ +

+ EXCHANGE [unit] [quantity given] [item given] [quantity expected] [item + expected] +

+

+ This order allows any two units that can see each other, to trade items + regardless of faction stances. The orders given by the two units must + be complementary. If either unit involved does not have the items it is + offering, or if the exchange orders given are not complementary, the + exchange is aborted. Men may not be exchanged. +

+

+ Example: +

+

+ Exchange 10 LBOW for 10 SWOR with unit 1310 +

+

+ +

+
+EXCHANGE 1310 10 LBOW 10 SWOR
+    
+

+ Unit 1310 would issue (assuming the other unit is 3453) +

+

+ +

+
+EXCHANGE 3453 10 SWOR 10 LBOW
+    
+
+ +
+ +

+ FACTION [type] [points] ... +

+

+ Attempt to change your faction's type. In the order, you can specify up + to three faction types (WAR, TRADE, and MAGIC) and the number of faction + points to assign to each type; if you are assigning points to only one + or two types, you may omit the types that will not have any points. +

+

+ Changing the number of faction points assigned to MAGIC may be tricky. + Increasing the MAGIC points will always succeed, but if you decrease the + number of points assigned to MAGIC, you must make sure that you have + only the number of magic-skilled leaders allowed by the new number of + MAGIC points BEFORE you change your point distribution. For example, if + you have 3 mages (3 points assigned to MAGIC), but want to use one of + those points for WAR or TRADE (change to MAGIC 2), you must first get + rid of one of your mages by either giving it to another faction or + ordering it to FORGET all its magic skills. If you + have too many mages for the number of points you try to assign to MAGIC, + the FACTION order will fail. Similar problems could occur with TRADE + points and the number of quartermasters controlled by the faction. +

+

+ Examples: +

+

+ Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC. +

+

+ +

+
+FACTION WAR 2 TRADE 2 MAGIC 1
+    
+

+ Become a pure magic faction (assign all points to magic). +

+

+ +

+
+FACTION MAGIC 5
+    
+
+ +
+ +

+ FORGET [skill] +

+

+ Forget the given skill. This order is useful for normal units who wish + to learn a new skill, but already know a different skill. It can also be + used for a mage, or quartermaster who wish to become a normal unit. A + common reason for this is to be able to change faction points. +

+

+ Example: +

+

+ Forget knowledge of Mining. +

+

+ +

+
+FORGET Mining
+    
+
+ +
+ +

+ FORM [alias] +

+

+ Form a new unit. The newly created unit will be in your faction, in the + same region as the unit which formed it, and in the same structure if + any. It will start off, however, with no people or items; you should, + in the same month, issue orders to transfer people into the new unit, or + have it recruit members. The new unit will inherit its flags from the + unit that forms it, such as avoiding, behind, revealing and sharing, + with the exception of the guard and autotax flags. If the new unit + wants to guard or automatically tax then those flags will have to be + explicitly set in its orders. +

+

+ The FORM order is followed by a list of orders for the newly created + unit. This list is terminated by the END keyword, after which orders + for the original unit resume. +

+

+ The purpose of the "alias" parameter is so that you can refer to the new + unit. You will not know the new unit's number until you receive the next + turn report. To refer to the new unit in this set of orders, pick an + alias number (the only restriction on this is that it must be at least + 1, and you should not create two units in the same region in the same + month, with the same alias numbers). The new unit can then be referred + to as NEW in place of the regular unit number. +

+

+ You can refer to newly created units belonging to other factions, if you + know what alias number they are, e.g. FACTION 15 NEW 2 will refer to + faction 15's newly created unit with alias 2. +

+

+ Note: If a unit moves out of the region in which it was formed (by the + MOVE order, or otherwise), the alias will no longer + work. This is to prevent conflicts with other units that may have the + same alias in other regions. +

+

+ If the demand for recruits in that region that month is much higher than + the supply, it may happen that the new unit does not gain all the + recruits you ordered it to buy, or it may not gain any recruits at all. + If the new units gains at least one recruit, the unit will form + possessing any unused silver and all the other items it was given. If + no recruits are gained at all, the empty unit will be dissolved, and the + silver and any other items it was given will revert to the first unit + you have in that region. +

+

+ Example: +

+

+ This set of orders for unit 17 would create two new units with alias + numbers 1 and 2, name them Merlin's Guards and Merlin's Workers, set the + description for Merlin's Workers, have both units recruit men, and have + Merlin's Guards study combat. Merlin's Workers will have the default + order WORK, as all newly created units do. The unit + that created these two then pays them enough money (using the NEW + keyword to refer to them by alias numbers) to cover the costs of + recruitment and the month's maintenance. +

+

+ +

+
+UNIT 17
+FORM 1
+    NAME UNIT "Merlin's Guards"
+    BUY 5 Plainsmen
+    STUDY COMBAT
+END
+FORM 2
+    NAME UNIT "Merlin's Workers"
+    DESCRIBE UNIT "wearing dirty overalls"
+    BUY 15 Plainsmen
+END
+CLAIM 2500
+GIVE NEW 1 1000 silver
+GIVE NEW 2 2000 silver
+
+    
+
+ +
+ +

+ GIVE [unit] [quantity] [item] +

+

+ GIVE [unit] ALL [item] +

+

+ GIVE [unit] ALL [item] EXCEPT [quantity] +

+

+ GIVE [unit] ALL [item class] +

+

+ GIVE [unit] UNIT +

+

+ The first form of the GIVE order gives a quantity of an item to another + unit. The second form of the GIVE order will give all of a given item to + another unit. The third form will give all of an item except for a + specific quantity to another unit. The fourth form will give all items + of a specific type to another unit. The final form of the GIVE order + gives the entire unit to the specified unit's faction. +

+

+ The classes of items which are acceptable for the fourth form of this + order are, NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or MONSTERS, + MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, BATTLE, SPECIAL, TOOL + or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS (which is the + combination of all of the previous categories). +

+

+ A unit may only give items, including silver, to a unit which it is able + to see, unless the faction of the target unit has declared you Friendly + or better. If the target unit is not a member of your faction, then its + faction must have declared you Friendly, with a couple of exceptions. + First, silver may be given to any unit, regardless of factional + affiliation. Secondly, men may not be given to units in other factions + (you must give the entire unit); the reason for this is to prevent + highly skilled units from being sabotaged with a GIVE order. +

+

+ Unfinished ships are given like other items, although a unit may only + have one unfinished ship of a given type at a time. To give unfinished + ships, add the "UNFINISHED" keyword to the beginning of the [item] + specifier. +

+

+ Completed ships which are part of a fleet may be given too; the owner of + the fleet they are currently in must issue the GIVE + order, and give the ships to the owner of the fleet that should receive + the ships. If the recipient is not the owner of a fleet, then a new + fleet will be created owned by the recipient. +

+

+ There are also a few restrictions on orders given by units who been + given to another faction. If the receiving faction is not allied to the + giving faction, the unit may not issue the ADVANCE order, or issue any more GIVE orders. Both of these rules are to prevent unfair + sabotage tactics. +

+

+ If 0 is specified as the unit number, then the items are discarded. +

+

+ Examples: +

+

+ Give 10 swords to unit 4573. +

+

+ +

+
+GIVE 4573 10 swords
+    
+

+ Give 5 chain armor to the new unit, alias 2, belonging to faction 14. +

+

+ +

+
+GIVE FACTION 14 NEW 2 5 "Chain armor"
+    
+

+ Give control of this unit to the faction owning unit 75. +

+

+ +

+
+GIVE 75 UNIT
+    
+

+ Give our unfinished Longboat to unit 95. +

+

+ +

+
+GIVE 95 1 UNFINISHED Longboat
+    
+

+ Transfer 2 Longboats to the fleet commanded by unit 83. +

+

+ +

+
+GIVE 83 2 Longboats
+    
+
+ +
+ +

+ GUARD [flag] +

+

+ GUARD 1 sets the unit issuing the order to prevent non-Friendly units + from collecting taxes in the region, and to prevent any units not your + own from pillaging the region. Guarding units will also attempt to + prevent Unfriendly units from entering the region. GUARD 0 cancels + Guard status. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Instruct the current unit to be on guard. +

+

+ +

+
+GUARD 1
+    
+
+ +
+ +

+ HOLD [flag] +

+

+ HOLD 1 instructs the issuing unit to never join a battle in regions the + unit is not in. This can be useful if the unit is in a building, and + doesn't want to leave the building to join combat. HOLD 0 cancels + holding status. +

+

+ Example: +

+

+ Instruct the unit to avoid combat in other regions. +

+

+ +

+
+HOLD 1
+    
+
+ +
+ +

+ JOIN [unit] +

+

+ JOIN [unit] NOOVERLOAD +

+

+ JOIN [unit] MERGE +

+

+ Attempt to enter the building or fleet that the specified unit is + currently inside. This is particularly useful if you don't know what + the building or fleet number will be, as is the case when a new fleet is + created. +

+

+ If the target unit is not inside a building or fleet, then the unit + issuing the JOIN command will leave any building or fleet that they + happen to be inside, to be with the target. +

+

+ If the NOOVERLOAD flag is specified, and the target unit ends up on + board a fleet, then the unit issuing the JOIN command will only attempt + to board the fleet if the fleet would be able to sail with the issuing + units' weight loaded on board. +

+

+ The MERGE flag may only be used by the owner of a fleet, and will cause + the entire fleet they command to join the fleet owned by the specified + unit - the units on board will move to the other fleet, and all the + ships of the fleet will be given to the target fleet. This command will + fail if any unit in the fleet to be merged would be denied entry to the + target fleet. +

+

+ Example: +

+

+ Instruct the unit to enter the building or fleet that unit 17 is in. +

+

+ +

+
+JOIN 17
+    
+
+ +
+ +

+ LEAVE +

+

+ Leave the object you are currently in. If a unit is capable of swimming + or flying then this order is usable to leave a boat while at sea. +

+

+ Example: +

+

+ Leave the current object +

+

+ +

+
+LEAVE
+    
+
+ +
+ +

+ MOVE [dir] ... +

+

+ Attempt to move in the direction(s) specified. If more than one + direction is given, the unit will move multiple times, in the order + specified by the MOVE order, until no more directions are given, or + until one of the moves fails. A move can fail because the units runs + out of movement points, because the unit attempts to move into the + ocean, or because the units attempts to enter a structure, and is + rejected. +

+

+ Valid directions are: +

+

+ 1) The compass directions North, Northwest, Southwest, South, Southeast, + and Northeast. These can be abbreviated N, NW, SW, S, SE, NE. +

+

+ 2) A structure number. +

+

+ 3) OUT, which will leave the structure that the unit is in. +

+

+ 4) IN, which will move through an inner passage in the structure that + the unit is currently in. +

+

+ 5) PAUSE, which will instruct the unit to spend one movement point + admiring the scenery, presumably to coordinate with slower moving + companions. This can be abbreviated P. +

+

+ Multiple MOVE orders given by one unit will chain together. +

+

+ Note that MOVE orders can lead to combat, due to hostile units meeting, + or due to an advancing unit being forbidden access to a region. Combat + occurs after an antire movement phase has been completed for all + regions. +

+

+ Example 1: Units 1 and 2 are in Region A, and unit 3 is in Region B. + Units 1 and 2 are hostile to unit 3. Both units 1 and 2 move into + region B, and attack unit 3. Since combat happens after all movement + has been done for the phase, they attack unit 3 at the same time, and + the battle is between units 1 and 2, and unit 3. +

+

+ Example 2: Same as example 1, except unit 2 is in Region C, instead of + region A. Both units move into Region B, and attack unit 3. Because + combat happens after all movement has been done for the phase, they + still attack unit 3 at the same time, and the battle is still between + units 1 and 2, and unit 3. +

+

+ Examples: +

+

+ Move N, NE, enter structure 1 and use the passage there +

+

+ +

+
+MOVE N
+MOVE NE 1 IN
+    
+

+ or: +

+

+ +

+
+MOVE N NE 1 IN
+    
+
+ +
+ +

+ NAME UNIT [new name] +

+

+ NAME FACTION [new name] +

+

+ NAME OBJECT [new name] +

+

+ NAME CITY [new name] +

+

+ Change the name of the unit, or of your faction, or of the object the + unit is in (of which the unit must be the owner). Names can be of any + length, up to the line length your mailer can handle. Names may not + contain parentheses (square brackets can be used instead if necessary), + or any control characters. +

+

+ In order to rename a settlement (city, town or village), the unit + attempting to rename it must be the owner of a large enough structure + located in the city. It requires a tower or better to rename a village, + a fort or better to rename a town and a castle or a citadel to rename a + city. +

+

+ Example: +

+

+ Name your faction "The Merry Pranksters". +

+

+ +

+
+NAME FACTION "The Merry Pranksters"
+    
+
+ +
+ +

+ NOAID [flag] +

+

+ NOAID 1 indicates that if the unit attacks, or is attacked, it is not to + be aided by units in other hexes. NOAID status is very useful for scouts + or probing units, who do not wish to drag their nearby armies into + battle if they are caught. NOAID 0 cancels this. +

+

+ If multiple units are on one side in a battle, they must all have the + NOAID flag on, or they will receive aid from other hexes. +

+

+ Example: +

+

+ Set a unit to receive no aid in battle. +

+

+ +

+
+NOAID 1
+    
+
+ +
+ +

+ NOCROSS [flag] +

+

+ NOCROSS 1 indicates that if a unit attempts to cross a body of water + then that unit should instead not cross it, regardless of whether the + unit otherwise could do so. Units inside a fleet are not affected by + this flag (IE, they are able to sail within the fleet). This flag is + useful to prevent scouts from accidentally drowning when exploring in + games where movement over water is allowed. NOCROSS 0 cancels this. +

+

+ Example: +

+

+ Set a unit to not permit itself to cross water. +

+

+ +

+
+NOCROSS 1
+    
+
+ +
+ +

+ OPTION TIMES +

+

+ OPTION NOTIMES +

+

+ OPTION SHOWATTITUDES +

+

+ OPTION DONTSHOWATTITUDES +

+

+ OPTION TEMPLATE OFF +

+

+ OPTION TEMPLATE SHORT +

+

+ OPTION TEMPLATE LONG +

+

+ OPTION TEMPLATE MAP +

+

+ The OPTION order is used to toggle various settings that affect your + reports, and other email details. OPTION TIMES sets it so that your + faction receives the times each week (this is the default); OPTION + NOTIMES sets it so that your faction is not sent the times. +

+

+ OPTION SHOWATTITUDES will cause units shown in your report to have a + character placed before their name, which indicates your attitude + towards them. These characters are "!" for hostile, "%" for unfriendly, + "-" for neutral, ":" for friendly and "=" for allied. OPTION + DONTSHOWATTITUDES turns off this additional decoration. +

+

+ The OPTION TEMPLATE order toggles the length of the Orders Template that + appears at the bottom of a turn report. The OFF setting eliminates the + Template altogether, and the SHORT, LONG and MAP settings control how + much detail the Template contains. The MAP setting will produce an ascii + map of the region and surrounding regions in addition other details. +

+

+ For the MAP template, the region identifiers are (there might be + additional symbols for unusual/special terrain): +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ ~~~~ + + OCEAN HEX +
+ + + PLAINS HEX +
+ ^^^^ + + FOREST HEX +
+ /\/\ + + MOUNTAIN HEX +
+ vvvv + + SWAMP HEX +
+ @@@@ + + JUNGLE HEX +
+ .... + + DESERT HEX +
+ ,,,, + + TUNDRA HEX +
+

+ Example: +

+

+ Set your faction to receive the map format order template +

+

+ +

+
+OPTION TEMPLATE MAP
+    
+
+ +
+ +

+ PASSWORD [password] +

+

+ PASSWORD +

+

+ The PASSWORD order is used to set your faction's password. If you have a + password set, you must specify it on your #ATLANTIS line for the game to + accept your orders. This protects you orders from being overwritten, + either by accident or intentionally by other players. PASSWORD with no + password given clears out your faction's password. +

+

+ IMPORTANT: The PASSWORD order does not take effect until the turn is + actually run. So if you set your password, and then want to re-submit + orders, you should use the old password until the turn has been run. +

+

+ Example: +

+

+ Set the password to "xyzzy". +

+

+ +

+
+PASSWORD xyzzy
+    
+
+ +
+ +

+ PILLAGE +

+

+ Use force to extort as much money as possible from the region. Note that + the TAX order and the PILLAGE order are mutually + exclusive; a unit may only attempt to do one in a turn. +

+

+ Example: +

+

+ Pillage the current hex. +

+

+ +

+
+PILLAGE
+    
+
+ +
+ +

+ PRODUCE [item] +

+

+ PRODUCE [number] [item] +

+

+ Spend the month producing the specified item. If a number is given then + the unit will attempt to produce exactly that number of items; if this + is not possible in one month then the order will carry over to + subsequent months. If no number is given then the unit will produce as + much as possible of the specified item. +

+

+ Examples: +

+

+ Produce as much wood as possible. +

+

+ +

+
+PRODUCE wood
+    
+

+ Produce exactly 3 crossbows. +

+

+ +

+
+PRODUCE 3 crossbows
+    
+
+ +
+ +

+ PROMOTE [unit] +

+

+ Promote the specified unit to owner of the object of which you are + currently the owner. The target unit must have declared you Friendly. +

+

+ Example: +

+

+ Promote unit 415 to be the owner of the object that this unit owns. +

+

+ +

+
+PROMOTE 415
+    
+
+ +
+ +

+ QUIT [password] +

+

+ Quit the game. On issuing this order, your faction will be completely + and permanently destroyed. Note that you must give your password for the + quit order to work; this is to provide some safety against accidentally + issuing this order. +

+

+ Note that although this order affects the faction as a whole, it + nevertheless needs to be issued by an individual unit, and so the email + containing the command to quit needs to include both #atlantis and unit + lines. +

+

+ Example: +

+

+ Quit the game for faction 27 if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+QUIT "foobar"
+#end
+    
+
+ +
+ +

+ RESTART [password] +

+

+ Similar to the QUIT order, this order will + completely and permanently destroy your faction. However, it will begin + a brand new faction for you (you will get a separate turn report for the + new faction). Note that you must give your password for this order to + work, to provide some protection against accidentally issuing this + order. +

+

+ Example: +

+

+ Restart faction 27 as a new faction if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+RESTART "foobar"
+#end
+    
+
+ +
+ +

+ REVEAL +

+

+ REVEAL UNIT +

+

+ REVEAL FACTION +

+

+ Cause the unit to either show itself (REVEAL UNIT), or show itself and + its faction affiliation (REVEAL FACTION), in the turn report, to all + other factions in the region. Used to reveal high stealth scouts, should + there be some reason to. REVEAL is used to cancel this. +

+

+ Examples: +

+

+ Show the unit to all factions. +

+

+ +

+
+REVEAL UNIT
+    
+

+ Show the unit and it's affiliation to all factions. +

+

+ +

+
+REVEAL FACTION
+    
+

+ Cancels revealing. +

+

+ +

+
+REVEAL
+    
+
+ +
+ +

+ SAIL [dir] ... +

+

+ SAIL +

+

+ The first form will sail the fleet, which the unit must be the owner of, + in the directions given. The second form will cause the unit to aid in + the sailing of the fleet, using the Sailing skill. See the section on + movement for more information on the mechanics of sailing. +

+

+ Example: +

+

+ Sail north, then northwest. +

+

+ +

+
+SAIL N NW
+    
+

+ or: +

+

+ +

+
+SAIL N
+SAIL NW
+    
+
+ +
+ +

+ SELL [quantity] [item] +

+

+ SELL ALL [item] +

+

+ Attempt to sell the amount given of the item given. If the unit does + not have as many of the item as it is trying to sell, it will attempt to + sell all that it has. The second form will attempt to sell all of that + item, regardless of how many it has. If more of the item are on sale (by + all the units in the region) than are wanted by the region, the number + sold per unit will be split up in proportion to the number each unit + tried to sell. +

+

+ Example: +

+

+ Sell 10 furs to the market. +

+

+ +

+
+SELL 10 furs
+    
+
+ +
+ +

+ SHARE [flag] +

+

+ SHARE 1 instructs the unit to share its possessions with any other unit + of your faction that needs them. Thus a unit with a supply of silver + could automatically provide silver if any of your other units in the + same region does not have enough to perform an action, such as studying, buying or producing. SHARE 0 returns a unit to its default + selfish state. +

+

+ This sharing does not extend to the heat of battle, only to economic + actions. So a unit that is sharing will provide silver for buying or + studying, and resources for production (for example, if a sharing unit + has wood in its inventory, and another unit is producing axes but has no + wood, then the sharing unit will automatically supply wood for that + production), but will not provide weapons to all units if combat occurs. +

+

+ Note that in the case of sharing silver, this can leave the sharing unit + without enough funds to pay maintenance, so sharing is to be used with + care. You may like to make sure that there is a unit with sufficient + funds for maintenance in the same region, and which is not sharing, as + those funds will be shared for maintenance, but not for less important + purposes. +

+

+ Example: +

+

+ Instruct the unit to share its possessions with other units of the same + faction. +

+

+ +

+
+SHARE 1
+    
+
+ +
+ +

+ SHOW SKILL [skill] [level] +

+

+ SHOW ITEM [item] +

+

+ SHOW OBJECT [object] +

+

+ The first form of the order shows the skill description for a skill that + your faction already possesses. The second form returns some information + about an item that is not otherwise apparent on a report, such as the + weight. The last form returns some information about an object (such as + a ship or a building). +

+

+ Examples: +

+

+ Show the skill report for Mining 3 again. +

+

+ +

+
+SHOW SKILL Mining 3
+    
+

+ Show the item information for swords again. +

+

+ +

+
+SHOW ITEM sword
+    
+

+ Show the information for towers again. +

+

+ +

+
+SHOW OBJECT tower
+    
+
+ +
+ +

+ SPOILS [type] +

+

+ SPOILS +

+

+ The SPOILS order determines which types of spoils the unit should take + after a battle. The valid values for type are 'NONE', 'WALK', 'RIDE', + 'FLY', 'SWIM', 'SAIL' or 'ALL'. The second form is equivalent to 'SPOILS + ALL'. +

+

+ When this command is issued, the unit is instructed to only pick up + combat spoils if they could use the chosen form of movement while + carrying the spoils. Thus a unit with SPOILS FLY selected would pick up + combat spoils until they reached their flying capacity. If the spoils + provide movement capacity themselves, this will be included in the + decision of whether or not to take the spoils - so a unit with SPOILS + RIDE would always pick up horses. SPOILS SAIL will use the capacity of + the fleet the unit is in to determine whether to take spoils or not. + SPOILS ALL will allow a unit to collect any spoils which are dropped + regardless of weight or capacity. SPOILS NONE will instruct the unit to + only collect weightless items, such as silver. +

+

+ Example: +

+

+ Set a unit to only pick up items that it can carry and continue to fly: +

+

+ +

+
+SPOILS FLY
+    
+
+ +
+ +

+ STEAL [unit] [item] +

+

+ Attempt to steal as much as possible of the specified item from the + specified unit. The order may only be issued by a one-man unit. +

+

+ A unit may only attempt to steal from a unit which is able to be seen. +

+

+ Examples: +

+

+ Steal silver from unit 123. +

+

+ +

+
+STEAL 123 SILVER
+    
+

+ Steal wood from unit 321. +

+

+ +

+
+STEAL 321 wood
+    
+
+ +
+ +

+ STUDY [skill] +

+

+ STUDY [skill] [level] +

+

+ Spend the month studying the specified skill. A level may be specified + which means that study will be continued from turn to turn until the + unit reaches that skill level. +

+

+ Example: +

+

+ Study horse training. +

+

+ +

+
+STUDY "Horse Training"
+    
+

+ Study combat to level 3. +

+

+ +

+
+STUDY combat 3
+    
+
+ +
+ +

+ TAKE FROM [unit] [quantity] [item] +

+

+ TAKE FROM [unit] ALL [item] +

+

+ TAKE FROM [unit] ALL [item] EXCEPT [quantity] +

+

+ TAKE FROM [unit] ALL [item class] +

+

+ The TAKE order works just like the GIVE order, + except that the direction of transfer is reversed, and with the extra + condition that a unit may only TAKE from another unit in the same + faction. Since that makes TAKE FROM [unit] UNIT pointless, that form of + the GIVE order is not supported. +

+

+ The TAKE order is primarily intended to make automated delivery caravans + less prone to generating errors, as they can use TAKE to collect the + appropriate goods only when they are in the right place to collect, so + the supplying unit doesn't need to keep trying to GIVE to a unit that is only there some of the time. + However, it can be used anywhere you wish to transfer items, ships or + men, just as GIVE can. +

+

+ Examples: +

+

+ Take 10 swords from unit 4573. +

+

+ +

+
+TAKE FROM 4573 10 swords
+    
+

+ See the TURN order for an example of a caravan using + TAKE FROM. +

+
+ +
+ +

+ TAX +

+

+ Attempt to collect taxes from the region. Only War factions may collect + taxes, and then only if there are no non-Friendly units on guard. Only + combat-ready units may issue this order. Note that the TAX order and the + PILLAGE order are mutually exclusive; a unit may + only attempt to do one in a turn. +

+

+ Example: +

+

+ Attempt to collect taxes. +

+

+ +

+
+TAX
+    
+
+ +
+ +

+ TEACH [unit] ... +

+

+ Attempt to teach the specified units whatever skill they are studying + that month. A list of several units may be specified. All units to be + taught must have declared you Friendly. Subsequent TEACH orders can be + used to add units to be taught. +

+

+ Example: +

+

+ Teach new unit 2 and unit 510 whatever they are studying. +

+

+ +

+
+TEACH NEW 2 510
+    
+

+ or: +

+

+ +

+
+TEACH NEW 2
+TEACH 510
+    
+
+ +
+ +

+ TRANSPORT [unit] [num] [item] +

+

+ TRANSPORT [unit] ALL [item] +

+

+ TRANSPORT [unit] ALL [item] EXCEPT [amount] +

+

+ Transport the specified items to the given target. In the second form + all of the specified item is transported. In the last form, all of the + specified item except for the specified amount is transported. Long + distance transportation of goods between 2 and 6 hexes away has an + associated cost. This cost is based on the weight of the items being + transported. At higher skill levels of the quartermaster skill, the cost + for transporting goods will be less. At higher skill levels of the + quartermaster skill, the maximum distance goods can be transported + increases over the above. The target of the transport unit must be a + unit with the quartermaster skill and must be the owner of a transport + structure. For long distance transport between quartermasters, the + issuing unit must also be a quartermaster and be the owner of a + transport structure. Use of this order counts as trade activity in the + hex. +

+

+ Examples: +

+

+ Transport 10 STON to unit 1234 +

+

+ +

+
+TRANSPORT 1234 10 STON
+    
+

+ Transport all except 10 SWOR to unit 3432 +

+

+ +

+
+TRANSPORT 3432 ALL SWOR EXCEPT 10
+    
+
+ +
+ +

+ TURN +

+

+ The TURN order may be used to delay orders by one (or more) turns. By + making the TURN order repeating (via '@'), orders inside the + TURN/ENDTURN construct will repeat. Multiple TURN orders in a row will + execute on successive turns, and if they all repeat, they will form a + loop of orders. Each TURN section must be ended by an ENDTURN line. +

+

+ Examples: +

+

+ Study combat this month, move north next month, and then in two months, + pillage and advance north. +

+

+ +

+
+STUDY COMB
+TURN
+    MOVE N
+ENDTURN
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+MOVE N
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ Set up a simple cash caravan. +

+

+ +

+
+MOVE N
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+TAKE FROM 13794 1000 SILV
+MOVE S S S
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+    
+

+ The orders in a TURN block will be inserted into the unit's orders + template when there are no month-long orders remaining to be executed. + In particular, if the unit does not have enough movement points to cover + the full distance of a MOVE or SAIL command, the movement commands will + automatically be completed over multiple turns before executing the next + TURN block. +

+
+ +
+ +

+ WEAPON [item] ... +

+

+ WEAPON +

+

+ This command allows you to set a list of preferred weapons for a unit. + After searching for weapons on the preferred list, the standard weapon + precedence takes effect if a weapon hasn't been set. The second form + clears the preferred weapon list. +

+

+ Examples +

+

+ Set the unit to select double bows, then longbows then crossbows +

+

+ +

+
+WEAPON DBOW LBOW XBOW
+    
+

+ Clear the preferred weapon list. +

+

+ +

+
+WEAPON
+    
+
+ +
+ +

+ WITHDRAW [item] +

+

+ WITHDRAW [quantity] [item] +

+

+ Use unclaimed funds to acquire basic items that you need. If you do not + have sufficient unclaimed, or if you try withdraw any other than a basic + item, an error will be given. Withdraw CANNOT be used in the Nexus (to + prevent building towers and such there). The first form is the same as + WITHDRAW 1 [item] in the second form. +

+

+ Examples: +

+

+ Withdraw 5 stone. +

+

+ +

+
+WITHDRAW 5 stone
+    
+

+ Withdraw 1 iron. +

+

+ +

+
+WITHDRAW iron
+    
+
+ +
+ +

+ WORK +

+

+ Spend the month performing manual work for wages. +

+

+ Example: +

+

+ Work all month. +

+

+ +

+
+WORK
+    
+ +
+ +
+

+ Sequence of Events +

+

+ Each turn, the following sequence of events occurs: +

+
    +
  1. + Instant orders. + +
  2. +
  3. + Combat is processed. +
      +
    • + ATTACK orders are processed. +
    • +
    +
  4. +
  5. + Subterfuge orders. + +
  6. +
  7. + Give orders. +
      +
    • + GIVE and TAKE orders are + processed. +
    • +
    • + JOIN orders are processed. +
    • +
    • + EXCHANGE orders are processed. +
    • +
    +
  8. +
  9. + Tax orders. +
      +
    • + DESTROY orders are processed. +
    • +
    • + PILLAGE orders are processed. +
    • +
    • + TAX orders are processed. +
    • +
    • + GUARD 1 orders are processed. +
    • +
    +
  10. +
  11. + Instant Magic +
      +
    • + Old spells are cancelled. +
    • +
    • + Spells are CAST (except for Teleportation + spells). +
    • +
    +
  12. +
  13. + Market orders. +
      +
    • + SELL orders are processed. +
    • +
    • + BUY orders are processed. +
    • +
    • + FORGET orders are processed. +
    • +
    • + QUIT and RESTART orders + are processed. +
    • +
    • + WITHDRAW orders are processed. +
    • +
    +
  14. +
  15. + Movement orders. +
      +
    • + ADVANCE, MOVE and SAIL orders are processed phase by phase + (including any combat resulting from these orders). +
    • +
    +
  16. +
  17. + Month long orders. +
      +
    • + TEACH orders are processed. +
    • +
    • + STUDY orders are processed. +
    • +
    • + Manufacturing PRODUCE orders (those that + produce items from other items, such as using the weaponsmith + skill to make swords out of iron) are processed. +
    • +
    • + BUILD orders are processed. +
    • +
    • + Primary PRODUCE orders (those that produce + items from region resources, such as using the mining skill to + produce iron) are processed. +
    • +
    • + ENTERTAIN orders are processed. +
    • +
    • + WORK orders are processed. +
    • +
    +
  18. +
  19. + Teleportation spells are CAST. +
  20. +
  21. + TRANSPORT and DISTRIBUTE orders are processed. +
  22. +
  23. + Maintenance costs are assessed. +
  24. +
+

+ Where there is no other basis for deciding in which order units will be + processed within a phase, units that appear higher on the report get + precedence. +

+ +
+ +
+

+ Report Format +

+

+ The most important sections of the turn report are the "Events During + Turn" section which lists what happened last month, and the "Current + Status" section which gives the description of each region in which you + have units. +

+

+ Your units in the Current Status section are flagged with a "*" + character. Units belonging to other factions are flagged with a "-" + character. You may be informed which faction they belong to, if you have + high enough Observation skill or they are revealing that information. +

+

+ Objects are flagged with a "+" character. The units listed under an + object (if any) are inside the object. The first unit listed under an + object is its owner. +

+

+ If you can see a unit, you can see any large items it is carrying. This + means all items other than silver, herbs, and other small items (which + are of zero size units, and are small enough to be easily concealed). + Items carried by your own units of course will always be listed. +

+

+ At the bottom of your turn report is an Orders Template. This template + gives you a formatted orders form, with all of your units listed. You + may use this to fill in your orders, or write them on your own. The OPTION order gives you the option of giving more or + less information in this template, or turning it off altogether. You can + precede orders with an '@' sign in your orders, in which case they will + appear in your template on the next turn's report. +

+ +
+ +
+

+ Hints for New Players +

+

+ Make sure to use the correct #ATLANTIS and UNIT lines in your orders. +

+

+ Always have a month's supply of spare cash in every region in which you + have units, so that even if they are deprived of income for a month (due + to a mistake in your orders, for example), they will not starve to + death. It is very frustrating to have half your faction wiped out + because you neglected to provide enough money for them to live on. +

+

+ Be conservative with your money. Leaders especially are very hard to + maintain, as they cannot usually earn enough by WORKing to pay their maintenance fee. Even once you + have recruited men, notice that it is expensive for them to STUDY (and become productive units), so be sure to + save money to that end. +

+

+ Don't leave it until the last minute to send orders. If there is a + delay in the mailer, your orders will not arrive on time, and turns will + NOT be rerun, nor will it be possible to change the data file for the + benefit of players whose orders weren't there by the deadline. If you + are going to send your orders at the last minute, send a preliminary set + earlier in the week so that at worst your faction will not be left with + no orders at all. +

+ +
+ +
+

+ Credits +

+

+ Atlantis was originally created and programmed by Russell Wallace. + Russell Wallace created Atlantis 1.0, and partially designed Atlantis + 2.0 and Atlantis 3.0. +

+

+ Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 up + through version 4.0.4 and created the Atlantis Project to freely release + and maintain the Atlantis source code. +

+

+ Larry Stanbery created the Atlantis 4.0.4+ derivative. +

+

+ JT Traub took over the source + code and merged the then forking versions of 4.0.4c and 4.0.4+ back into + 4.0.5 along with modifications of his own and has been maintaining the + code. +

+

+ Development of the code is open and there is a egroup devoted to it + located at The + YahooGroups AtlantisDev egroup. Please join this egroup if you work + on the code and share your changes back into the codebase as a whole +

+

+ Please see the CREDITS file in the source distribution for a complete + (hopefully) list of all contributors. +

+ + diff --git a/snapshot-tests/rules/havilah.html b/snapshot-tests/rules/havilah.html new file mode 100644 index 00000000..10731c67 --- /dev/null +++ b/snapshot-tests/rules/havilah.html @@ -0,0 +1,7866 @@ + + + + + + + Havilah 1.0.0 Rules + + + +
+

+ Rules for Havilah 1.0.0 +

+

+ Based on Atlantis v5.2.5 +

+

+ Copyright 1996 by Geoff Dunbar +

+

+ Based on Russell Wallace's Draft Rules +

+

+ Copyright 1993 by Russell Wallace +

+

+ Last Change: __STRIPPED_FOR_COMPARISON__ +

+
+
+ +
+

+ Note: This document is subject to change, as errors are found and + corrected, and rules sometimes change. Be sure you have the latest + available copy. +

+ +
+ +
+

+ Table of Contents +

+

+ Thanks to Kenneth Casey for + putting together this table of contents. +

+

+ +

+ +

+ Index of Tables +

+

+ +

+ + +
+ +
+

+ Introduction +

+

+ The Eternal City, home of the Maker, has stood forever, infinite + and glorious. But where there is freedom there may be dissent, + and some, seeking their own sovereignty, rose up against their + Maker. These rebels were cast out of the Eternal City, although + none know for sure whether this was punishment or release. +

+

+ You are one of these outcasts, and find yourself in an unknown land. + Will you seek to redeem yourself and return to your home? Or will + you forget the past in favour of your own pursuit of knowledge, power + or glory? The choice is yours. +

+

+ This instance of Atlantis is a semi-open-ended computer moderated + fantasy game for any number of players. Players may attempt to carve + out huge empires, become master magicians, intrepid explorers, rich + traders or any other career that comes to mind. + Each player can set their own objectives, and new players can join at + any time. + Individual factions may win the game by somehow managing to return to + the Eternal City, but if they do so the game will continue without + them for all those who are still trying to achieve this goal, or who + have no intention of doing so. + There are also rumours in dark places of a blasphemy so vile that it + could sever the connection between Havilah and the Eternal City + forever... +

+ + +
+ +
+

+ Playing Atlantis +

+

+ Atlantis (as you undoubtedly already know) is a play by email game. + When you sign up for Atlantis, you will be sent a turn report (via + email). Your report completely details your position in the game. + After going over this report, and possibly communicating with other + players in the game, you determine your course of action, and create a + file of "orders", which you then send back to the Atlantis server. Then, + at a regular interval (often one week), Atlantis collects all the + orders, runs another turn (covering one month in game time), and sends + all the players another report. +

+ +

+ Factions: +

+

+ A player's position is called a "faction". Each faction has a name and + a number (the number is assigned by the computer, and used for entering + orders). Each player is allowed to play one and ONLY one faction at any + given time. Each faction is composed of a number of "units", each unit + being a group of one or more people loyal to the faction. You start the + game with a single unit consisting of one character, plus a sum of + money. More people can be hired during the course of the game, and + formed into more units. (In these rules, the word "character" generally + refers either to a unit consisting of only one person, or to a person + within a larger unit.) +

+

+ A faction is considered destroyed, and the player knocked out of the + game, if ever all its people are killed or disbanded (i.e. the faction + has no units left). The program does not consider your starting + character to be special; if your starting character gets killed, you + will probably have been thinking of that character as the leader of your + faction, so some other character can be regarded as having taken the + dead leader's place (assuming of course that you have at least one + surviving unit!). As far as the computer is concerned, as long as any + unit of the faction survives, the faction is not wiped out. (If your + faction is wiped out, you can rejoin the game with a new starting + character.) +

+

+ Each faction has a type; this is decided by the player, and determines + what the faction may do. The faction has 5 Faction Points, which may be + spent on any of the 3 Faction Areas, War, Trade, and Magic. The faction + type may be changed at the beginning of each turn, so a faction can + change and adapt to the conditions around it. Faction Points spent on + War determine the number of regions in which factions can obtain income + by taxing or pillaging. Faction Points spent on Trade determine the + number of regions in which a faction may conduct trade activity. Trade + activity includes producing goods and materials, building ships and + buildings. Faction Points spent on Magic determine the number of mages + and acolytes the faction may have (more information on all of the + faction activities is in further sections of the rules). Here is a chart + detailing the limits on factions by Faction Points: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Faction Points + + War (max tax regions) + + Trade (max trade regions) + + Magic (max mages / acolytes) +
+ 0 + + 0 + + 0 + + 0 / 1 +
+ 1 + + 10 + + 10 + + 1 / 3 +
+ 2 + + 24 + + 24 + + 2 / 5 +
+ 3 + + 40 + + 40 + + 3 / 7 +
+ 4 + + 60 + + 60 + + 5 / 10 +
+ 5 + + 100 + + 100 + + 7 / 15 +
+
+

+

+ For example, a well rounded faction might spend 1 point on Magic, 2 + points on Trade, 2 points on War. This faction's type would appear as + "Magic 1 Trade 2 War 2", and would be able to tax 24 regions, perform + trade in 24 regions, and have 1 mage as well as 3 acolytes, as well have + 3 acolytes. +

+

+ As another example, a specialized faction might spend all 5 points on + War. This faction's type would appear as "War 5", and would be able to + tax 100 regions, as well have 1 acolyte, but could not perform trade in + any regions, and could not possess any mages. +

+

+ Note that it is possible to have a faction type with less than 5 points + spent. In fact, a starting faction has one point spent on each of War, + Trade, Magic, leaving 2 points unspent. +

+

+ When a faction starts the game, it is given a one-man unit and 5020 + silver in unclaimed money. Unclaimed money is cash that your whole + faction has access to, but cannot be taken away in battle (silver in a + unit's possessions can be taken in battle). This allows a faction to + get started without presenting an enticing target for other factions. + Units in your faction may use the CLAIM order to + take this silver, and use it to buy goods or recruit men, or use the WITHDRAW order to withdraw goods directly. +

+

+ An example faction is shown below, consisting of a starting character, + Merlin the Magician, who has formed two more units, Merlin's Guards and + Merlin's Workers. Each unit is assigned a unit number by the computer + (completely independent of the faction number); this is used for + entering orders. Here, the player has chosen to give his faction the + same name ("Merlin the Magician") as his starting character. + Alternatively, you can call your faction something like "The Great + Northern Mining Company" or whatever. +

+

+ +

+
+* Merlin the Magician (17), Merlin (27), leader [LEAD].  Skills: none.
+* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], 20 swords
+  [SWOR]. Skills: none.
+* Merlin's Workers (34), Merlin (27), 50 vikings [VIKI].  Skills:
+  none.
+    
+ +

+ Units: +

+

+ A unit is a grouping together of people, all loyal to the same faction. + The people in a unit share skills and possessions, and execute the same + orders each month. The reason for having units of many people, rather + than keeping track of individuals, is to simplify the game play. The + computer does not keep track of individual names, possessions, or skills + for people in the same unit, and all the people in a particular unit + must be in the same place at all times. If you want to send people in + the same unit to different places, you must split up the unit. Apart + from this, there is little difference between having one unit of 50 + people, or 50 units of one person each, except that the former is very + much easier to handle. +

+

+ There are different races that make up the population of Atlantis. (See + the section on skills for a list of these.) In addition, there are + "leaders", who are presumed to be of one of the other races, but are all + the same in game terms. Units made up of normal people may only know one + skill, and cannot teach other units. Units made up of leaders may know + as many skills as desired, and may teach other units to speed the + learning process. Leaders and normal people may not be mixed in the same + unit. However, leaders are more expensive to recruit and maintain (more + information is in the section on skills). A unit is treated as the least + common denominator of the people within it, so a unit made up of two + races with different strengths and weaknesses will have all the + weaknesses, and none of the strengths of either race. +

+ +

+ Turns: +

+

+ Each turn, the Atlantis server takes the orders file that you mailed to + it, and assigns the orders to the respective units. All units in your + faction are completely loyal to you, and will execute the orders to the + best of their ability. If the unit does something unintended, it is + generally because of incorrect orders; a unit will not purposefully + betray you. +

+

+ A turn is equal to one game month. A unit can do many actions at the + start of the month, that only take a matter of hours, such as buying and + selling commodities, or fighting an opposing faction. Each unit can + also do exactly one action that takes up the entire month, such as + harvesting resources or moving from one region to another. The orders + which take an entire month are ADVANCE, BUILD, ENTERTAIN, MOVE, PRODUCE, SAIL, STUDY, TEACH and WORK. +

+ +
+ +
+

+ The World +

+

+ The Atlantis world is divided for game purposes into hexagonal regions. + Each region has a name, and one of the following terrain types: Ocean, + Plain, Forest, Mountain, Swamp, Jungle, Desert, or Tundra (there may be + other types of terrain to be discovered as the game progresses). Regions + can contain units belonging to players; they can also contain structures + such as buildings and fleets. Two units in the same region can normally + interact, unless one of them is concealed in some way. Two units in + different regions cannot normally interact. NOTE: Combat is an + exception to this. +

+ +

+ Regions: +

+

+ Here is a sample region, as it might appear on your turn report: +

+

+ +

+
+plain (172,110) in Turia, 500 peasants (vikings), $2500.
+------------------------------------------------------
+  The weather was clear last month; it will be clear next month.
+  Wages: $15 (Max: $833).
+  Wanted: none.
+  For Sale: 50 vikings [VIKI] at $60, 10 leaders [LEAD] at $120.
+  Entertainment available: $125.
+  Products: 23 grain [GRAI], 37 horses [HORS].
+
+Exits:
+  North : ocean (172,108) in Atlantis Ocean.
+  Northeast : ocean (173,109) in Atlantis Ocean.
+  Southeast : ocean (173,111) in Atlantis Ocean.
+  South : plain (172,112) in Turia.
+  Southwest : plain (171,111) in Turia.
+  Northwest : plain (171,109) in Turia.
+
+* Hans Shadowspawn (15), Merry Pranksters (14), leader [LEAD], 500
+  silver [SILV]. Skills: none.
+- Vox Populi (13), leader [LEAD].
+    
+

+ This report gives all of the available information on this region. The + region type is plain, the name of the surrounding area is Turia, and the + coordinates of this region are (172,110). The population of this region + is 500 nomads, and there is $2500 of taxable income currently in this + region. Then, under the dashed line, are various details about items + for sale, wages, etc. Finally, there is a list of all visible units. + Units that belong to your faction will be so denoted by a '*', whereas + other faction's units are preceded by a '-'. +

+

+ Since Atlantis is made up of hexagonal regions, the coordinate system is + not always exactly intuitive. Here is the layout of Atlantis regions: +

+

+ +

+
+   ____        ____
+  /    \      /    \
+ /(0,0) \____/(2,0) \____/
+ \      /    \      /    \     N
+  \____/(1,1) \____/(3,1) \_   |
+  /    \      /    \      /    |
+ /(0,2) \____/(2,2) \____/     |
+ \      /    \      /    \   W-O-E
+  \____/(1,3) \____/(3,3) \_   |
+  /    \      /    \      /    S
+ /(0,4) \____/(2,4) \____/
+ \      /    \      /    \
+  \____/      \____/
+  /    \      /    \
+    
+

+ Note that the are "holes" in the coordinate system; there is no region + (1,2), for instance. This is due to the hexagonal system of regions. +

+

+ Most regions are similar to the region shown above, but the are certain + exceptions. Oceans, not surprisingly, have no population. Some regions + will contain villages, towns, and cities. More information on these is + available in the section on the economy. +

+ +

+ Region resources: +

+

+ Here is list of resources you can find in regions: +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Region type + + Resources +
+ ocean + + fish (100%), giant turtle (30%). +
+ plain + + horse (25%). +
+ forest + + wood (100%), fur (100%), ironwood (20%), yew (25%). +
+ mountain + + iron (100%), stone (100%), mithril (35%), rootstone (35%), + admantium (15%). +
+ swamp + + wood (100%), floater hide (40%), herb (100%), mushroom (30%). +
+ jungle + + wood (100%), herb (100%), mushroom (35%), ironwood (20%), fur + (80%). +
+ desert + + iron (100%), stone (100%), rootstone (30%), horse (25%), mithril + (20%). +
+ tundra + + fur (100%), herb (100%), winged horse (25%), iron (30%). +
+ volcano + + stone (100%), mithril (50%), rootstone (50%), admantium (50%), + iron (100%). +
+
+ +

+ Structures: +

+

+ Regions may also contain structures, such as buildings or fleets. These + will appear directly below the list of units. Here is a sample + structure: +

+

+ +

+
++ Temple of Agrik [3] : Tower.
+  - High Priest Chafin (9), leader [LEAD], sword [SWOR]
+  - Rowing Doom (188), 10 nomads [NOMA], 10 swords [SWOR].
+    
+

+ The structure lists the name, the number, and what type of structure it + is (more information of the types of structures can be found in the + section on the economy). Following this is a list of units inside the + structure. Units within a structure are always visible, even if they + would otherwise not be seen. +

+

+ Units inside structures are still considered to be in the region, and + other units can interact with them; however, they may gain benefits, + such as defensive bonuses in combat from being inside a building. The + first unit to enter an object is considered to be the owner; only this + unit can do things such as renaming the object, or permitting other + units to enter. The owner of an object can be identified on the turn + report, as it is the first unit listed under the object. Only units + with men in them can be structure owners, so newly created units cannot + own a structure until they contain men. +

+ +

+ Atlantis Nexus: +

+

+ Note: the following section contains some details that you may wish to + skip over until you have had a chance to read the rest of the rules, and + understand the mechanics of Atlantis. However, be sure to read this + section before playing, as it will affect your early plans in Atlantis. +

+

+ When a faction first starts in Atlantis, it begins with one unit, in a + special region called the Atlantis Nexus. This region exists outside of + the normal world of Atlantis, and as such has no products or + marketplaces; it merely serves as the magical entry into Atlantis. +

+

+ The Nexus contains portals that provide one-way transportation to + various terrain types. A unit that enters one of these portals (by + entering the portal and moving IN) will be transported to a region of + the matching terrain type. The region chosen is somewhat random, but + will prefer to place players in towns where no other players are + present. Once a unit has passed through a portal, there is no way to + return to the Nexus. It is also possible to use Gate Lore to get out of + the Nexus (but not to return). +

+ +
+ +
+

+ Movement +

+

+ There are two main methods of movement in Atlantis. The first is done + using the MOVE order (or the ADVANCE order), and moves units individually from + one region to another. The other method is done using the SAIL order, which can sail a fleet, including all of + its occupants from one region to another. Certain powerful mages may + also teleport themselves, or even other units, but the knowledge of the + workings of this magic is carefully guarded. +

+ +

+ Normal Movement: +

+

+ In one month, a unit can issue a single MOVE order, + using one or more of its movement points. There are three modes of + travel: walking, riding and flying. Walking units have two movement + points, riding units have four, and flying units have four. A unit will + automatically use the fastest mode of travel it has available. The ADVANCE order is the same as MOVE, except that it implies attacks on units which try + to forbid access; see the section on combat for details. +

+

+ Note that depending on game settings certain races might be able to swim + or fly and there are items that can enable your units to fly or walk on + water. +

+

+ Flying units are not initially available to starting players. A unit can + ride provided that the carrying capacity of its horses is at least as + great as the weight of its people and all other items. A unit can walk + provided that the carrying capacity of its people, horses, and wagons is + at least as great as the weight of all its other items, and provided + that it has at least as many horses as wagons (otherwise the excess + wagons count as weight, not capacity). Otherwise the unit cannot issue a + MOVE order. Most people weigh 10 units and have a + capacity of 5 units; data for items is as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Weight + + Capacity +
+ silver + + 0 + +   +
+ grain + + 5 + +   +
+ livestock + + 50 + + 0 +
+ iron + + 5 + +   +
+ wood + + 5 + +   +
+ stone + + 50 + +   +
+ fur + + 1 + +   +
+ fish + + 1 + +   +
+ herb + + 0 + +   +
+ horse + + 50 + + 20 +
+ sword + + 1 + +   +
+ crossbow + + 1 + +   +
+ longbow + + 1 + +   +
+ chain armor + + 1 + +   +
+ plate armor + + 3 + +   +
+ wagon + + 50 + + 200 (with horse) +
+ pick + + 1 + +   +
+ spear + + 1 + +   +
+ axe + + 1 + +   +
+ hammer + + 1 + +   +
+ net + + 1 + +   +
+ lasso + + 1 + +   +
+ bag + + 1 + +   +
+ spinning wheel + + 1 + +   +
+ leather armor + + 1 + +   +
+ iron shield + + 1 + +   +
+ wooden shield + + 1 + +   +
+
+

+ A unit which can fly is capable of travelling over water, but if the + unit ends its turn over a water hex then it will drown.. +

+

+ Since regions are hexagonal, each region has six neighbouring regions to + the north, northeast, southeast, south, southwest and northwest. Moving + from one region to another normally takes one movement point, except + that the following terrain types take two movement points for riding or + walking units to enter: Forest, Mountain, Swamp, Jungle, and Tundra. + Also, during certain seasons (depending on the latitude of the region), + all units (including flying ones) have a harder time and travel will + take twice as many movement points as normal, as freezing weather makes + travel difficult; in the tropics, seasonal hurricane winds and + torrential rains have a similar effect. Units may not move through ocean + regions without using the SAIL order unless they are + capable of flight, and even then, flying units must end their movement + on land or else drown. +

+

+ Units may also enter or exit structures while moving. Moving into or + out of a structure does not use any movement points at all. Note that a + unit can also use the ENTER and LEAVE orders to move in and out of structures, without + issuing a MOVE order. The unit can also use the MOVE order to enter or leave a structure. +

+

+ Finally, certain structures contain interior passages to other regions. + The MOVE IN order can be used to go through these + passages; the movement point cost is equal to the normal cost to enter + the destination region. +

+

+ Example: One man with a horse, sword, and chain mail wants to move + north, then northeast. The capacity of the horse is 20 and the weight + of the man and other items is 12, so he can ride. The month is April, so + he has four movement points. He issues the order MOVE NORTH NORTHEAST. + First he moves north, into a plain region. This uses one movement + point. Then he moves northeast, into a forest region. This uses two + movement points, so the movement is completed with one to spare. +

+ +

+ Sailing: +

+

+ Movement by sea is in some ways similar. It does not use the MOVE order however. Instead, the owner of a fleet must + issue the SAIL order, and other units wishing to + help sail the fleet must also issue the SAIL order. + The fleet will then, if possible, make the indicated movement, carrying + all units on the fleet with it. Units on board the fleet, but not + aiding in the sailing of the fleet, may execute other orders while the + fleet is sailing. A unit which does not wish to travel with the fleet + should leave the fleet in a coastal region, before the SAIL order is processed. (A coastal region is defined + as a non-ocean region with at least one adjacent ocean region.) +

+

+ Note that a unit on board a fleet while it is sailing may not MOVE later in the turn, even if he doesn't issue the SAIL order; sailing is considered to take the whole + month. Also, units may not remain on guard while on board a sailing + fleet; they will have to reissue the GUARD 1 order + to guard a region after sailing. +

+

+ Most ships get four movement points per turn. A fleet can move from an + ocean region to another ocean region, or from a coastal region to an + ocean region, or from an ocean region to a coastal region. Ships can + only be constructed in coastal regions. For a fleet to enter any region + only costs one movement point; the cost of two movement points for + entering, say, a forest coastal region, does not apply. Ships do, + however, only get half movement points during the winter months (or + monsoon months in the tropical latitudes). +

+

+ A fleet can only move if the total weight of everything aboard does not + exceed the fleet's capacity (the rules do not prevent an overloaded + fleet from staying afloat, only from moving). Also, there must be + enough sailors aboard (using the SAIL order), to + sail the fleet, or it will not go anywhere. Note that the sailing skill + increases the usefulness of a unit proportionally; thus, a 1 man unit + with level 5 sailing skill can sail a longboat alone. (See the section + on skills for further details on skills.) The capacities (and costs in + labor units) of the various basic ship types are as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The skill column is the level of shipbuilding skill required to build + that ship type. +

+ +

+ Order of Movement: +

+

+ This section is probably unimportant to beginning players, but it can be + helpful for more experienced players. +

+

+ Movement in Atlantis is processed one hex of movement at a time, region + by region. Atlantis cycles through all of the regions; for each region, + it finds any units that are due to move, and moves them (if they can + move) one hex (and only one hex). After processing all the regions, it + conducts any battles that result from these movements. After it has gone + through all of the regions, units will have moved at most one hex, so it + goes back and does the whole process again. This is repeated until all + units have had the opportunity to move their allowed distance. Units' + movement is spread out over these phases proportionally to their speed, + so a unit riding at speed 4 would move twice as often as one walking at + speed 2. If the unit requires more than one move to enter a particular + region, then it will move once it has accumulated enough movement points + to do so. Note that these movement points can be carried over from one + month to another if a MOVE (or ADVANCE) command did not complete in the + month - for example, a unit on foot trying to move into a mountain + region in winter would not have enough movement points to enter in one + turn, but if it continues the same move on the next turn, it would use + the accumulated points from the last month and manage to enter the + mountains at last. +

+

+ Sailing is handled the same way, with one minor difference: where units + using MOVE or ADVANCE will be prevented from entering a GUARDed region + (where the guards are unfriendly or worse to the moving unit), fleets + will instead enter the region and then be stopped by the guards. +

+

+ The following table shows when exactly units will move, given their base + movement speed. The "x"s mark the phases in which a unit of that speed + will move. If you wish to make units of different speeds move together + (for example, to coordinate an attack), you may need to tell the faster + units to PAUSE in their movement. See the MOVE + order for details. +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + Movement Phase +
+ 1 + + 2 + + 3 + + 4 + + 5 + + 6 + + 7 + + 8 +
+ Speed + + 1 + + x + + + + + + + + + + + + + + +
+ 2 + + x + + + + + + + + x + + + + + + +
+ 3 + + x + + + + x + + + + + + x + + + + +
+ 4 + + x + + + + x + + + + x + + + + x + + +
+ 5 + + x + + x + + + + x + + x + + + + x + + +
+ 6 + + x + + x + + x + + + + x + + x + + x + + +
+ 7 + + x + + x + + x + + x + + x + + x + + x + + +
+ 8 + + x + + x + + x + + x + + x + + x + + x + + x +
+
+ +
+ +
+

+ Skills +

+

+ The most important thing distinguishing one character from another in + Atlantis is skills. The following skills are available: mining, + lumberjack, quarrying, hunting, fishing, herb lore, horse training, + weaponsmith, armorer, carpenter, building, shipbuilding, entertainment, + tactics, combat, riding, crossbow, longbow, stealth, observation, + healing, sailing, farming, and ranching. When a unit possesses a skill, + he also has a skill level to go with it. Generally, the effectiveness + of a skill is directly proportional to the skill level involved, so a + unit with level 2 in a skill is twice as good as a unit with level 1 in + the same skill. +

+ +

+ Limitations: +

+

+ A unit made up of leaders may know one or more skills; for the rest of + this section, the word "leader" will refer to such a unit. Other units, + those which contain non-leaders, will be refered to as normal units. A + normal unit may only know one skill. +

+

+ Skills may be learned up to a maximum level depending on the race of the + studying unit (remembering that for units containing more than one race, + the maximum is determined by the least common denominator). Every race + has a normal maximum skill level, and a list of skills that they + specialize in, and can learn up to higher level. Leaders, being more + powerful, can learn skills to even higher levels. Here is a list of the + races (including leaders) and the information on normal skill levels and + specialized skills. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Race/Type + + Specilized Skills + + Max Level (specialized skills) + + Max Level (non-specialized skills) +
+ leaders + + None. + + -- + + 5 +
+ vikings + + shipbuilding, sailing, lumberjack, combat + + 3 + + 2 +
+ barbarians + + riding, hunting, weaponsmith, combat + + 3 + + 2 +
+ plainsmen + + horse training, farming, carpenter, entertainment + + 3 + + 2 +
+ eskimos + + herb lore, fishing, hunting, healing + + 3 + + 2 +
+ nomads + + horse training, ranching, crossbow, riding + + 3 + + 2 +
+ tribesmen + + herb lore, healing, farming, lumberjack + + 3 + + 2 +
+ darkmen + + quarrying, building, mining, weaponsmith + + 3 + + 2 +
+ wood elves + + lumberjack, carpenter, longbow, entertainment + + 3 + + 2 +
+ sea elves + + shipbuilding, sailing, fishing, longbow + + 3 + + 2 +
+ high elves + + all magical skills, farming, entertainment, longbow + + 3 + + 2 +
+ tribal elves + + herb lore, healing, ranching, longbow + + 3 + + 2 +
+ ice dwarves + + fishing, building, crossbow, shipbuilding + + 3 + + 2 +
+ hill dwarves + + mining, weaponsmith, armorer, combat + + 3 + + 2 +
+ under dwarves + + mining, quarrying, crossbow, armorer + + 3 + + 2 +
+ desert dwarves + + quarrying, building, armorer, crossbow + + 3 + + 2 +
+ orcs + + combat + + 4 + + 1 +
+
+

+ If units are merged together, their skills are averaged out. No rounding + off is done; rather, the computer keeps track for each unit of how many + total months of training that unit has in each skill. When units are + split up, these months are divided as evenly as possible among the + people in the unit; but no months are ever lost. +

+ +

+ Studying: +

+

+ For a unit to gain level 1 of a skill, they must gain one months worth + of training in that skill by issuing the STUDY + order. To raise this skill level to 2, the unit must add an additional + two months worth of training. Then, to raise this to skill level 3 + requires another three months worth of training, and so forth. A month + of training is gained when a unit uses the STUDY + order. Note that study months do not need to be consecutive; for a unit + to go from level 1 to level 2, he can study for a month, do something + else for a month, and then go back and complete the rest of his studies. + A unit can also increase its level of training by using a skill. This + progress is much slower than studying. Only one skill can be improved + through practice in any month; if multiple skills are used, only the + first will be improved. A skill will only improve with practice if the + unit has first studied the rudiments of the skill. +

+

+ Most skills cost $10 per person per month to study (in addition to + normal maintenance costs). The exceptions are Stealth and Observation + (both of which cost $50), Magic skills (which cost $100), and Tactics + (which costs $200). +

+ +

+ Teaching: +

+

+ A unit with a teacher can learn up to twice as fast as normal. The TEACH order is used to spend the month teaching one or + more other units (your own or another factions). The unit doing the + teaching must have a skill level greater than the unit doing the + studying. (Note: for all skill uses, it is skill level, not number of + months of training, that counts. Thus, a unit with 1 month of training + is effectively the same as a unit with 2 months of training, since both + have a skill level of 1.) The units being taught simply issue the STUDY order normally (also, his faction must be + declared Friendly by the teaching faction). Each person can only teach + up to 10 students in a month; additional students dilute the training. + Thus, if 1 teacher teaches 20 men, each man being taught will gain 1 1/2 + months of training, not 2 months. +

+

+ Note that it is quite possible for a single unit to teach two or more + other units different skills in the same month, provided that the + teacher has a higher skill level than each student in the skill that + that student is studying, and that there are no more than 10 students + per teacher. +

+

+ Note: Only leaders may use the TEACH order. +

+ +

+ Skill Reports: +

+

+ When a faction learns a new skill level for this first time, it will be + given a report on special abilities that a unit with this skill level + has. This report can be shown again at any time (once a faction knows + the skill), using the SHOW order. For example, when + a faction learned the skill Shoemaking level 3 for the first time, it + might receive the following (obviously farcical) report: +

+

+ +

+
+Shoemaking [SHOE] 3: A unit with this skill may PRODUCE Sooper Dooper
+  Air Max Winged Sandals.
+    
+ +
+ +
+

+ The Economy +

+

+ The unit of currency in Atlantis is the silver piece. Silver is a normal + item, with zero weight, appearing in your unit's reports. Silver is used + for such things as buying items, and unit's maintenance. +

+ +

+ Maintenance Costs: +

+

+ IMPORTANT: Each and every character in Atlantis requires a maintenance + fee each month. Anyone who ends the month without this maintenance cost + has a 33 percent chance of starving to death. It is up to you to make + sure that your people have enough money available. Money will be shared + automatically between your units in the same region, if one is starving + and another has more than enough; but this will not happen between units + in different regions (this sharing of money applies only for maintenance + costs, and does not occur for other purposes). If you have silver in + your unclaimed fund, then that silver will be automatically claimed by + units that would otherwise starve. Lastly, if a faction is allied to + yours, their units will provide surplus cash to your units for + maintenance, as a last resort. +

+

+ This fee is generally 10 silver for a normal character, and 20 silver + for a leader. Units may substitute one unit of , grain, livestock or + fish for each 10 silver of maintenance owed. A unit may use the CONSUME order to specify that it wishes to use food + items in preference to silver. Note that these items are worth more + when sold in towns, so selling them and using the money is more + economical than using them for maintenance. +

+ +

+ Recruiting: +

+

+ People may be recruited in a region. The total amount of recruits + available per month in a region, and the amount that must be paid per + person recruited, are shown in the region description. The BUY order is used to recruit new people. New recruits + will not have any skills or items. Note that the process of recruiting + a new unit is somewhat counter-intuitive; it is necessary to FORM an empty unit, GIVE the empty + unit some money, and have it BUY people; see the + description of the FORM order for further details. +

+ +

+ Items: +

+

+ A unit may have a number of possessions, referred to as "items". Some + details were given above in the section on Movement, but many things + were left out. Here is a table giving some information about common + items in Atlantis: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+   + + Skill (min level) + + Material + + Production time + + Weight (capacity) + + Extra Information +
+ silver + + + + +   + + 0 + + +
+ grain + + farming (1) + + + + 1 month + + 5 + + +
+ livestock + + farming (1) + + + + 1 month + + 50 (0) + + +
+ iron + + mining (1) + + + + 1 month + + 5 + + +
+ wood + + lumberjack (1) + + + + 1 month + + 5 + + +
+ stone + + quarrying (1) + + + + 1 month + + 50 + + +
+ fur + + hunting (1) + + + + 1 month + + 1 + + +
+ fish + + fishing (1) + + + + 1 month + + 1 + + +
+ herb + + herb lore (1) + + + + 1 month + + 0 + + +
+ horse + + horse training (1) + + + + 1 month + + 50 (20) + + Gives a riding bonus with the riding skill.
+
+ sword + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+ crossbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives +0 on attack and +0 on defense (needs + crossbow skill).
Gives 1 attack every 3 rounds.
+
+ longbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense (needs + longbow skill).
+
+ chain armor + + armorer (1) + + 1 iron + + 1 month + + 1 + + Gives a 33 in 100 chance to survive a normal hit.
+
+ plate armor + + armorer (3) + + 3 iron + + 3 months + + 3 + + Gives a 67 in 100 chance to survive a normal hit.
+
+ wagon + + carpenter (1) + + 1 wood + + 1 month + + 50 (200 with horse) + + +
+ pick + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing iron.
+1 bonus when producing stone.
+
+ spear + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing furs.
+
+ axe + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing wood.
+1 bonus when producing crossbows.
+1 bonus when producing longbows.
+1 bonus when producing + wagons.
+1 bonus when producing spears.
+1 bonus when + producing axes.
+1 bonus when producing spinning wheels.
+1 bonus when producing wooden shields.
+
+ hammer + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing swords.
+1 bonus when producing chain + armor.
+1 bonus when producing plate armor.
+1 bonus + when producing picks.
+1 bonus when producing hammers.
+1 bonus when producing iron shields.
+
+ net + + fishing (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing fish.
+
+ lasso + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +1 bonus when producing livestock.
+1 bonus when producing + horses.
+
+ bag + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing grain.
+2 bonus when producing + herbs.
+
+ spinning wheel + + carpenter (1) + + 1 wood + + 1 month + + 1 + + +2 bonus when producing nets.
+2 bonus when producing + lassoes.
+2 bonus when producing bags.
+2 bonus when + producing leather armor.
+
+ leather armor + + armorer (1) + + 1 fur + + 1 month + + 1 + + Gives a 30 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ iron shield + + armorer (3) + + 1 iron + + 1 month + + 1 + + +
+ wooden shield + + armorer (1) + + 1 wood + + 1 month + + 1 + + +
+
+

+ All items except silver and trade goods are produced with the PRODUCE order. Producing items will always produce + as many items as during a month up to the limit of the supplies carried + by the producing unit. The required skills and raw materials required to + produce one output item are in the table above. +

+

+ If an item requires raw materials, then the specified amount of each + material is consumed for each item produced. The higher the skill of the + unit, the more productive each man-month of work will be. Thus, five + men at skill level one are exactly equivalent to one guy at skill level + 5 in terms of base output. Items which require multiple man-months to + produce will take still benefit from higher skill level units, just not + as quickly. For example, if a unit of six level one men wanted to + produce something which required three man-months per item, that unit + could produce two of them in one month. If their skill level was raised + to two, then they could produce four of them in a month. At level three, + they could then produce 6 per month. +

+

+ Some items may allow each man to produce multiple output items per raw + material or have other differences from these basic rules. Those items + will explain their differences in the description of the item. +

+

+ Only Trade factions can issue PRODUCE orders + however, regardless of skill levels. +

+

+ Items which increase production may increase production of advanced + items in addition to the basic items listed. Some of them also increase + production of other tools. Read the skill descriptions for details on + which tools aid which production when not noted above. +

+

+ If an item does not list a raw material it may be produced directly from + the land. Each region generally has at least one item that can be + produced there. Shown on the description of a region is a list of the + items that can be produced, and the amount of each that can be produced + per month. This amount depends on the region type. It also varies from + region to region of the same type. If the units in a region attempt to + produce more of a commodity than can be produced that month, then the + amount available is distributed among the producers +

+ +

+ Villages, Towns, and Cities: +

+

+ Some regions in Atlantis contain villages, towns, and cities. Villages + add to the wages, population, and tax income of the region they are in. + Also, villages will have an additional market for grain, livestock, and + fish. As the village's demand for these goods is met, the population + will increase. When the population reaches a certain threshold, the + village will turn into a town. A town will have some additional + products that it demands, in addition to what it previously wanted. + Also a town will sell some new items as well. A town whose demands are + being met will grow, and above another threshold it will become a + full-blown city. A city will have additional markets for common items, + and will also have markets for less common, more expensive trade items. +

+

+ Trade items are bought and sold only by cities, and have no other + practical uses. However, the profit margins on these items are usually + quite high. +

+ +

+ Buildings and Trade Structures: +

+

+ Construction of buildings and ships goes as follows: each unit of work + on a building requires a unit of the required resource and a man-month + of work by a character with the appropriate skill and level; higher + skill levels allow work to proceed faster (still using one unit of the + required resource per unit of work done). Again, only Trade factions can + issue BUILD orders. Here is a table of the various + building types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Size + + Cost + + Material + + Skill (min level) + + Mages +
+ Tower + + 10 + + 10 + + stone + + building (1) + + 0 +
+ Fort + + 50 + + 40 + + stone + + building (1) + + 1 +
+ Castle + + 300 + + 300 + + stone + + building (2) + + 2 +
+ Citadel + + 1000 + + 800 + + stone + + building (3) + + 4 +
+ Stockade + + 50 + + 60 + + wood + + building (1) + + 1 +
+
+

+ Size is the number of people that the building can shelter. Cost is both + the number of man-months of labor and the number of units of material + required to complete the building. Mages is the number of mages that + the building provides study facilities for, to enable unhindered study + above level 2 in magical skills. There are possibly other buildings + which can be built that require more advanced resources, or odd skills + to construct. The description of a skill will include any buildings + which it allows to be built. +

+

+ There are other structures that increase the maximum production of + certain items in regions; for example, a Mine will increase the amount + of iron that is available to be mined in a region. To construct these + structures requires a high skill level in the production skill related + to the item that the structure will help produce. (Inns are an exception + to this rule, requiring the Building skill, not the Entertainment + skill.) This bonus in production is available to any unit in the region; + there is no need to be inside the structure. +

+

+ The first structure built in a region will increase the maximum + production of the related product by 25%; the amount added by each + additional structure will be half of the the effect of the previous one. + (Note that if you build enough of the same type of structure in a + region, the new structures may not add _any_ to the production level). +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (level) + + Production Aided +
+ Mine + + 10 + + wood or stone + + mining (3) + + iron +
+ Farm + + 10 + + wood or stone + + farming (3) + + grain +
+ Ranch + + 10 + + wood or stone + + farming (3) + + livestock +
+ Timber Yard + + 10 + + wood or stone + + lumberjack (3) + + wood +
+ Inn + + 10 + + wood or stone + + building (3) + + entertainment +
+ Quarry + + 10 + + wood or stone + + quarrying (3) + + stone +
+ Temple + + 10 + + stone + + building (3) + + herbs +
+ Trapping Hut + + 10 + + wood or stone + + hunting (3) + + furs +
+
+

+ Note that these structures will not increase the availability of an item + in a region which does not already have that item available. Also, Trade + structures do not offer defensive bonuses (which is why they do not have + a size associated with them). As with regular buildings, the Cost is + the number of man-months of labor and also the number of units of raw + material required to complete the structure. You can use two different + materials (wood or stone) to construct most trade structures. It is + possible that there are structures not listed above which require either + advanced resources to build or which increase the production of advanced + resources. The skill description for a skill will always note if new + structures may be built based on knowing that skill. +

+ +

+ Roads: +

+

+ There is a another type of structure called roads. They do not protect + units, nor aid in the production of resources, but do aid movement, and + can improve the economy of a hex. +

+

+ Roads are directional and are only considered to reach from one hexside + to the center of the hex. To gain a movement bonus, there must be two + connecting roads, one in each adjacent hex. Only one road may be built + in each direction. If a road in the given direction is connected, units + move along that road at half cost to a minimum of 1 movement point. +

+

+ For example: If a unit is moving northwest, then hex it is in must have + a northwest road, and the hex it is moving into must have a southeast + road. +

+

+ To gain an economy bonus, a hex must have roads that connect to roads in + at least two adjoining hexes. The economy bonus for the connected roads + raises the wages in the region by 1 point. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (min level) +
+ Road N + + 75 + + stone + + building (3) +
+ Road NW + + 75 + + stone + + building (3) +
+ Road NE + + 75 + + stone + + building (3) +
+ Road SW + + 75 + + stone + + building (3) +
+ Road SE + + 75 + + stone + + building (3) +
+ Road S + + 75 + + stone + + building (3) +
+
+ +

+ Ships: +

+

+ Ships are constructed similarly to buildings, with a few small + differences. Firstly, they tend to be constructed out of wood, not + stone. Secondly, their construction tends to depend on the Shipbuilding + skill, not the Building skill. Thirdly, while unfinished buildings + appear in the region, and may be entered by other units, unfinished + ships appear only in their builder's inventory until they are complete. + If the builder MOVEs or they are in a fleet that SAILs while they have an unfinished ship in their + possession, the ship will be discarded and lost. Finally, ships are + never interacted with as objects directly, but when completed are placed + in Fleet objects. Fleets may contain one or more ships, and may be + entered like other buildings. +

+

+ Only factions with at least one faction point spent on trade can issue + BUILD orders. Here is a table of the various ship + types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The capacity of a ship is the maximum weight that the ship may have + aboard and still move. The cost is both the man-months of labor and the + number of units of material required to complete the ship. The sailors + are the number of skill levels of the Sailing skill that must be aboard + the ship (and issuing the SAIL order) in order for + the ship to sail. +

+

+ When a ship is built, if its builder is already the owner of a fleet + object, then the ship will be added to that fleet; otherwise a new fleet + will be created to hold the ship. A fleet has the combined capacity and + sailor requirement of its constituent vessels, and moves at the speed of + its slowest ship. +

+ +

+ Advanced Items: +

+

+ There are also certain advanced items that highly skilled units can + produce. These are not available to starting players, but can be + discovered through study. When a unit is skilled enough to produce one + of these items, he will receive a skill report describing the production + of this item. Production of advanced items is generally done in a manner + similar to the normal items. +

+ +

+ Income: +

+

+ Units can earn money with the WORK order. This + means that the unit spends the month performing manual work for wages. + The amount to be earned from this is usually not very high, so it is + generally a last resort to be used if one is running out of money. The + current wages are shown in the region description for each region. All + units may WORK, regardless of skills or faction + type. +

+ +

+ Entertainment: +

+

+ Units with the Entertainment skill can use it to earn money. A unit + with Entertainment level 1 will earn 20 silver per man by issuing the ENTERTAIN order. The total amount of money that + can be earned this way is shown in the region descriptions. Higher + levels of Entertainment skill can earn more, so a character with + Entertainment skill 2 can earn twice as much money as one with skill 1 + (and uses twice as much of the demand for entertainment in the region). + Note that entertainment income is much less, per region, than the income + available through working or taxing. All factions may have entertainers, + regardless of faction type. +

+ +

+ Taxing/Pillaging: +

+

+ War factions may collect taxes in a region. This is done using the TAX order (which is not a full month order). The amount + of tax money that can be collected each month in a region is shown in + the region description. A unit may TAX if it has + Combat skill of at least level 1, has a weapon and the appropriate skill + to use it, has a mount and sufficient skill to ride it in combat or is a + mage who knows a spell which damages enemies. Each taxing character can + collect $50, though if the number of taxers would tax more than the + available tax income, the tax income is split evenly among all taxers. +

+

+ War factions may also pillage a region. To do this requires the faction + to have enough combat ready men in the region to tax half of the + available money in the region. The total amount of money that can be + pillaged will then be shared out between every combat ready unit that + issues the PILLAGE order. The amount of money + collected is equal to twice the available tax money. However, the + economy of the region will be seriously damaged by pillaging, and will + only slowly recover over time. Note that PILLAGE + comes before TAX, so a unit performing TAX will collect no money in that region that month. +

+

+ It is possible to safeguard one's tax income in regions one controls. + Units which have the Guard flag set (using the GUARD order) will block TAX orders + issued by other factions in the same region, unless you have declared + the faction in question Friendly. Units on guard will also block PILLAGE orders issued by other factions in the same + region, regardless of your attitude towards the faction in question, and + they will attempt to prevent Unfriendly units from entering the region. + Only units which are able to tax may be on guard. Units on guard are + always visible regardless of Stealth skill, and will be marked as being + "on guard" in the region description. +

+ +
+ +
+

+ Combat +

+

+ Combat occurs when one unit attacks another. The computer then gathers + together all the units on the attacking side, and all the units on the + defending side, and the two sides fight until an outcome is reached. +

+ +

+ Attitudes: +

+

+ Which side a faction's units will fight on depends on declared + attitudes. A faction can have one of the following attitudes towards + another faction: Ally, Friendly, Neutral, Unfriendly or Hostile. Each + faction has a general attitude, called the "Default Attitude", that it + normally takes towards other factions; this is initially Neutral, but + can be changed. It is also possible to DECLARE + attitudes to specific factions, e.g. DECLARE 27 + ALLY will declare the Ally attitude to faction 27. (Note that this does + not necessarily mean that faction 27 has decided to treat you as an + ally.) +

+

+ Ally means that you will fight to defend units of that faction whenever + they come under attack, if you have non-avoiding units in the region + where the attack occurs. You will also attempt to prevent any theft or + assassination attempts against units of the faction, if you are capable + of seeing the unit which is attempting the crime. It also has the + implications of the Friendly attitude. +

+

+ Friendly means that you will accept gifts from units of that faction. + This includes the giving of items, units of people, and the teaching of + skills. You will also admit units of that faction into buildings or + fleets owned by one of your units, and you will permit units of that + faction to collect taxes (but not pillage) in regions where you have + units on guard. +

+

+ Unfriendly means that you will not admit units of that faction into any + region where you have units on guard. You will not, however, + automatically attack unfriendly units which are already present. +

+

+ Hostile means that any of your units which do not have the Avoid Combat + flag set (using the AVOID order) will attack any + units of that faction wherever they find them. +

+

+ If a unit can see another unit, but does not have high enough + Observation skill to determine its faction, it will treat the unit using + the faction's default attitude, even if the unit belongs to an + Unfriendly or Hostile faction, because it does not know the unit's + identity. However, if your faction has declared an attitude of Friendly + or Ally towards that unit's faction, the unit will be treated with the + better attitude; it is assumed that the unit will produce proof of + identity when relevant. (See the section on stealth for more information + on when units can see each other.) +

+

+ If a faction declares Unfriendly or Hostile as default attitude (the + latter is a good way to die fast), it will block or attack all + unidentified units, unless they belong to factions for which a Friendly + or Ally attitude has been specifically declared. Units which cannot be + seen at all cannot be directly blocked or attacked, of course. +

+ +

+ Attacking: +

+

+ A unit can attack another by issuing an ATTACK + order. A unit that does not have Avoid Combat set will automatically + attack any Hostile units it identifies as such. When a unit issues the + ATTACK order, or otherwise decides to attack + another unit, it must first be able to attack the unit. There are two + conditions for this; the first is that the attacking unit must be able + to see the unit that it wishes to attack. More information is available + on this in the stealth section of the rules. +

+

+ Secondly, the attacking unit must be able to catch the unit it wishes to + attack. A unit may only catch a unit if its effective Riding skill is + greater than or equal to the target unit's effective Riding skill; + otherwise, the target unit just rides away from the attacking unit. + Effective Riding is the unit's Riding skill, but with a potential + maximum; if the unit can not ride, the effective Riding skill is 0; if + the unit can ride, the maximum effective Riding is 3; if the unit can + fly, the maximum effective Riding is 5. Note that the effective Riding + also depends on whether the unit is attempting to attack or defend; for + attack purposes, only one man in the unit needs to be able to ride or + fly (generally, this means one of the men must possess a horse, or other + form of transportation), whereas for defense purposes the entire unit + needs to be able to ride or fly (usually meaning that every man in the + unit must possess a horse or other form of speedier transportation). + Also, note that for a unit to be able to use its defensive Riding + ability to avoid attack, the unit cannot be in a building, fleet, or + structure of any type. +

+

+ A unit which is on guard, and is Unfriendly towards a unit, will deny + access to units using the MOVE order to enter its + region. Note that to deny access to a unit, at least one unit from the + same faction as the unit guarding the hex must satisfy the above + requirements. A unit using ADVANCE instead of MOVE to enter a region, will attack any units that + attempt to deny it access. If the advancing unit loses the battle, it + will be forced to retreat to the previous region it moved through. If + the unit wins the battle and its army doesn't lose any men, it is + allowed to continue to move, provided that it has enough movement + points. +

+

+ Note that these restrictions do not apply for sea combat, as units + within a fleet are always visible, and Riding does not play a part in + combat on board fleets. +

+ +

+ The Muster: +

+

+ Once the attack has been made, the sides are gathered. Although the ATTACK order takes a unit rather than a faction as + its parameter (mainly so that unidentified units can be attacked), an + attack is basically considered to be by an entire faction, against an + entire faction and its allies. +

+

+ On the attacking side are all units of the attacking faction in the + region where the fight is taking place, except those with Avoid Combat + set. A unit which has explicitly (or implicitly via ADVANCE) issued an ATTACK + order will join the fight anyway, regardless of whether Avoid Combat is + set. +

+

+ Also on the attacking side are all units of other factions that attacked + the target faction (implicitly or explicitly) in the region where the + fight is taking place. In other words, if several factions attack one, + then all their armies join together to attack at the same time (even if + they are enemies and will later fight each other). +

+

+ On the defending side are all identifiable units belonging to the + defending faction. If a unit has Avoid Combat set and it belongs to the + target faction, it will be uninvolved only if its faction cannot be + identified by the attacking faction. A unit which was explicitly + attacked will be involved anyway, regardless of Avoid Combat. (This + means that Avoid Combat is mostly useful for high stealth scouts.) Also, + all non-avoiding units located in the target region belonging to + factions allied with the defending unit will join in on the defending + side. +

+

+ Units in adjacent regions can also become involved. This is the + exception to the general rule that you cannot interact with units in a + different region. +

+

+ If a faction has at least one unit involved in the initial region, then + any units in adjacent regions will join the fight, if they could reach + the region and do not have Avoid Combat set. There are a few flags that + units may set to affect this; a unit with the Hold flag (set using the + HOLD order) will not join battles in adjacent + regions. This flag applies to both attacking and defending factions. A + unit with the Noaid flag (set using the NOAID + order) will receive no aid from adjacent hexes when attacked, or when it + issues an attack. +

+

+ Example: A fight starts in region A, in the initial combat phase + (before any movement has occurred). The defender has a unit of soldiers + in adjacent region B. They have 2 movement points at this stage. They + will buy horses later in the turn, so that when they execute their MOVE order they will have 4 movement points, but right + now they have 2. Region A is forest, but fortunately it is summer, so + the soldiers can join the fight. +

+

+ It is important to note that the units in nearby regions do not actually + move to the region where the fighting happens; the computer only checks + that they could move there. (In game world terms, presumably they did + move there to join the fight, and then moved back where they started.) + The computer checks for weight allowances and terrain types when + determining whether a unit could reach the scene of the battle. Note + that the use of fleets is not allowed in this virtual movement. +

+

+ If you order an attack on an ally (either with the ATTACK order, or if your ally has declared you + Unfriendly, by attempting to ADVANCE into a + region which he is guarding), then your commander will decide that a + mistake has occurred somewhere, and withdraw your troops from the + fighting altogether. Thus, your units will not attack that faction in + that region. Note that you will always defend an ally against attack, + even if it means that you fight against other factions that you are + allied with. +

+ +

+ The Battle: +

+

+ The troops having lined up, the fight begins. The computer selects the + best tactician from each side; that unit is regarded as the leader of + its side. If two or more units on one side have the same Tactics skill, + then the one with the lower unit number is regarded as the leader of + that side. If one side's leader has a better Tactics skill than the + other side's,then that side gets a free round of attacks. +

+

+ In each combat round, the combatants each get to attack once, in a + random order. (In a free round of attacks, only one side's forces get to + attack.) Each combatant will attempt to hit a randomly selected enemy. + If he hits, and the target has no armor, then the target is + automatically killed. Armor may provide extra defense against otherwise + successful attacks. +

+

+ The basic skill used in battle is the Combat skill; this is used for + hand to hand fighting. If one soldier tries to hit another using most + weapons, there is a 50% chance that the attacker will get an opportunity + for a lethal blow. If the attacker does get that opportunity, then + there is a contest between his combat skill (modified by weapon attack + bonus) and the defender's combat skill (modified by weapon defense + bonus). Some weapons may not allow combat skill to affect defense (e.g. + bows), and others may allow different skills to be used on defense (or + offense). +

+

+ If the skills are equal, then there is a 1:1 (i.e. 50%) chance that the + attack will succeed. If the attacker's skill is 1 higher then there is + a 2:1 (i.e. 66%) chance, if the attacker's skill is 2 higher then there + is a 4:1 (i.e. 80%) chance, 3 higher means an 8:1 (i.e. 88%) chance, and + so on. Similarly if the defender's skill is 1 higher, then there is only + a 1:2 (i.e. 33%) chance, etc. +

+

+ There are a variety of weapons in the world which can increase a + soldier's skill on attack or defense. Better weapons will generally + convey better bonuses, but not all weapons are as good in all + situations. Specifics about the bonuses conferred by specific weapons + can be found both in these rules (for most basic weapons), and in the + descriptions of the weapons themselves. Troops which are fighting + hand-to-hand without specific weapons are assumed to be irregularly + armed with makeshift weapons such as clubs, pitchforks, torches, etc. +

+

+ Possession of a mount, and the appropriate skill to use that mount will + also confer a bonus to the effective Combat skill. The amount of the + bonus will depend on the level of the appropriate skill and the mount in + question. Some mounts are better than others, and may provide better + bonus, but may also require higher levels of skill to get any bonus at + all. Some terrain might not allow mounts to give a combat advantage. +

+

+ Certain weapons may provide different attack and defense bonuses, or + have additional attack bonuses against mounted opponents or other + special characteristics. These bonuses will be listed in the item + descriptions in the turn reports. +

+

+ Some melee weapons may be defined as Long or Short (this is relative to + a normal weapon, e.g. the sword). A soldier wielding a longer weapon + than his opponent gets a +1 bonus to his attack skill. +

+

+ Ranged weapons are slightly different from melee weapons. The target + will generally not get any sort of combat bonus to defense against a + ranged attack. +

+

+ Some weapons, including some ranged weapons, may only attack every other + round, or even less frequently. When a weapon is not able to attack + every round, this will be specified in the item description. +

+

+ Weapons may have one of several different attack types: Slashing, + Piercing, Crushing, Cleaving and Armor Piercing. Different types of + armor may give different survival chances against a successful attack of + different types. +

+

+ A soldier attacking with a ranged weapon will generally be treated as if + they have a Combat skill of 0, even if they have an actual Combat skill. + This is the trade off for being able to hit from the back line of + fighting. +

+

+ Being inside a building confers a bonus to defense. This bonus is + effective against ranged as well as melee weapons. The number of men + that a building can protect is equal to its size. The size of the + various common buildings was listed in the Table of Buildings earlier. +

+

+ If there are too many units in a building to all gain protection from + it, then those units who have been in the building longest will gain + protection. (Note that these units appear first on the turn report.) If + a unit of 200 men is inside a Fort (capacity 50), then the first 50 men + in the unit will gain the full bonus, and the other 150 will gain no + protection. +

+

+ Units which have the Behind flag set are at the rear and cannot be + attacked by any means until all non-Behind units have been wiped out. + On the other hand, neither can they attack with melee weapons, but only + with ranged weapons or magic. Once all front-line units have been wiped + out, then the Behind flag no longer has any effect. +

+ +

+ Victory! +

+

+ Combat rounds continue until one side has accrued 50% losses (or more). + The victorious side is then awarded one free round of attacks, after + which the battle is over. If both sides have more than 50% losses, the + battle is a draw, and neither side gets a free round. +

+

+ Units with the Healing skill have a chance of being able to heal + casualties of the winning side, so that they recover rather than dying. + Each character with this skill can attempt to heal 5 casualties per + skill level. Each attempt however requires one unit of Herbs, which is + thereby used up. Each attempt has a some chance of healing one casualty; + only one attempt at Healing may be made per casualty. Healing occurs + automatically, after the battle is over, by any living healers on the + winning side. +

+

+ Any items owned by dead combatants on the losing side have a 50% chance + of being found and collected by the winning side. Each item which is + recovered is picked up by one of the survivors able to carry it (see the + SPOILS command) at random, so the winners + generally collect loot in proportion to their number of surviving men. +

+

+ If you are expecting to fight an enemy who is carrying so much equipment + that you would not be able to move after picking it up, and you want to + move to another region later that month, it may be worth issuing some + orders to drop items (with the GIVE 0 order) or to + prevent yourself picking up certain types of spoils (with the SPOILS order) in case you win the battle! Also, note + that if the winning side took any losses in the battle, any units on + this side will not be allowed to move, or attack again for the rest of + the turn. +

+ +
+ +
+

+ Stealth and Observation +

+

+ The Stealth skill is used to hide units, while the Observation skill is + used to see units that would otherwise be hidden. A unit can be seen + only if you have at least one unit in the same region, with an + Observation skill at least as high as that unit's Stealth skill. If your + Observation skill is equal to the unit's Stealth skill, you will see the + unit, but not the name of the owning faction. If your Observation skill + is higher than the unit's Stealth skill, you will also see the name of + the faction that owns the unit. +

+

+ Regardless of Stealth skill, units are always visible when participating + in combat; when guarding a region with the Guard flag; or when in a + building or aboard a fleet. However, in order to see the faction that + owns the unit, you will still need a higher Observation skill than the + unit's Stealth skill. +

+ +

+ Stealing: +

+

+ The STEAL order is a way to steal items from other + player factions without a battle. The order can only be issued by a + one-man unit. The order specifies a target unit; the thief will then + attempt to steal the specified item from the target unit. +

+

+ If the thief has higher Stealth than any of the target faction's units + have Observation (i.e. the thief cannot be seen by the target faction), + the theft will succeed. The target faction will be told what was stolen, + but not by whom. If the specified item is silver, then $200 or half the + total available, whichever is less, will be stolen. If it is any other + item, then only one will be stolen (if available). +

+

+ Any unit with high enough Observation to see the thief will see the + attempt to steal, whether the attempt is successful or not. Allies of + the target unit will prevent the theft, if they have high enough + Observation to see the unit trying to steal. +

+ +

+ Assassination: +

+

+ The ASSASSINATE order is a way to kill + another person without attacking and going through an entire battle. + This order can only be issued by a one-man unit, and specifies a target + unit. If the target unit contains more than one person, then one will + be singled out at random. +

+

+ Success for assassination is determined as for theft, i.e. the assassin + will fail if any of the target faction's units can see him. In this + case, the assassin will flee, and the target faction will be informed + which unit made the attempt. As with theft, allies of the target unit + will prevent the assassination from succeeding, if their Observation + level is high enough. +

+

+ If the assassin has higher stealth than any of the target faction's + units have Observation, then a one-on-one fight will take place between + the assassin and the target character. The assassin automatically gets + a free round of attacks; after that, the battle is handled like a normal + fight, with the exception that neither assassin nor victim can use any + armor except leather armor. Most armor is forbidden for the assassin + because it would make it too hard to sneak around, and for the victim + because he was caught by surprise with his armor off. If the assassin + wins, the target faction is told merely that the victim was + assassinated, but not by whom. If the victim wins, then the target + faction learns which unit made the attempt. (Of course, this does not + necessarily mean that the assassin's faction is known.) The winner of + the fight gets 50% of the loser's property as usual. +

+

+ STEAL and ASSASSINATE + are not full month orders, and do not interfere with other activities, + but a unit can only issue one STEAL order or one ASSASSINATE order in a month. +

+ +
+ +
+

+ Magic +

+

+ A character enters the world of magic in Atlantis by beginning study on + one of the Foundation magic skills. Only one man units are permitted to + study these skills. The number of these units (known as "magicians" or + "mages") that a faction may own is determined by the faction's type. Any + attempt to gain more, either through study, or by transfer from another + faction, will fail. In addition, mages may not GIVE + men at all; once a unit becomes a mage (by studying one of the + Foundations), the unit number is fixed. (The mage may be given to + another faction using the GIVE UNIT order.) +

+ +

+ Magic Skills: +

+

+ Magic skills are the same as normal skills, with a few differences. The + basic magic skills, called Foundations, are force, pattern, and spirit. + To become a mage, a unit undertakes study in one of these Foundations. + As a unit studies the Foundations, he will be able to study deeper into + the magical arts; the additional skills that he may study will be + indicated on your turn report. +

+

+ There are two major differences between Magic skills and most normal + skills. The first is that the ability to study Magic skills sometimes + depends on lower level Magic skills. Magic skills cannot be learnt to a + higher level than the skills they depend upon. For example, if a Magic + skill requires Spirit 2 to begin to study, then it can never be studied + to a level higher than the mage's Spirit skill, so in order to increase + that skill to level 3, his Spirit skill would first have to be increased + to level 3. The Magic skills that a mage may study are listed on his + turn report, so he knows which areas he may pursue. Studying higher in + the Foundation skills, and certain other Magic skills, will make other + skills available to the mage. Secondly, study into a magic skill above + level 2 requires that the mage be located in some sort of building which + can offer specific facilities for mages. Certain types of buildings can + offer shelter and support and a proper environment, some more so than + others. If the mage is not in such a structure, his study rate is cut in + half, as he does not have the proper environment and equipment for + research. +

+

+ It is possible that there are advanced buildings not listed here which + also can support mages. The description of a building will tell you for + certain. The common buildings and the mages a building of that type can + support follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + Mages +
+ Fort + + 1 +
+ Castle + + 2 +
+ Citadel + + 4 +
+ Stockade + + 1 +
+
+ +

+ Foundations: +

+

+ The three Foundation skills are called force, pattern, and spirit. Force + indicates the quantity of magical energy that a mage is able to channel + (a Force rating of 0 does not mean that the mage can channel no magical + energy at all, but only a minimal amount). Pattern indicates ability to + handle complex patterns, and is important for things like healing and + nature spells. Spirit deals with meta-effects that lie outside the + scope of the physical world. +

+ +

+ Further Magic Study: +

+

+ Once a mage has begun study of one or more Foundations, more skills that + he may study will begin to show up on his report. These skills are the + skills that give a mage his power. As with normal skills, when a mage + achieves a new level of a magic skill, he will be given a skill report, + describing the new powers (if any) that the new skill confers. The SHOW order may be used to show this information on + future reports. +

+ +

+ Using Magic: +

+

+ A mage may use his magical power in three different ways, depending on + the type of spell he wants to use. Some spells, once learned, take + effect automatically and are considered always to be in use; these + spells do not require any order to take effect. +

+

+ Secondly, some spells are for use in combat. A mage may specify that he + wishes to use a spell in combat by issuing the COMBAT order. A combat spell specified in this way + will only be used if the mage finds himself taking part in a battle. +

+

+ The third type of spell use is for spells that take an entire month to + cast. These spells are cast by the mage issuing the CAST order. Because CAST takes an + entire month, a mage may use only one of this type of spell each turn. + Note, however, that a CAST order is not a full month + order; a mage may still MOVE, STUDY, or use any other month long order. The + justification for this (as well as being for game balance) is that a + spell drains a mage of his magic power for the month, but does not + actually take the entire month to cast. +

+

+ The description that a mage receives when he first learns a spell + specifies the manner in which the spell is used (automatic, in combat, + or by casting). +

+ +

+ Magic in Combat: +

+

+ NOTE: This section is rather vague, and quite advanced. You may want to + wait until you have figured out other parts of Atlantis before trying to + understand exactly all of the rules in this section. +

+

+ Although the magic skills and spells are unspecified in these rules, + left for the players to discover, the rules for combat spells' + interaction are spelled out here. There are five major types of + attacks, and defenses: Combat, Ranged, Energy, Weather, and Spirit. + Every attack and defense has a type, and only the appropriate defense is + effective against an attack. +

+

+ Defensive spells are cast at the beginning of each round of combat, and + will have a type of attack they deflect, and skill level (Defensive + spells are generally called Shields). Every time an attack is launched + against an army, it must first attack the highest level Shield of the + same type as the attack, before it may attack a soldier directly. Note + that an attack only has to attack the highest Shield, any other Shields + of the same type are ignored for that attack. +

+

+ An attack spell (and any other type of attack) also has an attack type, + and attack level, and a number of blows it deals. When the attack spell + is cast, it is matched up against the most powerful defensive spell of + the appropriate type that the other army has cast. If the other army + has not cast any applicable defensive spells, the attack goes through + unmolested. Unlike normal combat however, men are at a disadvantage to + defending against spells. Men which are in the open (not protected by + a building) have an effective skill of -2 unless they have a shield or + some other defensive magic. Some monsters have bonuses to resisting + some attacks but are more susceptible to others. The skill level of the + attack spell and the effective skill for defense are matched against + each other. The formula for determining the victor between a defensive + and offensive spell is the same as for a contest of soldiers; if the + levels are equal, there is a 1:1 chance of success, and so on. If the + offensive spell is victorious, the offensive spell deals its blows to + the defending army, and the Shield in question is destroyed (thus, it + can be useful to have more than one of the same type of Shield in + effect, as the other Shield will take the place of the destroyed one). + Otherwise, the attack spell disperses, and the defending spell remains + in place. +

+

+ Some spells do not actually kill enemies, but rather have some negative + effect on them. These spells are treated the same as normal spells; if + there is a Shield of the same type as them, they must attack the Shield + before attacking the army. Physical attacks that go through a defensive + spell also must match their skill level against that of the defensive + spell in question. However, they do not destroy the defensive spell + when they are successful. +

+ +

+ Acolytes: +

+

+ Acolytes may be created by having a unit study manipulation. Like Mages, + only one man units may become Acolytes. Acolytes may not cast spells, + but may use items which otherwise only mages can use. +

+ +
+ +
+

+ Non-Player Units +

+

+ There are a number of units that are not controlled by players that may + be encountered in Atlantis. Most information about these units must be + discovered in the course of the game, but a few basics are below. +

+ +

+ City and Town Guardsmen: +

+

+ All cities and towns begin with guardsmen in them. These units will + defend any units that are attacked in the city or town, and will also + prevent theft and assassination attempts, if their Observation level is + high enough. They are on guard, and will prevent other units from taxing + or pillaging. The guards may be killed by players, although they will + form again if the city is left unguarded. +

+ +

+ Wandering Monsters: +

+

+ There are a number of monsters who wander free throughout Atlantis. + They will occasionally attack player units, so be careful when wandering + through the wilderness. +

+

+ Some monsters live in lairs, caves, and other structures players cannot + enter. Such monsters will never leave their habitat and will never + wander around, but they can attack player units present in the region. + The willingness to attack is dependent on the monster's aggression + level. It is worth reminding that monsters inside the lair will always + be visible to the player regardless of their stealth score as any other + unit in the structure. Empty lairs will spawn new monsters regularly if + old ones are killed. Players can guard regions with lairs, and monsters + will not spawn there. +

+

+ Other monsters do not live in lairs but wander freely. Wandering + monsters can spawn in any unguarded region regardless of whether there + is a lair. Guarding will prevent monsters from spawning in a particular + region. Their willingness to attack depends on their aggression level, + and monsters can advance to neighboring regions while moving. Some + monsters could have preferred terrains that they like more than others, + and then they will be willing to enter such regions more likely than + others. At the same time, some terrains could be so uncomfortable that + monsters will never enter them. If a monster has particular terrain + preferences, he will try to be close to the habitat he likes, and he + will not go deeper into the territory that is not connected with his + preferred terrain. +

+

+ A small tip to the players about guarding: guarding will prevent + monsters from spawning and attacking player units, but in such a way + players will not get any loot from monsters too. Monster hunting is a + desirable activity because it is fun, and you can get a great reward + like silver, magical items, weapons, etc. +

+

+ Monster movement probability table +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Directions + + Prefered + + Neutral + + Move Preferred + + Move Neutral + + Stay +
+ 1 + + 1 + + 0 + + 33% + + 0% + + 66% +
+ 1 + + 0 + + 1 + + 0% + + 20% + + 80% +
+ 2 + + 2 + + 0 + + 50% + + 0% + + 50% +
+ 2 + + 1 + + 1 + + 28% + + 14% + + 57% +
+ 2 + + 0 + + 2 + + 0% + + 33% + + 66% +
+ 3 + + 3 + + 0 + + 60% + + 0% + + 40% +
+ 3 + + 2 + + 1 + + 44% + + 11% + + 44% +
+ 3 + + 1 + + 2 + + 25% + + 25% + + 50% +
+ 3 + + 0 + + 3 + + 0% + + 42% + + 57% +
+ 4 + + 4 + + 0 + + 66% + + 0% + + 33% +
+ 4 + + 3 + + 1 + + 54% + + 9% + + 36% +
+ 4 + + 2 + + 2 + + 40% + + 20% + + 40% +
+ 4 + + 1 + + 3 + + 22% + + 33% + + 44% +
+ 4 + + 0 + + 4 + + 0% + + 50% + + 50% +
+ 5 + + 5 + + 0 + + 71% + + 0% + + 28% +
+ 5 + + 4 + + 1 + + 61% + + 7% + + 30% +
+ 5 + + 3 + + 2 + + 50% + + 16% + + 33% +
+ 5 + + 2 + + 3 + + 36% + + 27% + + 36% +
+ 5 + + 1 + + 4 + + 20% + + 40% + + 40% +
+ 5 + + 0 + + 5 + + 0% + + 55% + + 44% +
+ 6 + + 6 + + 0 + + 75% + + 0% + + 25% +
+ 6 + + 5 + + 1 + + 66% + + 6% + + 26% +
+ 6 + + 4 + + 2 + + 57% + + 14% + + 28% +
+ 6 + + 3 + + 3 + + 46% + + 23% + + 30% +
+ 6 + + 2 + + 4 + + 33% + + 33% + + 33% +
+ 6 + + 1 + + 5 + + 18% + + 45% + + 36% +
+ 6 + + 0 + + 6 + + 0% + + 60% + + 40% +
+ +

+ Controlled Monsters: +

+

+ Through various magical methods, you may gain control of certain types + of monsters. These monsters are just another item in a unit's inventory, + with a few special rules. Monsters will be able to carry things at their + speed of movement; use the SHOW ITEM order to + determine the carrying capacity and movement speed of a monster. + Monsters will also fight for the controlling unit in combat; their + strength can only be determined in battle. Also, note that a monster + will always fight from the front rank, even if the controlling unit has + the behind flag set. Whether or not you are allowed to give a monster to + other units depends on the type of monster; some may be given freely, + while others must remain with the controlling unit. +

+ +
+ +
+

+ Orders +

+

+ To enter orders for Atlantis, you should send a mail message to the + Atlantis server, containing the following: +

+

+ +

+
+#ATLANTIS faction-no 
+
+UNIT unit-no
+...orders...
+
+UNIT unit-no
+...orders...
+
+#END
+    
+

+ For example, if your faction number (shown at the top of your report) is + 27, your password if "foobar", and you have two units numbered 5 and 17: +

+

+ +

+
+#ATLANTIS 27 "foobar"
+
+UNIT 5
+...orders...
+
+UNIT 17
+...orders...
+
+#END
+    
+

+ Thus, orders for each unit are given separately, and indicated with the + UNIT keyword. (In the case of an order, such as the command to rename + your faction, that is not really for any particular unit, it does not + matter which unit issues the command; but some particular unit must + still issue it.) +

+

+ IMPORTANT: You MUST use the correct #ATLANTIS line or else your orders + will be ignored. +

+

+ If you have a password set, you must specify it on you #atlantis line, + or the game will reject your orders. See the PASSWORD order for more details. +

+

+ Each type of order is designated by giving a keyword as the first + non-blank item on a line. Parameters are given after this, separated by + spaces or tabs. Blank lines are permitted, as are comments; anything + after a semicolon is treated as a comment (provided the semicolon is not + in the middle of a word). +

+

+ The parser is not case sensitive, so all commands may be given in upper + case, lower case or a mixture of the two. However, when supplying names + containing spaces, the name must be surrounded by double quotes, or else + underscore characters must be used in place of spaces in the name. + (These things apply to the #ATLANTIS and #END lines as well as to order + lines.) +

+

+ You may precede orders with the at sign (@), in which case they will + appear in the Template at the bottom of your report. This is useful for + orders which your units repeat for several months in a row. +

+ +

+ Abbreviations: +

+

+ All common items and skills have abbreviations that can be used when + giving orders, for brevity. Any time you see the item on your report, + it will be followed by the abbreviation. Please be careful using these, + as they can easily be confused. +

+ +
+ +
+

+ Order Summary +

+

+ To specify a [unit], use the unit number. If specifying a unit that + will be created this turn, use the form "NEW #" if the unit belongs to + your faction, or "FACTION # NEW #" if the unit belongs to a different + faction. See the FORM order for a more complete + description. [faction] means that a faction number is required; + [object] means that an object number (generally the number of a building + or fleet) is required. [item] means an item (like wood or longbow) that + a unit can have in its possession. [flag] is an argument taken by + several orders, that sets or unsets a flag for a unit. A [flag] value + must be either 1 (set the flag) or 0 (unset the flag). Other parameters + are generally numbers or names. +

+

+ IMPORTANT: Remember that names containing spaces (e.g., "Plate Armor"), + must be surrounded by double quotes, or the spaces must be replaced with + underscores "_" (e.g., Plate_Armor). +

+

+ Also remember that anything used in an example is just that, an example + and makes no guarantee that such an item, structure, or skill actually + exists within the game. +

+
+ +
+ +

+ ADDRESS [new address] +

+

+ Change the email address to which your reports are sent. +

+

+ Example: +

+

+ Change your faction's email address to atlantis@rahul.net. +

+

+ +

+
+ADDRESS atlantis@rahul.net
+    
+
+ +
+ +

+ ADVANCE [dir] ... +

+

+ This is the same as the MOVE order, except that it + implies attacks on units which attempt to forbid access. See the MOVE order for details. +

+

+ Examples: +

+

+ Move north, then northwest, attacking any units that forbid access to + the regions. +

+

+ +

+
+ADVANCE N NW
+    
+

+ In order, move north, then enter structure number 1, move through an + inner route, and finally move southeast. Will attack any units that + forbid access to any of these locations. +

+

+ +

+
+ADVANCE N 1 IN SE
+    
+
+ +
+ +

+ ARMOR [item1] [item2] [item3] [item4] +

+

+ ARMOR +

+

+ This command allows you to set a list of preferred armor for a unit. + After searching for armor on the preferred list, the standard armor + precedence takes effect if an armor hasn't been set. The second form + clears the preferred armor list. +

+

+ Examples +

+

+ Set the unit to select chain armor before plate armor. +

+

+ +

+
+ARMOR CARM PARM
+    
+

+ Clear the preferred armor list. +

+

+ +

+
+ARMOR
+    
+
+ +
+ +

+ ASSASSINATE [unit] +

+

+ Attempt to assassinate the specified unit, or one of the unit's people + if the unit contains more than one person. The order may only be issued + by a one-man unit. +

+

+ A unit may only attempt to assassinate a unit which is able to be seen. +

+

+ Example: +

+

+ Assassinate unit number 177. +

+

+ +

+
+ASSASSINATE 177
+    
+
+ +
+ +

+ ATTACK [unit] ... +

+

+ Attack a target unit. If multiple ATTACK orders are given, all of the + targets will be attacked. +

+

+ Example: +

+

+ To attack units 17, 431, and 985: +

+

+ +

+
+ATTACK 17
+ATTACK 431 985
+    
+

+ or: +

+

+ +

+
+ATTACK 17 431 985
+    
+
+ +
+ +

+ AUTOTAX [flag] +

+

+ AUTOTAX 1 causes the unit to attempt to tax every turn (without + requiring the TAX order) until the flag is unset. AUTOTAX 0 unsets the + flag. +

+

+ Example: +

+

+ To cause the unit to attempt to tax every turn. +

+

+ +

+
+AUTOTAX 1
+    
+
+ +
+ +

+ AVOID [flag] +

+

+ AVOID 1 instructs the unit to avoid combat wherever possible. The unit + will not enter combat unless it issues an ATTACK order, or the unit's + faction is attacked in the unit's hex. AVOID 0 cancels this. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Set the unit to avoid combat when possible. +

+

+ +

+
+AVOID 1
+    
+
+ +
+ +

+ BEHIND [flag] +

+

+ BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 + cancels this. +

+

+ Example: +

+

+ Set the unit to be in front in combat. +

+

+ +

+
+BEHIND 0
+    
+
+ +
+ +

+ BUILD +

+

+ BUILD [object type] +

+

+ BUILD HELP [unit] +

+

+ BUILD given with no parameters causes the unit to perform work on an + unfinished ship it possesses, or on the object that it is currently + inside. BUILD given with an [object type] (such as "Tower" or + "Galleon") instructs the unit to begin work on a new object of the type + given. The final form instructs the unit to assist the target unit in + its current building task, even if that task was begun this same turn. + This help will be rejected if the unit you are trying to help does not + consider you to be friendly. +

+

+ Examples: +

+

+ To build a new tower. +

+

+ +

+
+BUILD Tower
+    
+

+ To help unit 5789 build a structure. +

+

+ +

+
+BUILD HELP 5789
+    
+
+ +
+ +

+ BUY [quantity] [item] +

+

+ BUY ALL [item] +

+

+ Attempt to buy a number of the given item from a city or town + marketplace, or to buy new people in any region where people are + available for recruiting. If the unit can't afford as many as + [quantity], it will attempt to buy as many as it can. If the demand for + the item (from all units in the region) is greater than the number + available, the available items will be split among the buyers in + proportion to the amount each buyer attempted to buy. When buying + people, specify the race of the people as the [item], or you may use + PEASANT or PEASANTS to recruit whichever race is present in the region. + If the second form is specified, the unit will attempt to buy as many as + it can afford. +

+

+ Examples: +

+

+ Buy one plate armor from the city market. +

+

+ +

+
+BUY 1 "Plate Armor"
+    
+

+ Recruit 5 barbarians into the current unit. (This will dilute the skills + that the unit has.) +

+

+ +

+
+BUY 5 barbarians
+    
+
+ +
+ +

+ CAST [skill] [arguments] +

+

+ Cast the given spell. Note that most spell names contain spaces; be + sure to enclose the name in quotes! [arguments] depends on which spell + you are casting; when you are able to cast a spell, the skill + description will tell you the syntax. +

+

+ Examples: +

+

+ Cast the spell called "Super Spell". +

+

+ +

+
+CAST "Super Spell"
+    
+

+ Cast the fourth-level spell in the "Super Magic" skill. +

+

+ +

+
+CAST Super_Magic 4
+    
+
+ +
+ +

+ CLAIM [amount] +

+

+ Claim an amount of the faction's unclaimed silver, and give it to the + unit issuing the order. The claiming unit may then spend the silver or + give it to another unit. +

+

+ Example: +

+

+ Claim 100 silver. +

+

+ +

+
+CLAIM 100
+    
+
+ +
+ +

+ COMBAT [spell] +

+

+ Set the given spell as the spell that the unit will cast in combat. + This order may only be given if the unit can cast the spell in question. +

+

+ Example: +

+

+ Instruct the unit to use the spell "Super Spell", when the unit is + involved in a battle. +

+

+ +

+
+COMBAT "Super Spell"
+    
+
+ +
+ +

+ CONSUME UNIT +

+

+ CONSUME FACTION +

+

+ CONSUME +

+

+ The CONSUME order instructs the unit to use food items in preference to + silver for maintenance costs. CONSUME UNIT tells the unit to use food + items that are in that unit's possession before using silver. CONSUME + FACTION tells the unit to use any food items that the faction owns (in + the same region as the unit) before using silver. CONSUME tells the unit + to use silver before food items (this is the default). +

+

+ Example: +

+

+ Tell a unit to use food items in the unit's possession for maintenance + costs. +

+

+ +

+
+CONSUME UNIT
+    
+
+ +
+ +

+ DECLARE [faction] [attitude] +

+

+ DECLARE [faction] +

+

+ DECLARE DEFAULT [attitude] +

+

+ The first form of the DECLARE order sets the attitude of your faction + towards the given faction. The second form cancels any attitude towards + the given faction (so your faction's attitude towards that faction will + be its default attitude). The third form sets your faction's default + attitude. +

+

+ Examples: +

+

+ Declare your faction to be hostile to faction 15. +

+

+ +

+
+DECLARE 15 hostile
+    
+

+ Set your faction's attitude to faction 15 to its default attitude. +

+

+ +

+
+DECLARE 15
+    
+

+ Set your faction's default attitude to friendly. +

+

+ +

+
+DECLARE DEFAULT friendly
+    
+
+ +
+ +

+ DESCRIBE UNIT [new description] +

+

+ DESCRIBE SHIP [new description] +

+

+ DESCRIBE BUILDING [new description] +

+

+ DESCRIBE OBJECT [new description] +

+

+ DESCRIBE STRUCTURE [new description] +

+

+ Change the description of the unit, or of the object the unit is in (of + which the unit must be the owner). Descriptions can be of any length, up + to the line length your mailer can handle. If no description is given, + the description will be cleared out. The last four are completely + identical and serve to modify the description of the object you are + currently in. +

+

+ Example: +

+

+ Set the unit,s description to read "Merlin's helper". +

+

+ +

+
+DESCRIBE UNIT "Merlin's helper"
+    
+
+ +
+ +

+ DESTROY +

+

+ Destroy the object you are in (of which you must be the owner). The + order cannot be used at sea. +

+

+ Example: +

+

+ Destroy the current object +

+

+ +

+
+DESTROY
+    
+
+ +
+ +

+ ENTER [object] +

+

+ Attempt to enter the specified object. If issued from inside another + object, the unit will first leave the object it is currently in. The + order will only work if the target object is unoccupied, or is owned by + a unit in your faction, or is owned by a faction which has declared you + Friendly. +

+

+ Example: +

+

+ Enter fleet number 114. +

+

+ +

+
+ENTER 114
+    
+
+ +
+ +

+ ENTERTAIN +

+

+ Spend the month entertaining the populace to earn money. +

+

+ Example: +

+

+ Entertain for money. +

+

+ +

+
+ENTERTAIN
+    
+
+ +
+ +

+ EVICT [unit] ... +

+

+ Evict the specified unit from the object of which you are currently the + owner. If multiple EVICT orders are given, all of the units will be + evicted. +

+

+ Example: +

+

+ Evict units 415 and 698 from an object that this unit owns. +

+

+ +

+
+EVICT 415 698
+    
+

+ or +

+

+ +

+
+EVICT 415
+EVICT 698
+    
+
+ +
+ +

+ EXCHANGE [unit] [quantity given] [item given] [quantity expected] [item + expected] +

+

+ This order allows any two units that can see each other, to trade items + regardless of faction stances. The orders given by the two units must + be complementary. If either unit involved does not have the items it is + offering, or if the exchange orders given are not complementary, the + exchange is aborted. Men may not be exchanged. +

+

+ Example: +

+

+ Exchange 10 LBOW for 10 SWOR with unit 1310 +

+

+ +

+
+EXCHANGE 1310 10 LBOW 10 SWOR
+    
+

+ Unit 1310 would issue (assuming the other unit is 3453) +

+

+ +

+
+EXCHANGE 3453 10 SWOR 10 LBOW
+    
+
+ +
+ +

+ FACTION [type] [points] ... +

+

+ Attempt to change your faction's type. In the order, you can specify up + to three faction types (WAR, TRADE, and MAGIC) and the number of faction + points to assign to each type; if you are assigning points to only one + or two types, you may omit the types that will not have any points. +

+

+ Changing the number of faction points assigned to MAGIC may be tricky. + Increasing the MAGIC points will always succeed, but if you decrease the + number of points assigned to MAGIC, you must make sure that you have + only the number of magic-skilled leaders allowed by the new number of + MAGIC points BEFORE you change your point distribution. For example, if + you have 3 mages (3 points assigned to MAGIC), but want to use one of + those points for WAR or TRADE (change to MAGIC 2), you must first get + rid of one of your mages by either giving it to another faction or + ordering it to FORGET all its magic skills. If you + have too many mages for the number of points you try to assign to MAGIC, + the FACTION order will fail. +

+

+ Examples: +

+

+ Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC. +

+

+ +

+
+FACTION WAR 2 TRADE 2 MAGIC 1
+    
+

+ Become a pure magic faction (assign all points to magic). +

+

+ +

+
+FACTION MAGIC 5
+    
+
+ +
+ +

+ FIND [faction] +

+

+ FIND ALL +

+

+ Find the email address of the specified faction or of all factions. +

+

+ Example: +

+

+ Find the email address of faction 4. +

+

+ +

+
+FIND 4
+    
+
+ +
+ +

+ FORGET [skill] +

+

+ Forget the given skill. This order is useful for normal units who wish + to learn a new skill, but already know a different skill. It can also be + used for a mage, or acolyte who wish to become a normal unit. A common + reason for this is to be able to change faction points. +

+

+ Example: +

+

+ Forget knowledge of Mining. +

+

+ +

+
+FORGET Mining
+    
+
+ +
+ +

+ FORM [alias] +

+

+ Form a new unit. The newly created unit will be in your faction, in the + same region as the unit which formed it, and in the same structure if + any. It will start off, however, with no people or items; you should, + in the same month, issue orders to transfer people into the new unit, or + have it recruit members. The new unit will inherit its flags from the + unit that forms it, such as avoiding, behind, revealing and sharing, + with the exception of the guard and autotax flags. If the new unit + wants to guard or automatically tax then those flags will have to be + explicitly set in its orders. +

+

+ The FORM order is followed by a list of orders for the newly created + unit. This list is terminated by the END keyword, after which orders + for the original unit resume. +

+

+ The purpose of the "alias" parameter is so that you can refer to the new + unit. You will not know the new unit's number until you receive the next + turn report. To refer to the new unit in this set of orders, pick an + alias number (the only restriction on this is that it must be at least + 1, and you should not create two units in the same region in the same + month, with the same alias numbers). The new unit can then be referred + to as NEW in place of the regular unit number. +

+

+ You can refer to newly created units belonging to other factions, if you + know what alias number they are, e.g. FACTION 15 NEW 2 will refer to + faction 15's newly created unit with alias 2. +

+

+ Note: If a unit moves out of the region in which it was formed (by the + MOVE order, or otherwise), the alias will no longer + work. This is to prevent conflicts with other units that may have the + same alias in other regions. +

+

+ If the demand for recruits in that region that month is much higher than + the supply, it may happen that the new unit does not gain all the + recruits you ordered it to buy, or it may not gain any recruits at all. + If the new units gains at least one recruit, the unit will form + possessing any unused silver and all the other items it was given. If + no recruits are gained at all, the empty unit will be dissolved, and the + silver and any other items it was given will revert to the first unit + you have in that region. +

+

+ Example: +

+

+ This set of orders for unit 17 would create two new units with alias + numbers 1 and 2, name them Merlin's Guards and Merlin's Workers, set the + description for Merlin's Workers, have both units recruit men, and have + Merlin's Guards study combat. Merlin's Workers will have the default + order WORK, as all newly created units do. The unit + that created these two then pays them enough money (using the NEW + keyword to refer to them by alias numbers) to cover the costs of + recruitment and the month's maintenance. +

+

+ +

+
+UNIT 17
+FORM 1
+    NAME UNIT "Merlin's Guards"
+    BUY 5 Plainsmen
+    STUDY COMBAT
+END
+FORM 2
+    NAME UNIT "Merlin's Workers"
+    DESCRIBE UNIT "wearing dirty overalls"
+    BUY 15 Plainsmen
+END
+CLAIM 2500
+GIVE NEW 1 1000 silver
+GIVE NEW 2 2000 silver
+
+    
+
+ +
+ +

+ GIVE [unit] [quantity] [item] +

+

+ GIVE [unit] ALL [item] +

+

+ GIVE [unit] ALL [item] EXCEPT [quantity] +

+

+ GIVE [unit] ALL [item class] +

+

+ GIVE [unit] UNIT +

+

+ The first form of the GIVE order gives a quantity of an item to another + unit. The second form of the GIVE order will give all of a given item to + another unit. The third form will give all of an item except for a + specific quantity to another unit. The fourth form will give all items + of a specific type to another unit. The final form of the GIVE order + gives the entire unit to the specified unit's faction. +

+

+ The classes of items which are acceptable for the fourth form of this + order are, NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or MONSTERS, + MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, BATTLE, SPECIAL, TOOL + or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS (which is the + combination of all of the previous categories). +

+

+ A unit may only give items, including silver, to a unit which it is able + to see, unless the faction of the target unit has declared you Friendly + or better. If the target unit is not a member of your faction, then its + faction must have declared you Friendly, with a couple of exceptions. + First, silver may be given to any unit, regardless of factional + affiliation. Secondly, men may not be given to units in other factions + (you must give the entire unit); the reason for this is to prevent + highly skilled units from being sabotaged with a GIVE order. +

+

+ Unfinished ships are given like other items, although a unit may only + have one unfinished ship of a given type at a time. To give unfinished + ships, add the "UNFINISHED" keyword to the beginning of the [item] + specifier. +

+

+ Completed ships which are part of a fleet may be given too; the owner of + the fleet they are currently in must issue the GIVE + order, and give the ships to the owner of the fleet that should receive + the ships. If the recipient is not the owner of a fleet, then a new + fleet will be created owned by the recipient. +

+

+ There are also a few restrictions on orders given by units who been + given to another faction. If the receiving faction is not allied to the + giving faction, the unit may not issue the ADVANCE order, or issue any more GIVE orders. Both of these rules are to prevent unfair + sabotage tactics. +

+

+ If 0 is specified as the unit number, then the items are discarded. +

+

+ Examples: +

+

+ Give 10 swords to unit 4573. +

+

+ +

+
+GIVE 4573 10 swords
+    
+

+ Give 5 chain armor to the new unit, alias 2, belonging to faction 14. +

+

+ +

+
+GIVE FACTION 14 NEW 2 5 "Chain armor"
+    
+

+ Give control of this unit to the faction owning unit 75. +

+

+ +

+
+GIVE 75 UNIT
+    
+

+ Give our unfinished Longboat to unit 95. +

+

+ +

+
+GIVE 95 1 UNFINISHED Longboat
+    
+

+ Transfer 2 Longboats to the fleet commanded by unit 83. +

+

+ +

+
+GIVE 83 2 Longboats
+    
+
+ +
+ +

+ GUARD [flag] +

+

+ GUARD 1 sets the unit issuing the order to prevent non-Friendly units + from collecting taxes in the region, and to prevent any units not your + own from pillaging the region. Guarding units will also attempt to + prevent Unfriendly units from entering the region. GUARD 0 cancels + Guard status. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Instruct the current unit to be on guard. +

+

+ +

+
+GUARD 1
+    
+
+ +
+ +

+ HOLD [flag] +

+

+ HOLD 1 instructs the issuing unit to never join a battle in regions the + unit is not in. This can be useful if the unit is in a building, and + doesn't want to leave the building to join combat. HOLD 0 cancels + holding status. +

+

+ Example: +

+

+ Instruct the unit to avoid combat in other regions. +

+

+ +

+
+HOLD 1
+    
+
+ +
+ +

+ JOIN [unit] +

+

+ JOIN [unit] NOOVERLOAD +

+

+ JOIN [unit] MERGE +

+

+ Attempt to enter the building or fleet that the specified unit is + currently inside. This is particularly useful if you don't know what + the building or fleet number will be, as is the case when a new fleet is + created. +

+

+ If the target unit is not inside a building or fleet, then the unit + issuing the JOIN command will leave any building or fleet that they + happen to be inside, to be with the target. +

+

+ If the NOOVERLOAD flag is specified, and the target unit ends up on + board a fleet, then the unit issuing the JOIN command will only attempt + to board the fleet if the fleet would be able to sail with the issuing + units' weight loaded on board. +

+

+ The MERGE flag may only be used by the owner of a fleet, and will cause + the entire fleet they command to join the fleet owned by the specified + unit - the units on board will move to the other fleet, and all the + ships of the fleet will be given to the target fleet. This command will + fail if any unit in the fleet to be merged would be denied entry to the + target fleet. +

+

+ Example: +

+

+ Instruct the unit to enter the building or fleet that unit 17 is in. +

+

+ +

+
+JOIN 17
+    
+
+ +
+ +

+ LEAVE +

+

+ Leave the object you are currently in. If a unit is capable of swimming + or flying then this order is usable to leave a boat while at sea. +

+

+ Example: +

+

+ Leave the current object +

+

+ +

+
+LEAVE
+    
+
+ +
+ +

+ MOVE [dir] ... +

+

+ Attempt to move in the direction(s) specified. If more than one + direction is given, the unit will move multiple times, in the order + specified by the MOVE order, until no more directions are given, or + until one of the moves fails. A move can fail because the units runs + out of movement points, because the unit attempts to move into the + ocean, or because the units attempts to enter a structure, and is + rejected. +

+

+ Valid directions are: +

+

+ 1) The compass directions North, Northwest, Southwest, South, Southeast, + and Northeast. These can be abbreviated N, NW, SW, S, SE, NE. +

+

+ 2) A structure number. +

+

+ 3) OUT, which will leave the structure that the unit is in. +

+

+ 4) IN, which will move through an inner passage in the structure that + the unit is currently in. +

+

+ 5) PAUSE, which will instruct the unit to spend one movement point + admiring the scenery, presumably to coordinate with slower moving + companions. This can be abbreviated P. +

+

+ Multiple MOVE orders given by one unit will chain together. +

+

+ Note that MOVE orders can lead to combat, due to hostile units meeting, + or due to an advancing unit being forbidden access to a region. Combat + occurs after an antire movement phase has been completed for all + regions. +

+

+ Example 1: Units 1 and 2 are in Region A, and unit 3 is in Region B. + Units 1 and 2 are hostile to unit 3. Both units 1 and 2 move into + region B, and attack unit 3. Since combat happens after all movement + has been done for the phase, they attack unit 3 at the same time, and + the battle is between units 1 and 2, and unit 3. +

+

+ Example 2: Same as example 1, except unit 2 is in Region C, instead of + region A. Both units move into Region B, and attack unit 3. Because + combat happens after all movement has been done for the phase, they + still attack unit 3 at the same time, and the battle is still between + units 1 and 2, and unit 3. +

+

+ Examples: +

+

+ Move N, NE, enter structure 1 and use the passage there +

+

+ +

+
+MOVE N
+MOVE NE 1 IN
+    
+

+ or: +

+

+ +

+
+MOVE N NE 1 IN
+    
+
+ +
+ +

+ NAME UNIT [new name] +

+

+ NAME FACTION [new name] +

+

+ NAME OBJECT [new name] +

+

+ NAME CITY [new name] +

+

+ Change the name of the unit, or of your faction, or of the object the + unit is in (of which the unit must be the owner). Names can be of any + length, up to the line length your mailer can handle. Names may not + contain parentheses (square brackets can be used instead if necessary), + or any control characters. +

+

+ In order to rename a settlement (city, town or village), the unit + attempting to rename it must be the owner of a large enough structure + located in the city. It requires a tower or better to rename a village, + a fort or better to rename a town and a castle or a citadel to rename a + city. +

+

+ Example: +

+

+ Name your faction "The Merry Pranksters". +

+

+ +

+
+NAME FACTION "The Merry Pranksters"
+    
+
+ +
+ +

+ NOAID [flag] +

+

+ NOAID 1 indicates that if the unit attacks, or is attacked, it is not to + be aided by units in other hexes. NOAID status is very useful for scouts + or probing units, who do not wish to drag their nearby armies into + battle if they are caught. NOAID 0 cancels this. +

+

+ If multiple units are on one side in a battle, they must all have the + NOAID flag on, or they will receive aid from other hexes. +

+

+ Example: +

+

+ Set a unit to receive no aid in battle. +

+

+ +

+
+NOAID 1
+    
+
+ +
+ +

+ NOCROSS [flag] +

+

+ NOCROSS 1 indicates that if a unit attempts to cross a body of water + then that unit should instead not cross it, regardless of whether the + unit otherwise could do so. Units inside a fleet are not affected by + this flag (IE, they are able to sail within the fleet). This flag is + useful to prevent scouts from accidentally drowning when exploring in + games where movement over water is allowed. NOCROSS 0 cancels this. +

+

+ Example: +

+

+ Set a unit to not permit itself to cross water. +

+

+ +

+
+NOCROSS 1
+    
+
+ +
+ +

+ OPTION TIMES +

+

+ OPTION NOTIMES +

+

+ OPTION SHOWATTITUDES +

+

+ OPTION DONTSHOWATTITUDES +

+

+ OPTION TEMPLATE OFF +

+

+ OPTION TEMPLATE SHORT +

+

+ OPTION TEMPLATE LONG +

+

+ OPTION TEMPLATE MAP +

+

+ The OPTION order is used to toggle various settings that affect your + reports, and other email details. OPTION TIMES sets it so that your + faction receives the times each week (this is the default); OPTION + NOTIMES sets it so that your faction is not sent the times. +

+

+ OPTION SHOWATTITUDES will cause units shown in your report to have a + character placed before their name, which indicates your attitude + towards them. These characters are "!" for hostile, "%" for unfriendly, + "-" for neutral, ":" for friendly and "=" for allied. OPTION + DONTSHOWATTITUDES turns off this additional decoration. +

+

+ The OPTION TEMPLATE order toggles the length of the Orders Template that + appears at the bottom of a turn report. The OFF setting eliminates the + Template altogether, and the SHORT, LONG and MAP settings control how + much detail the Template contains. The MAP setting will produce an ascii + map of the region and surrounding regions in addition other details. +

+

+ For the MAP template, the region identifiers are (there might be + additional symbols for unusual/special terrain): +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ #### + + BLOCKED HEX (Underworld) +
+ ~~~~ + + OCEAN HEX +
+ + + PLAINS/TUNNELS HEX +
+ ^^^^ + + FOREST/UNDERFOREST HEX +
+ /\/\ + + MOUNTAIN HEX +
+ vvvv + + SWAMP HEX +
+ @@@@ + + JUNGLE HEX +
+ .... + + DESERT/CAVERN HEX +
+ ,,,, + + TUNDRA HEX +
+ !!!! + + THE NEXUS +
+

+ Example: +

+

+ Set your faction to receive the map format order template +

+

+ +

+
+OPTION TEMPLATE MAP
+    
+
+ +
+ +

+ PASSWORD [password] +

+

+ PASSWORD +

+

+ The PASSWORD order is used to set your faction's password. If you have a + password set, you must specify it on your #ATLANTIS line for the game to + accept your orders. This protects you orders from being overwritten, + either by accident or intentionally by other players. PASSWORD with no + password given clears out your faction's password. +

+

+ IMPORTANT: The PASSWORD order does not take effect until the turn is + actually run. So if you set your password, and then want to re-submit + orders, you should use the old password until the turn has been run. +

+

+ Example: +

+

+ Set the password to "xyzzy". +

+

+ +

+
+PASSWORD xyzzy
+    
+
+ +
+ +

+ PILLAGE +

+

+ Use force to extort as much money as possible from the region. Note that + the TAX order and the PILLAGE order are mutually + exclusive; a unit may only attempt to do one in a turn. +

+

+ Example: +

+

+ Pillage the current hex. +

+

+ +

+
+PILLAGE
+    
+
+ +
+ +

+ PREPARE [item] +

+

+ This command allows a mage or acolyte to prepare a battle item (e.g. a + Staff of Fire) for use in battle. This allows the unit to override the + usual selection of battle items, and also cancels any spells set via the + COMBAT order. +

+

+ Example: +

+

+ Select a staff of fire as the preferred battle item. +

+

+ +

+
+PREPARE STAF
+    
+
+ +
+ +

+ PRODUCE [item] +

+

+ PRODUCE [number] [item] +

+

+ Spend the month producing the specified item. If a number is given then + the unit will attempt to produce exactly that number of items; if this + is not possible in one month then the order will carry over to + subsequent months. If no number is given then the unit will produce as + much as possible of the specified item. +

+

+ Examples: +

+

+ Produce as much wood as possible. +

+

+ +

+
+PRODUCE wood
+    
+

+ Produce exactly 3 crossbows. +

+

+ +

+
+PRODUCE 3 crossbows
+    
+
+ +
+ +

+ PROMOTE [unit] +

+

+ Promote the specified unit to owner of the object of which you are + currently the owner. The target unit must have declared you Friendly. +

+

+ Example: +

+

+ Promote unit 415 to be the owner of the object that this unit owns. +

+

+ +

+
+PROMOTE 415
+    
+
+ +
+ +

+ QUIT [password] +

+

+ Quit the game. On issuing this order, your faction will be completely + and permanently destroyed. Note that you must give your password for the + quit order to work; this is to provide some safety against accidentally + issuing this order. +

+

+ Note that although this order affects the faction as a whole, it + nevertheless needs to be issued by an individual unit, and so the email + containing the command to quit needs to include both #atlantis and unit + lines. +

+

+ Example: +

+

+ Quit the game for faction 27 if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+QUIT "foobar"
+#end
+    
+
+ +
+ +

+ RESTART [password] +

+

+ Similar to the QUIT order, this order will + completely and permanently destroy your faction. However, it will begin + a brand new faction for you (you will get a separate turn report for the + new faction). Note that you must give your password for this order to + work, to provide some protection against accidentally issuing this + order. +

+

+ Example: +

+

+ Restart faction 27 as a new faction if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+RESTART "foobar"
+#end
+    
+
+ +
+ +

+ REVEAL +

+

+ REVEAL UNIT +

+

+ REVEAL FACTION +

+

+ Cause the unit to either show itself (REVEAL UNIT), or show itself and + its faction affiliation (REVEAL FACTION), in the turn report, to all + other factions in the region. Used to reveal high stealth scouts, should + there be some reason to. REVEAL is used to cancel this. +

+

+ Examples: +

+

+ Show the unit to all factions. +

+

+ +

+
+REVEAL UNIT
+    
+

+ Show the unit and it's affiliation to all factions. +

+

+ +

+
+REVEAL FACTION
+    
+

+ Cancels revealing. +

+

+ +

+
+REVEAL
+    
+
+ +
+ +

+ SAIL [dir] ... +

+

+ SAIL +

+

+ The first form will sail the fleet, which the unit must be the owner of, + in the directions given. The second form will cause the unit to aid in + the sailing of the fleet, using the Sailing skill. See the section on + movement for more information on the mechanics of sailing. +

+

+ Example: +

+

+ Sail north, then northwest. +

+

+ +

+
+SAIL N NW
+    
+

+ or: +

+

+ +

+
+SAIL N
+SAIL NW
+    
+
+ +
+ +

+ SELL [quantity] [item] +

+

+ SELL ALL [item] +

+

+ Attempt to sell the amount given of the item given. If the unit does + not have as many of the item as it is trying to sell, it will attempt to + sell all that it has. The second form will attempt to sell all of that + item, regardless of how many it has. If more of the item are on sale (by + all the units in the region) than are wanted by the region, the number + sold per unit will be split up in proportion to the number each unit + tried to sell. +

+

+ Example: +

+

+ Sell 10 furs to the market. +

+

+ +

+
+SELL 10 furs
+    
+
+ +
+ +

+ SHARE [flag] +

+

+ SHARE 1 instructs the unit to share its possessions with any other unit + of your faction that needs them. Thus a unit with a supply of silver + could automatically provide silver if any of your other units in the + same region does not have enough to perform an action, such as studying, buying or producing. SHARE 0 returns a unit to its default + selfish state. +

+

+ This sharing does not extend to the heat of battle, only to economic + actions. So a unit that is sharing will provide silver for buying or + studying, and resources for production (for example, if a sharing unit + has wood in its inventory, and another unit is producing axes but has no + wood, then the sharing unit will automatically supply wood for that + production), but will not provide weapons to all units if combat occurs. +

+

+ Note that in the case of sharing silver, this can leave the sharing unit + without enough funds to pay maintenance, so sharing is to be used with + care. You may like to make sure that there is a unit with sufficient + funds for maintenance in the same region, and which is not sharing, as + those funds will be shared for maintenance, but not for less important + purposes. +

+

+ Example: +

+

+ Instruct the unit to share its possessions with other units of the same + faction. +

+

+ +

+
+SHARE 1
+    
+
+ +
+ +

+ SHOW SKILL [skill] [level] +

+

+ SHOW ITEM [item] +

+

+ SHOW OBJECT [object] +

+

+ The first form of the order shows the skill description for a skill that + your faction already possesses. The second form returns some information + about an item that is not otherwise apparent on a report, such as the + weight. The last form returns some information about an object (such as + a ship or a building). +

+

+ Examples: +

+

+ Show the skill report for Mining 3 again. +

+

+ +

+
+SHOW SKILL Mining 3
+    
+

+ Show the item information for swords again. +

+

+ +

+
+SHOW ITEM sword
+    
+

+ Show the information for towers again. +

+

+ +

+
+SHOW OBJECT tower
+    
+
+ +
+ +

+ SPOILS [type] +

+

+ SPOILS +

+

+ The SPOILS order determines which types of spoils the unit should take + after a battle. The valid values for type are 'NONE', 'WALK', 'RIDE', + 'FLY', 'SWIM', 'SAIL' or 'ALL'. The second form is equivalent to 'SPOILS + ALL'. +

+

+ When this command is issued, the unit is instructed to only pick up + combat spoils if they could use the chosen form of movement while + carrying the spoils. Thus a unit with SPOILS FLY selected would pick up + combat spoils until they reached their flying capacity. If the spoils + provide movement capacity themselves, this will be included in the + decision of whether or not to take the spoils - so a unit with SPOILS + RIDE would always pick up horses. SPOILS SAIL will use the capacity of + the fleet the unit is in to determine whether to take spoils or not. + SPOILS ALL will allow a unit to collect any spoils which are dropped + regardless of weight or capacity. SPOILS NONE will instruct the unit to + only collect weightless items, such as silver. +

+

+ Example: +

+

+ Set a unit to only pick up items that it can carry and continue to fly: +

+

+ +

+
+SPOILS FLY
+    
+
+ +
+ +

+ STEAL [unit] [item] +

+

+ Attempt to steal as much as possible of the specified item from the + specified unit. The order may only be issued by a one-man unit. +

+

+ A unit may only attempt to steal from a unit which is able to be seen. +

+

+ Examples: +

+

+ Steal silver from unit 123. +

+

+ +

+
+STEAL 123 SILVER
+    
+

+ Steal wood from unit 321. +

+

+ +

+
+STEAL 321 wood
+    
+
+ +
+ +

+ STUDY [skill] +

+

+ STUDY [skill] [level] +

+

+ Spend the month studying the specified skill. A level may be specified + which means that study will be continued from turn to turn until the + unit reaches that skill level. +

+

+ Example: +

+

+ Study horse training. +

+

+ +

+
+STUDY "Horse Training"
+    
+

+ Study combat to level 3. +

+

+ +

+
+STUDY combat 3
+    
+
+ +
+ +

+ TAKE FROM [unit] [quantity] [item] +

+

+ TAKE FROM [unit] ALL [item] +

+

+ TAKE FROM [unit] ALL [item] EXCEPT [quantity] +

+

+ TAKE FROM [unit] ALL [item class] +

+

+ The TAKE order works just like the GIVE order, + except that the direction of transfer is reversed, and with the extra + condition that a unit may only TAKE from another unit in the same + faction. Since that makes TAKE FROM [unit] UNIT pointless, that form of + the GIVE order is not supported. +

+

+ The TAKE order is primarily intended to make automated delivery caravans + less prone to generating errors, as they can use TAKE to collect the + appropriate goods only when they are in the right place to collect, so + the supplying unit doesn't need to keep trying to GIVE to a unit that is only there some of the time. + However, it can be used anywhere you wish to transfer items, ships or + men, just as GIVE can. +

+

+ Examples: +

+

+ Take 10 swords from unit 4573. +

+

+ +

+
+TAKE FROM 4573 10 swords
+    
+

+ See the TURN order for an example of a caravan using + TAKE FROM. +

+
+ +
+ +

+ TAX +

+

+ Attempt to collect taxes from the region. Only War factions may collect + taxes, and then only if there are no non-Friendly units on guard. Only + combat-ready units may issue this order. Note that the TAX order and the + PILLAGE order are mutually exclusive; a unit may + only attempt to do one in a turn. +

+

+ Example: +

+

+ Attempt to collect taxes. +

+

+ +

+
+TAX
+    
+
+ +
+ +

+ TEACH [unit] ... +

+

+ Attempt to teach the specified units whatever skill they are studying + that month. A list of several units may be specified. All units to be + taught must have declared you Friendly. Subsequent TEACH orders can be + used to add units to be taught. +

+

+ Example: +

+

+ Teach new unit 2 and unit 510 whatever they are studying. +

+

+ +

+
+TEACH NEW 2 510
+    
+

+ or: +

+

+ +

+
+TEACH NEW 2
+TEACH 510
+    
+
+ +
+ +

+ TURN +

+

+ The TURN order may be used to delay orders by one (or more) turns. By + making the TURN order repeating (via '@'), orders inside the + TURN/ENDTURN construct will repeat. Multiple TURN orders in a row will + execute on successive turns, and if they all repeat, they will form a + loop of orders. Each TURN section must be ended by an ENDTURN line. +

+

+ Examples: +

+

+ Study combat this month, move north next month, and then in two months, + pillage and advance north. +

+

+ +

+
+STUDY COMB
+TURN
+    MOVE N
+ENDTURN
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+MOVE N
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ Set up a simple cash caravan. +

+

+ +

+
+MOVE N
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+TAKE FROM 13794 1000 SILV
+MOVE S S S
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+    
+

+ The orders in a TURN block will be inserted into the unit's orders + template when there are no month-long orders remaining to be executed. + In particular, if the unit does not have enough movement points to cover + the full distance of a MOVE or SAIL command, the movement commands will + automatically be completed over multiple turns before executing the next + TURN block. +

+
+ +
+ +

+ WEAPON [item] ... +

+

+ WEAPON +

+

+ This command allows you to set a list of preferred weapons for a unit. + After searching for weapons on the preferred list, the standard weapon + precedence takes effect if a weapon hasn't been set. The second form + clears the preferred weapon list. +

+

+ Examples +

+

+ Set the unit to select double bows, then longbows then crossbows +

+

+ +

+
+WEAPON DBOW LBOW XBOW
+    
+

+ Clear the preferred weapon list. +

+

+ +

+
+WEAPON
+    
+
+ +
+ +

+ WITHDRAW [item] +

+

+ WITHDRAW [quantity] [item] +

+

+ Use unclaimed funds to acquire basic items that you need. If you do not + have sufficient unclaimed, or if you try withdraw any other than a basic + item, an error will be given. Withdraw CANNOT be used in the Nexus (to + prevent building towers and such there). The first form is the same as + WITHDRAW 1 [item] in the second form. +

+

+ Examples: +

+

+ Withdraw 5 stone. +

+

+ +

+
+WITHDRAW 5 stone
+    
+

+ Withdraw 1 iron. +

+

+ +

+
+WITHDRAW iron
+    
+
+ +
+ +

+ WORK +

+

+ Spend the month performing manual work for wages. +

+

+ Example: +

+

+ Work all month. +

+

+ +

+
+WORK
+    
+ +
+ +
+

+ Sequence of Events +

+

+ Each turn, the following sequence of events occurs: +

+
    +
  1. + Instant orders. + +
  2. +
  3. + Combat is processed. +
      +
    • + ATTACK orders are processed. +
    • +
    +
  4. +
  5. + Subterfuge orders. + +
  6. +
  7. + Give orders. +
      +
    • + GIVE and TAKE orders are + processed. +
    • +
    • + JOIN orders are processed. +
    • +
    • + EXCHANGE orders are processed. +
    • +
    +
  8. +
  9. + Tax orders. +
      +
    • + DESTROY orders are processed. +
    • +
    • + PILLAGE orders are processed. +
    • +
    • + TAX orders are processed. +
    • +
    • + GUARD 1 orders are processed. +
    • +
    +
  10. +
  11. + Instant Magic +
      +
    • + Old spells are cancelled. +
    • +
    • + Spells are CAST (except for Teleportation + spells). +
    • +
    +
  12. +
  13. + Market orders. +
      +
    • + SELL orders are processed. +
    • +
    • + BUY orders are processed. +
    • +
    • + FORGET orders are processed. +
    • +
    • + QUIT and RESTART orders + are processed. +
    • +
    • + WITHDRAW orders are processed. +
    • +
    +
  14. +
  15. + Movement orders. +
      +
    • + ADVANCE, MOVE and SAIL orders are processed phase by phase + (including any combat resulting from these orders). +
    • +
    +
  16. +
  17. + Month long orders. +
      +
    • + TEACH orders are processed. +
    • +
    • + STUDY orders are processed. +
    • +
    • + Manufacturing PRODUCE orders (those that + produce items from other items, such as using the weaponsmith + skill to make swords out of iron) are processed. +
    • +
    • + BUILD orders are processed. +
    • +
    • + Primary PRODUCE orders (those that produce + items from region resources, such as using the mining skill to + produce iron) are processed. +
    • +
    • + ENTERTAIN orders are processed. +
    • +
    • + WORK orders are processed. +
    • +
    +
  18. +
  19. + Teleportation spells are CAST. +
  20. +
  21. + Maintenance costs are assessed. +
  22. +
+

+ Where there is no other basis for deciding in which order units will be + processed within a phase, units that appear higher on the report get + precedence. +

+ +
+ +
+

+ Report Format +

+

+ The most important sections of the turn report are the "Events During + Turn" section which lists what happened last month, and the "Current + Status" section which gives the description of each region in which you + have units. +

+

+ Your units in the Current Status section are flagged with a "*" + character. Units belonging to other factions are flagged with a "-" + character. You may be informed which faction they belong to, if you have + high enough Observation skill or they are revealing that information. +

+

+ Objects are flagged with a "+" character. The units listed under an + object (if any) are inside the object. The first unit listed under an + object is its owner. +

+

+ If you can see a unit, you can see any large items it is carrying. This + means all items other than silver, herbs, and other small items (which + are of zero size units, and are small enough to be easily concealed). + Items carried by your own units of course will always be listed. +

+

+ At the bottom of your turn report is an Orders Template. This template + gives you a formatted orders form, with all of your units listed. You + may use this to fill in your orders, or write them on your own. The OPTION order gives you the option of giving more or + less information in this template, or turning it off altogether. You can + precede orders with an '@' sign in your orders, in which case they will + appear in your template on the next turn's report. +

+ +
+ +
+

+ Hints for New Players +

+

+ Make sure to use the correct #ATLANTIS and UNIT lines in your orders. +

+

+ Always have a month's supply of spare cash in every region in which you + have units, so that even if they are deprived of income for a month (due + to a mistake in your orders, for example), they will not starve to + death. It is very frustrating to have half your faction wiped out + because you neglected to provide enough money for them to live on. +

+

+ Be conservative with your money. Leaders especially are very hard to + maintain, as they cannot usually earn enough by WORKing to pay their maintenance fee. Even once you + have recruited men, notice that it is expensive for them to STUDY (and become productive units), so be sure to + save money to that end. +

+

+ Don't leave it until the last minute to send orders. If there is a + delay in the mailer, your orders will not arrive on time, and turns will + NOT be rerun, nor will it be possible to change the data file for the + benefit of players whose orders weren't there by the deadline. If you + are going to send your orders at the last minute, send a preliminary set + earlier in the week so that at worst your faction will not be left with + no orders at all. +

+ +
+ +
+

+ Special Commands +

+

+ These special commands have been added via the scripts processing the + email to help you interact with the game and submit times and rumors. + Please read over these new commands and their uses. Also note that all + commands sent to the server are logged, including orders submissions, so + if you have a problem, or if you attempt to abuse the system, it will + get noticed and it will be tracked down. +

+ +
+ +
+

+ #create "faction name" "password" +

+

+ This will create a new faction with the desired name and password, and + it will use the player's "from" address as the email address of record + (this, of course, can be changed from within the game). +

+

+ The "" characters are required. If they are missing, the server will not + create the faction. +

+

+ Example: +

+

+ Join the game as the faction named "Mighty Ducks" with the password of + "quack" +

+

+ +

+
+#create "Mighty Ducks" "quack"
+    
+ +
+ +
+

+ #resend [faction] "password" +

+

+ The faction number and your current password (if you have one) are + required. The most recent turn report will be sent to the address of + record. +

+

+ Example: +

+

+ You are faction 999 with password "quack" and need another copy of the + last turn (because your hard drive crashed) +

+

+ +

+
+#resend 999 "quack"
+    
+ +
+ +
+

+ #times [faction] "password" +

+ [body of article] +

+ #end +

+

+ Everything between the #times and #end lines is included in your + article. Your article will be marked as being sent by your faction, so + you need not include that attribution in the article. You will receive + $50 for submitting the article. +

+

+ Example: +

+

+ Faction 999 wants to declare war on everyone +

+

+ +

+
+#times 999 "quack"
+The Mighty Ducks declare war on the world!!
+Quack!
+#end
+    
+

+ And it would appear something like: +

+

+ +

+
+---------------------------------
+The Mighty Ducks declare war on the world!!
+Quack!
+
+[Article submitted by The Mighty Ducks (999)]
+---------------------------------
+    
+ +
+ +
+

+ #rumor [faction] "password" +

+ [body of rumor] +

+ #end +

+

+ Submit a rumor for publication in the next news. These articles are not + attributed (unlike times articles) and will appear in the rumor section + of the next news in a random order. +

+

+ Example: +

+

+ Start a malicious rumor +

+

+ +

+
+#rumor 999 "quack"
+Oleg is a running-dog lackey of Azthar Spleenmonger.
+#end
+    
+ +
+ +
+

+ #remind [faction] "password" +

+

+ This order will have the server find the most recent set of orders you + have submitted for the current turn and mail them back to your address + of record. +

+

+ Example: +

+

+ Remind faction 999 of its last order set. +

+

+ +

+
+#remind 999 "quack"
+    
+ +
+ +
+

+ #email [unit] +

+ [text of email] +

+ This command allows you to send email to the owner of a unit even when + you cannot see that unit's faction affiliation. You will not be told + who the unit belongs to, but will simply forward your email to them. + When you use this command, they will receive YOUR email and can contact + you if they choose. It is provided simply as a courtesy to players to + help with diplomacy in first contact situations. +

+

+ There is no need for a "#end" line (such as is used in times and rumor + submissions -- the entire email message you send will be forwarded to + the unit's master. +

+

+ Example: +

+

+ Send an email to the owner of unit 9999 +

+

+ +

+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+

+ Faction X, the owner of 9999 would receive: +

+

+ +

+
+From: Foo <foo@some.email>
+Subject:  Greetings!
+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+ +
+ +
+

+ Credits +

+

+ Atlantis was originally created and programmed by Russell Wallace. + Russell Wallace created Atlantis 1.0, and partially designed Atlantis + 2.0 and Atlantis 3.0. +

+

+ Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 up + through version 4.0.4 and created the Atlantis Project to freely release + and maintain the Atlantis source code. +

+

+ Larry Stanbery created the Atlantis 4.0.4+ derivative. +

+

+ JT Traub took over the source + code and merged the then forking versions of 4.0.4c and 4.0.4+ back into + 4.0.5 along with modifications of his own and has been maintaining the + code. +

+

+ Development of the code is open and there is a egroup devoted to it + located at The + YahooGroups AtlantisDev egroup. Please join this egroup if you work + on the code and share your changes back into the codebase as a whole +

+

+ Please see the CREDITS file in the source distribution for a complete + (hopefully) list of all contributors. +

+ + diff --git a/snapshot-tests/rules/kingdoms.html b/snapshot-tests/rules/kingdoms.html new file mode 100644 index 00000000..0c78e3a2 --- /dev/null +++ b/snapshot-tests/rules/kingdoms.html @@ -0,0 +1,7929 @@ + + + + + + + Kingdoms 1.0.0 Rules + + + +
+

+ Rules for Kingdoms 1.0.0 +

+

+ Based on Atlantis v5.2.5 +

+

+ Copyright 1996 by Geoff Dunbar +

+

+ Based on Russell Wallace's Draft Rules +

+

+ Copyright 1993 by Russell Wallace +

+

+ Last Change: __STRIPPED_FOR_COMPARISON__ +

+
+
+ +
+

+ Note: This document is subject to change, as errors are found and + corrected, and rules sometimes change. Be sure you have the latest + available copy. +

+ +
+ +
+

+ Table of Contents +

+

+ Thanks to Kenneth Casey for + putting together this table of contents. +

+

+ +

+ +

+ Index of Tables +

+

+ +

+ + +
+ +
+

+ Introduction +

+

+ Atlantis is an open-ended computer moderated fantasy game for any + number of players. Players may attempt to carve out huge empires, + become master magicians, intrepid explorers, rich traders or any other + career that comes to mind. There is no declared winner of the game; + players set their own objectives, and one can join at any time. +

+ + +
+ +
+

+ Playing Atlantis +

+

+ Atlantis (as you undoubtedly already know) is a play by email game. + When you sign up for Atlantis, you will be sent a turn report (via + email). Your report completely details your position in the game. + After going over this report, and possibly communicating with other + players in the game, you determine your course of action, and create a + file of "orders", which you then send back to the Atlantis server. Then, + at a regular interval (often one week), Atlantis collects all the + orders, runs another turn (covering one month in game time), and sends + all the players another report. +

+ +

+ Factions: +

+

+ A player's position is called a "faction". Each faction has a name and + a number (the number is assigned by the computer, and used for entering + orders). Each player is allowed to play one and ONLY one faction at any + given time. Each faction is composed of a number of "units", each unit + being a group of one or more people loyal to the faction. You start the + game with a single unit consisting of one character, plus a sum of + money. More people can be hired during the course of the game, and + formed into more units. (In these rules, the word "character" generally + refers either to a unit consisting of only one person, or to a person + within a larger unit.) +

+

+ A faction is considered destroyed, and the player knocked out of the + game, if ever all its people are killed or disbanded (i.e. the faction + has no units left). The program does not consider your starting + character to be special; if your starting character gets killed, you + will probably have been thinking of that character as the leader of your + faction, so some other character can be regarded as having taken the + dead leader's place (assuming of course that you have at least one + surviving unit!). As far as the computer is concerned, as long as any + unit of the faction survives, the faction is not wiped out. (If your + faction is wiped out, you can rejoin the game with a new starting + character.) +

+

+ Each faction has a type; this is decided by the player, and determines + what the faction may do. The faction has 5 Faction Points, which may be + spent on any of the 3 Faction Areas, War, Trade, and Magic. The faction + type may be changed at the beginning of each turn, so a faction can + change and adapt to the conditions around it. Faction Points spent on + War determine the number of regions in which factions can obtain income + by taxing or pillaging. Faction Points spent on Trade determine the + number of regions in which a faction may conduct trade activity. Trade + activity includes producing goods and materials, building ships and + buildings. Faction Points spent on Magic determine the number of mages + the faction may have (more information on all of the faction activities + is in further sections of the rules). Here is a chart detailing the + limits on factions by Faction Points: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Faction Points + + War (max tax regions) + + Trade (max trade regions) + + Magic (max mages) +
+ 0 + + 0 + + 0 + + 0 +
+ 1 + + 10 + + 10 + + 1 +
+ 2 + + 24 + + 24 + + 2 +
+ 3 + + 40 + + 40 + + 3 +
+ 4 + + 60 + + 60 + + 5 +
+ 5 + + 100 + + 100 + + 7 +
+
+

+

+ For example, a well rounded faction might spend 1 point on Magic, 2 + points on Trade, 2 points on War. This faction's type would appear as + "Magic 1 Trade 2 War 2", and would be able to tax 24 regions, perform + trade in 24 regions, and have 1 mage. +

+

+ As another example, a specialized faction might spend all 5 points on + War. This faction's type would appear as "War 5", and would be able to + tax 100 regions, but could not perform trade in any regions, and could + not possess any mages. +

+

+ Note that it is possible to have a faction type with less than 5 points + spent. In fact, a starting faction has one point spent on each of War, + Trade, Magic, leaving 2 points unspent. +

+

+ When a faction starts the game, it is given a one-man unit and 5020 + silver in unclaimed money. Unclaimed money is cash that your whole + faction has access to, but cannot be taken away in battle (silver in a + unit's possessions can be taken in battle). This allows a faction to + get started without presenting an enticing target for other factions. + Units in your faction may use the CLAIM order to + take this silver, and use it to buy goods or recruit men. +

+

+ An example faction is shown below, consisting of a starting character, + Merlin the Magician, who has formed two more units, Merlin's Guards and + Merlin's Workers. Each unit is assigned a unit number by the computer + (completely independent of the faction number); this is used for + entering orders. Here, the player has chosen to give his faction the + same name ("Merlin the Magician") as his starting character. + Alternatively, you can call your faction something like "The Great + Northern Mining Company" or whatever. +

+

+ +

+
+* Merlin the Magician (17), Merlin (27), man [MAN].  Skills: none.
+* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], 20 swords
+  [SWOR]. Skills: none.
+* Merlin's Workers (34), Merlin (27), 50 vikings [VIKI].  Skills:
+  none.
+    
+ +

+ Units: +

+

+ A unit is a grouping together of people, all loyal to the same faction. + The people in a unit share skills and possessions, and execute the same + orders each month. The reason for having units of many people, rather + than keeping track of individuals, is to simplify the game play. The + computer does not keep track of individual names, possessions, or skills + for people in the same unit, and all the people in a particular unit + must be in the same place at all times. If you want to send people in + the same unit to different places, you must split up the unit. Apart + from this, there is little difference between having one unit of 50 + people, or 50 units of one person each, except that the former is very + much easier to handle. +

+

+ There are different races that make up the population of Atlantis. (See + the section on skills for a list of these.) A unit is treated as the + least common denominator of the people within it, so a unit made up of + two races with different strengths and weaknesses will have all the + weaknesses, and none of the strengths of either race. +

+ +

+ Turns: +

+

+ Each turn, the Atlantis server takes the orders file that you mailed to + it, and assigns the orders to the respective units. All units in your + faction are completely loyal to you, and will execute the orders to the + best of their ability. If the unit does something unintended, it is + generally because of incorrect orders; a unit will not purposefully + betray you. +

+

+ A turn is equal to one game month. A unit can do many actions at the + start of the month, that only take a matter of hours, such as buying and + selling commodities, or fighting an opposing faction. Each unit can + also do exactly one action that takes up the entire month, such as + harvesting resources or moving from one region to another. The orders + which take an entire month are ADVANCE, BUILD, ENTERTAIN, MOVE, PRODUCE, SAIL, STUDY, TEACH and WORK. +

+ +
+ +
+

+ The World +

+

+ The Atlantis world is divided for game purposes into hexagonal regions. + Each region has a name, and one of the following terrain types: Ocean, + Plain, Forest, Mountain, Swamp, Jungle, Desert, or Tundra (there may be + other types of terrain to be discovered as the game progresses). Regions + can contain units belonging to players; they can also contain structures + such as buildings and fleets. Two units in the same region can normally + interact, unless one of them is concealed in some way. Two units in + different regions cannot normally interact. NOTE: Combat is an + exception to this. +

+ +

+ Regions: +

+

+ Here is a sample region, as it might appear on your turn report: +

+

+ +

+
+plain (172,110) in Turia, 500 peasants (vikings), $2500.
+------------------------------------------------------
+  The weather was clear last month; it will be clear next month.
+  Wages: $15 (Max: $833).
+  Wanted: none.
+  For Sale: 50 vikings [VIKI] at $60.
+  Entertainment available: $125.
+  Products: 23 grain [GRAI], 37 horses [HORS].
+
+Exits:
+  North : ocean (172,108) in Atlantis Ocean.
+  Northeast : ocean (173,109) in Atlantis Ocean.
+  Southeast : ocean (173,111) in Atlantis Ocean.
+  South : plain (172,112) in Turia.
+  Southwest : plain (171,111) in Turia.
+  Northwest : plain (171,109) in Turia.
+
+* Hans Shadowspawn (15), Merry Pranksters (14), nomad [NOMA], 500
+  silver [SILV]. Skills: none.
+- Vox Populi (13), nomad [NOMA].
+    
+

+ This report gives all of the available information on this region. The + region type is plain, the name of the surrounding area is Turia, and the + coordinates of this region are (172,110). The population of this region + is 500 nomads, and there is $2500 of taxable income currently in this + region. Then, under the dashed line, are various details about items + for sale, wages, etc. Finally, there is a list of all visible units. + Units that belong to your faction will be so denoted by a '*', whereas + other faction's units are preceded by a '-'. +

+

+ Since Atlantis is made up of hexagonal regions, the coordinate system is + not always exactly intuitive. Here is the layout of Atlantis regions: +

+

+ +

+
+   ____        ____
+  /    \      /    \
+ /(0,0) \____/(2,0) \____/
+ \      /    \      /    \     N
+  \____/(1,1) \____/(3,1) \_   |
+  /    \      /    \      /    |
+ /(0,2) \____/(2,2) \____/     |
+ \      /    \      /    \   W-O-E
+  \____/(1,3) \____/(3,3) \_   |
+  /    \      /    \      /    S
+ /(0,4) \____/(2,4) \____/
+ \      /    \      /    \
+  \____/      \____/
+  /    \      /    \
+    
+

+ Note that the are "holes" in the coordinate system; there is no region + (1,2), for instance. This is due to the hexagonal system of regions. +

+

+ Most regions are similar to the region shown above, but the are certain + exceptions. Oceans, not surprisingly, have no population. Some regions + will contain villages, towns, and cities. More information on these is + available in the section on the economy. +

+ +

+ Region resources: +

+

+ Here is list of resources you can find in regions: +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Region type + + Resources +
+ ocean + + fish (100%), giant turtle (30%). +
+ plain + + horse (100%), winged horse (20%). +
+ forest + + wood (100%), fur (100%), ironwood (20%), yew (25%). +
+ mountain + + iron (100%), stone (100%), mithril (35%), rootstone (35%), + admantium (15%). +
+ swamp + + wood (100%), floater hide (40%), herb (100%), mushroom (30%). +
+ jungle + + wood (100%), herb (100%), mushroom (35%), ironwood (35%), fur + (80%). +
+ desert + + iron (100%), stone (100%), rootstone (30%), camel (80%), mithril + (20%). +
+ tundra + + fur (100%), herb (100%), mushroom (35%), iron (30%). +
+ volcano + + stone (100%), mithril (50%), rootstone (50%), admantium (50%), + iron (100%). +
+
+ +

+ Structures: +

+

+ Regions may also contain structures, such as buildings or fleets. These + will appear directly below the list of units. Here is a sample + structure: +

+

+ +

+
++ Temple of Agrik [3] : Tower.
+  - High Priest Chafin (9), nomad [NOMA], sword [SWOR]
+  - Rowing Doom (188), 10 nomads [NOMA], 10 swords [SWOR].
+    
+

+ The structure lists the name, the number, and what type of structure it + is (more information of the types of structures can be found in the + section on the economy). Following this is a list of units inside the + structure. Units within a structure are always visible, even if they + would otherwise not be seen. +

+

+ Units inside structures are still considered to be in the region, and + other units can interact with them; however, they may gain benefits, + such as defensive bonuses in combat from being inside a building. The + first unit to enter an object is considered to be the owner; only this + unit can do things such as renaming the object, or permitting other + units to enter. The owner of an object can be identified on the turn + report, as it is the first unit listed under the object. Only units + with men in them can be structure owners, so newly created units cannot + own a structure until they contain men. +

+ +

+ Atlantis Nexus: +

+

+ Note: the following section contains some details that you may wish to + skip over until you have had a chance to read the rest of the rules, and + understand the mechanics of Atlantis. However, be sure to read this + section before playing, as it will affect your early plans in Atlantis. +

+

+ When a faction first starts in Atlantis, it begins with one unit, in a + special region called the Atlantis Nexus. This region exists outside of + the normal world of Atlantis, and as such has no products or + marketplaces; it merely serves as the magical entry into Atlantis. +

+

+ The Nexus contains portals that provide one-way transportation to + various terrain types. A unit that enters one of these portals (by + entering the portal and moving IN) will be transported to a region of + the matching terrain type. The region chosen is somewhat random, but + will prefer to place players in towns where no other players are + present. Once a unit has passed through a portal, there is no way to + return to the Nexus. +

+ +
+ +
+

+ Movement +

+

+ There are two main methods of movement in Atlantis. The first is done + using the MOVE order (or the ADVANCE order), and moves units individually from + one region to another. The other method is done using the SAIL order, which can sail a fleet, including all of + its occupants from one region to another. Certain powerful mages may + also teleport themselves, or even other units, but the knowledge of the + workings of this magic is carefully guarded. +

+ +

+ Normal Movement: +

+

+ In one month, a unit can issue a single MOVE order, + using one or more of its movement points. There are three modes of + travel: walking, riding and flying. Walking units have two movement + points, riding units have four, and flying units have four. A unit will + automatically use the fastest mode of travel it has available. The ADVANCE order is the same as MOVE, except that it implies attacks on units which try + to forbid access; see the section on combat for details. +

+

+ Note that depending on game settings certain races might be able to swim + or fly and there are items that can enable your units to fly or walk on + water. +

+

+ Flying units are not initially available to starting players. A unit can + ride provided that the carrying capacity of its horses is at least as + great as the weight of its people and all other items. A unit can walk + provided that the carrying capacity of its people, horses, and wagons is + at least as great as the weight of all its other items, and provided + that it has at least as many horses as wagons (otherwise the excess + wagons count as weight, not capacity). Otherwise the unit cannot issue a + MOVE order. Most people weigh 10 units and have a + capacity of 5 units; data for items is as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Weight + + Capacity +
+ silver + + 0 + +   +
+ grain + + 5 + +   +
+ livestock + + 50 + + 0 +
+ iron + + 5 + +   +
+ wood + + 5 + +   +
+ stone + + 50 + +   +
+ fur + + 1 + +   +
+ fish + + 1 + +   +
+ herb + + 0 + +   +
+ horse + + 50 + + 20 +
+ sword + + 1 + +   +
+ crossbow + + 1 + +   +
+ longbow + + 1 + +   +
+ chain armor + + 1 + +   +
+ plate armor + + 3 + +   +
+ wagon + + 50 + + 200 (with horse) +
+ pick + + 1 + +   +
+ spear + + 1 + +   +
+ axe + + 1 + +   +
+ hammer + + 1 + +   +
+ net + + 1 + +   +
+ lasso + + 1 + +   +
+ bag + + 1 + +   +
+ spinning wheel + + 1 + +   +
+ leather armor + + 1 + +   +
+ cloth armor + + 1 + +   +
+ lance + + 2 + +   +
+ javelin + + 1 + +   +
+ pike + + 1 + +   +
+
+

+ Since regions are hexagonal, each region has six neighbouring regions to + the north, northeast, southeast, south, southwest and northwest. Moving + from one region to another normally takes one movement point, except + that the following terrain types take two movement points for riding or + walking units to enter: Forest, Mountain, Swamp, Jungle, and Tundra. + Also, during certain seasons (depending on the latitude of the region), + all units (including flying ones) have a harder time and travel will + take twice as many movement points as normal, as freezing weather makes + travel difficult; in the tropics, seasonal hurricane winds and + torrential rains have a similar effect. Units may not move through ocean + regions without using the SAIL order. +

+

+ Units may also enter or exit structures while moving. Moving into or + out of a structure does not use any movement points at all. Note that a + unit can also use the ENTER and LEAVE orders to move in and out of structures, without + issuing a MOVE order. The unit can also use the MOVE order to enter or leave a structure. +

+

+ Example: One man with a horse, sword, and chain mail wants to move + north, then northeast. The capacity of the horse is 20 and the weight + of the man and other items is 12, so he can ride. The month is April, so + he has four movement points. He issues the order MOVE NORTH NORTHEAST. + First he moves north, into a plain region. This uses one movement + point. Then he moves northeast, into a forest region. This uses two + movement points, so the movement is completed with one to spare. +

+ +

+ Sailing: +

+

+ Movement by sea is in some ways similar. It does not use the MOVE order however. Instead, the owner of a fleet must + issue the SAIL order, and other units wishing to + help sail the fleet must also issue the SAIL order. + The fleet will then, if possible, make the indicated movement, carrying + all units on the fleet with it. Units on board the fleet, but not + aiding in the sailing of the fleet, may execute other orders while the + fleet is sailing. A unit which does not wish to travel with the fleet + should leave the fleet in a coastal region, before the SAIL order is processed. (A coastal region is defined + as a non-ocean region with at least one adjacent ocean region.) +

+

+ Note that a unit on board a fleet while it is sailing may not MOVE later in the turn, even if he doesn't issue the SAIL order; sailing is considered to take the whole + month. Also, units may not remain on guard while on board a sailing + fleet; they will have to reissue the GUARD 1 order + to guard a region after sailing. +

+

+ Most ships get four movement points per turn. A fleet can move from an + ocean region to another ocean region, or from a coastal region to an + ocean region, or from an ocean region to a coastal region. Ships may not + sail through single hex land masses and must leave via the same side + they entered or a side adjacent to that one. Ships can only be + constructed in coastal regions. For a fleet to enter any region only + costs one movement point; the cost of two movement points for entering, + say, a forest coastal region, does not apply. Ships do, however, only + get half movement points during the winter months (or monsoon months in + the tropical latitudes). +

+

+ A fleet can only move if the total weight of everything aboard does not + exceed the fleet's capacity (the rules do not prevent an overloaded + fleet from staying afloat, only from moving). Also, there must be + enough sailors aboard (using the SAIL order), to + sail the fleet, or it will not go anywhere. Note that the sailing skill + increases the usefulness of a unit proportionally; thus, a 1 man unit + with level 5 sailing skill can sail a longboat alone. (See the section + on skills for further details on skills.) The capacities (and costs in + labor units) of the various basic ship types are as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The skill column is the level of shipbuilding skill required to build + that ship type. +

+ +

+ Order of Movement: +

+

+ This section is probably unimportant to beginning players, but it can be + helpful for more experienced players. +

+

+ Movement in Atlantis is processed one hex of movement at a time, region + by region. Atlantis cycles through all of the regions; for each region, + it finds any units that are due to move, and moves them (if they can + move) one hex (and only one hex). After processing all the regions, it + conducts any battles that result from these movements. After it has gone + through all of the regions, units will have moved at most one hex, so it + goes back and does the whole process again. This is repeated until all + units have had the opportunity to move their allowed distance. Units' + movement is spread out over these phases proportionally to their speed, + so a unit riding at speed 4 would move twice as often as one walking at + speed 2. If the unit requires more than one move to enter a particular + region, then it will move once it has accumulated enough movement points + to do so. Note that these movement points can be carried over from one + month to another if a MOVE (or ADVANCE) command did not complete in the + month - for example, a unit on foot trying to move into a mountain + region in winter would not have enough movement points to enter in one + turn, but if it continues the same move on the next turn, it would use + the accumulated points from the last month and manage to enter the + mountains at last. +

+

+ Sailing is handled the same way, with one minor difference: where units + using MOVE or ADVANCE will be prevented from entering a GUARDed region + (where the guards are unfriendly or worse to the moving unit), fleets + will instead enter the region and then be stopped by the guards. +

+

+ The following table shows when exactly units will move, given their base + movement speed. The "x"s mark the phases in which a unit of that speed + will move. If you wish to make units of different speeds move together + (for example, to coordinate an attack), you may need to tell the faster + units to PAUSE in their movement. See the MOVE + order for details. +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + Movement Phase +
+ 1 + + 2 + + 3 + + 4 + + 5 + + 6 + + 7 + + 8 +
+ Speed + + 1 + + x + + + + + + + + + + + + + + +
+ 2 + + x + + + + + + + + x + + + + + + +
+ 3 + + x + + + + x + + + + + + x + + + + +
+ 4 + + x + + + + x + + + + x + + + + x + + +
+ 5 + + x + + x + + + + x + + x + + + + x + + +
+ 6 + + x + + x + + x + + + + x + + x + + x + + +
+ 7 + + x + + x + + x + + x + + x + + x + + x + + +
+ 8 + + x + + x + + x + + x + + x + + x + + x + + x +
+
+ +
+ +
+

+ Skills +

+

+ The most important thing distinguishing one character from another in + Atlantis is skills. The following skills are available: mining, + lumberjack, quarrying, hunting, fishing, herb lore, horse training, + weaponsmith, armorer, carpenter, building, shipbuilding, entertainment, + tactics, combat, riding, crossbow, longbow, stealth, observation, + healing, sailing, farming, and ranching. When a unit possesses a skill, + he also has a skill level to go with it. Generally, the effectiveness + of a skill is directly proportional to the skill level involved, so a + unit with level 2 in a skill is twice as good as a unit with level 1 in + the same skill. +

+ +

+ Limitations: +

+

+ Skills may be learned up to a maximum level depending on the race of the + studying unit (remembering that for units containing more than one race, + the maximum is determined by the least common denominator). Every race + has a normal maximum skill level, and a list of skills that they + specialize in, and can learn up to higher level. Here is a list of the + races (including leaders) and the information on normal skill levels and + specialized skills. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Race/Type + + Specilized Skills + + Max Level (specialized skills) + + Max Level (non-specialized skills) +
+ leaders + + None. + + -- + + 5 +
+ vikings + + shipbuilding, sailing, lumberjack, combat + + 3 + + 2 +
+ barbarians + + mining, hunting, weaponsmith, combat + + 3 + + 2 +
+ plainsmen + + horse training, farming, carpenter, entertainment + + 3 + + 2 +
+ eskimos + + herb lore, fishing, hunting, healing + + 3 + + 2 +
+ nomads + + horse training, ranching, crossbow + + 3 + + 2 +
+ tribesmen + + herb lore, healing, farming, lumberjack + + 3 + + 2 +
+ darkmen + + quarrying, building, mining, armorer + + 3 + + 2 +
+ wood elves + + lumberjack, carpenter, longbow, entertainment + + 3 + + 2 +
+ sea elves + + shipbuilding, sailing, fishing, longbow + + 3 + + 2 +
+ high elves + + healing, farming, entertainment, horse training + + 3 + + 2 +
+ tribal elves + + herb lore, healing, ranching, longbow + + 3 + + 2 +
+ ice dwarves + + fishing, building, crossbow, shipbuilding + + 3 + + 2 +
+ hill dwarves + + mining, weaponsmith, armorer, combat + + 3 + + 2 +
+ under dwarves + + mining, quarrying, crossbow, armorer + + 3 + + 2 +
+ desert dwarves + + quarrying, building, armorer, crossbow + + 3 + + 2 +
+ orcs + + combat + + 4 + + 1 +
+ gnomes + + shipbuilding, weaponsmith, building, carpenter + + 3 + + 2 +
+
+

+ If units are merged together, their skills are averaged out. No rounding + off is done; rather, the computer keeps track for each unit of how many + total months of training that unit has in each skill. When units are + split up, these months are divided as evenly as possible among the + people in the unit; but no months are ever lost. +

+ +

+ Studying: +

+

+ For a unit to gain level 1 of a skill, they must gain one months worth + of training in that skill by issuing the STUDY + order. Initially, a unit will gain a full months worth of training (30 + day equivalents). However, high levels of skill also require experience, + which is gained by performing actions making use of the skill. Any such + experience is unknown even to a unit's owner, but will allow the unit to + study at a much faster rate to higher skill levels. A unit continuing + study but not acquiring experience will find it's study rate reduced as + it progresses. +

+

+ To illustrate this, a unit would have to spend four months studying to + gain level 2 in a skill without any experience. In order to reach level + 3 only by studying, a total of ten months must be spent. The maximum + skill level that is possible through continuous study only (i.e. no + experience involved) is four, although it is hardly feasible without any + experience at all, taking 70 months of studying to achieve. Note that + this assumes that the unit type is allowed to achieve this level at all + (see skill limitations). A unit will + start with 30 experience in it's race's specialized skills. In + comparison, units with this amount of experience will reach level 2 in + just three months of study, and in order to reach level 3 only by + studying, a total of eight months must be spent by a unit starting with + 30 experience. The study progress is shown in the following table: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Unit type + + starts with + + 1 month + + 2 months + + 3 months + + 4 months + + 5 months + + 6 months + + 7 months + + 8 months + + 9 months +
+ non-specialized + +  0 (0+30) + +  1 (30+27) + +  1 (57+25) + +  1 (82+21) + +  2 (103+18) + +  2 (121+15) + +  2 (136+13) + +  2 (149+12) + +  2 (161+11) + +  2 (172+9) +
+ specialized + +  0 (0+40) + +  1 (40+29) + +  1 (69+27) + +  2 (96+24) + +  2 (120+20) + +  2 (140+17) + +  2 (157+14) + +  2 (171+12) + +  3 (183+12) + +  3 (195+10) +
+
+

+ Each skill is listed with it's skill level, followed (in parentheses) by + first the number of day equivalents already achieved, a plus sign, and + the number of day equivalents expected to be gained with the next study + order. This last amount will vary with experience and with progress in + skill training (more training in the skill requiring considerably more + experience in order to continue studying). This information is also + listed for each unit in the report. As can be seen for the specialized + units above, surplus experience will garner a considerable bonus to the + study rate. +

+

+ A month of training is gained when a unit uses the STUDY order. Note that study months do not need to be + consecutive; for a unit to go from level 1 to level 2, he can study for + a month, do something else for a month, and then go back and complete + the rest of his studies. +

+

+ Most skills cost $10 per person per month to study (in addition to + normal maintenance costs). The exceptions are Stealth and Observation + (both of which cost $50), Magic skills (which cost $100), and Tactics + (which costs $200). +

+ +

+ Teaching: +

+

+ A unit with a teacher can learn up to twice as fast as normal. The TEACH order is used to spend the month teaching one or + more other units (your own or another factions). The unit doing the + teaching must have a skill level greater than the unit doing the + studying. (Note: for all skill uses, it is skill level, not number of + months of training, that counts. Thus, a unit with 1 month of training + is effectively the same as a unit with 2 months of training, since both + have a skill level of 1.) The units being taught simply issue the STUDY order normally (also, his faction must be + declared Friendly by the teaching faction). Each person can only teach + up to 10 students in a month; additional students dilute the training. + Thus, if 1 teacher teaches 20 men, each man being taught will gain 1 1/2 + months of training, not 2 months. +

+

+ Note that it is quite possible for a single unit to teach two or more + other units different skills in the same month, provided that the + teacher has a higher skill level than each student in the skill that + that student is studying, and that there are no more than 10 students + per teacher. +

+ +

+ Skill Reports: +

+

+ When a faction learns a new skill level for this first time, it will be + given a report on special abilities that a unit with this skill level + has. This report can be shown again at any time (once a faction knows + the skill), using the SHOW order. For example, when + a faction learned the skill Shoemaking level 3 for the first time, it + might receive the following (obviously farcical) report: +

+

+ +

+
+Shoemaking [SHOE] 3: A unit with this skill may PRODUCE Sooper Dooper
+  Air Max Winged Sandals.
+    
+ +
+ +
+

+ The Economy +

+

+ The unit of currency in Atlantis is the silver piece. Silver is a normal + item, with zero weight, appearing in your unit's reports. Silver is used + for such things as buying items, and unit's maintenance. +

+ +

+ Maintenance Costs: +

+

+ IMPORTANT: Each and every character in Atlantis requires a maintenance + fee each month. Anyone who ends the month without this maintenance cost + has a 33 percent chance of starving to death. It is up to you to make + sure that your people have enough money available. Money will be shared + automatically between your units in the same region, if one is starving + and another has more than enough; but this will not happen between units + in different regions (this sharing of money applies only for maintenance + costs, and does not occur for other purposes). If you have silver in + your unclaimed fund, then that silver will be automatically claimed by + units that would otherwise starve. Lastly, if a faction is allied to + yours, their units will provide surplus cash to your units for + maintenance, as a last resort. +

+

+ This fee is generally 10 silver for a normal character. Units may + substitute one unit of , grain, livestock or fish for each 10 silver of + maintenance owed. A unit may use the CONSUME + order to specify that it wishes to use food items in preference to + silver. Note that these items are worth more when sold in towns, so + selling them and using the money is more economical than using them for + maintenance. +

+ +

+ Recruiting: +

+

+ People may be recruited in a region. The total amount of recruits + available per month in a region, and the amount that must be paid per + person recruited, are shown in the region description. The BUY order is used to recruit new people. New recruits + will not have any skills or items. Note that the process of recruiting + a new unit is somewhat counter-intuitive; it is necessary to FORM an empty unit, GIVE the empty + unit some money, and have it BUY people; see the + description of the FORM order for further details. +

+ +

+ Items: +

+

+ A unit may have a number of possessions, referred to as "items". Some + details were given above in the section on Movement, but many things + were left out. Here is a table giving some information about common + items in Atlantis: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+   + + Skill (min level) + + Material + + Production time + + Weight (capacity) + + Extra Information +
+ silver + + + + +   + + 0 + + +
+ grain + + farming (1) + + + + 1 month + + 5 + + +
+ livestock + + farming (1) + + + + 1 month + + 50 (0) + + +
+ iron + + mining (1) + + + + 1 month + + 5 + + +
+ wood + + lumberjack (1) + + + + 1 month + + 5 + + +
+ stone + + quarrying (1) + + + + 1 month + + 50 + + +
+ fur + + hunting (1) + + + + 1 month + + 1 + + +
+ fish + + fishing (1) + + + + 1 month + + 1 + + +
+ herb + + herb lore (1) + + + + 1 month + + 0 + + +
+ horse + + horse training (1) + + + + 1 month + + 50 (20) + + Gives a riding bonus with the riding skill.
+
+ sword + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+ crossbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives +0 on attack and +0 on defense (needs + crossbow skill).
Gives 1 attack every 3 rounds.
+
+ longbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense (needs + longbow skill).
+
+ chain armor + + armorer (1) + + 1 iron + + 1 month + + 1 + + Gives a 33 in 100 chance to survive a normal hit.
+
+ plate armor + + armorer (3) + + 3 iron + + 3 months + + 3 + + Gives a 67 in 100 chance to survive a normal hit.
+
+ wagon + + carpenter (1) + + 1 wood + + 1 month + + 50 (200 with horse) + + +
+ pick + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing iron.
+1 bonus when producing stone.
+
+ spear + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing furs.
+
+ axe + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing wood.
+1 bonus when producing crossbows.
+1 bonus when producing longbows.
+1 bonus when producing + wagons.
+1 bonus when producing spears.
+1 bonus when + producing spinning wheels.
+1 bonus when producing lances.
+1 bonus when producing javelins.
+1 bonus when producing + pikes.
+
+ hammer + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing swords.
+1 bonus when producing chain + armor.
+1 bonus when producing plate armor.
+1 bonus + when producing picks.
+1 bonus when producing axes.
+1 + bonus when producing hammers.
+
+ net + + fishing (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing fish.
+
+ lasso + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +1 bonus when producing livestock.
+1 bonus when producing + horses.
+
+ bag + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing grain.
+2 bonus when producing + herbs.
+
+ spinning wheel + + carpenter (1) + + 1 wood + + 1 month + + 1 + + +2 bonus when producing nets.
+2 bonus when producing + lassoes.
+2 bonus when producing bags.
+2 bonus when + producing leather armor.
+2 bonus when producing cloth + armor.
+
+ leather armor + + armorer (1) + + 1 fur + + 1 month + + 1 + + Gives a 30 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ cloth armor + + armorer (1) + + 1 herb + + 1 month + + 1 + + Gives a 16 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ lance + + weaponcraft (1) + + 2 wood + + 2 months + + 2 + + Weapon which gives +4 on attack and +0 on defense (needs riding + skill).
+
+ javelin + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense.
Gives 1 attack every 2 rounds.
+
+ pike + + weaponsmith (2) + + 1 wood + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+
+

+ All items except silver and trade goods are produced with the PRODUCE order. Producing items will always produce + as many items as during a month up to the limit of the supplies carried + by the producing unit. The required skills and raw materials required to + produce one output item are in the table above. +

+

+ If an item requires raw materials, then the specified amount of each + material is consumed for each item produced. The higher the skill of the + unit, the more productive each man-month of work will be. Thus, five + men at skill level one are exactly equivalent to one guy at skill level + 5 in terms of base output. Items which require multiple man-months to + produce will take still benefit from higher skill level units, just not + as quickly. For example, if a unit of six level one men wanted to + produce something which required three man-months per item, that unit + could produce two of them in one month. If their skill level was raised + to two, then they could produce four of them in a month. At level three, + they could then produce 6 per month. +

+

+ Some items may allow each man to produce multiple output items per raw + material or have other differences from these basic rules. Those items + will explain their differences in the description of the item. +

+

+ Only Trade factions can issue PRODUCE orders + however, regardless of skill levels. +

+

+ Items which increase production may increase production of advanced + items in addition to the basic items listed. Some of them also increase + production of other tools. Read the skill descriptions for details on + which tools aid which production when not noted above. +

+

+ If an item does not list a raw material it may be produced directly from + the land. Each region generally has at least one item that can be + produced there. Shown on the description of a region is a list of the + items that can be produced, and the amount of each that can be produced + per month. This amount depends on the region type. It also varies from + region to region of the same type. If the units in a region attempt to + produce more of a commodity than can be produced that month, then the + amount available is distributed among the producers +

+ +

+ Villages, Towns, and Cities: +

+

+ Some regions in Atlantis contain villages, towns, and cities. Villages + add to the wages, population, and tax income of the region they are in. + Also, villages will have an additional market for grain, livestock, and + fish. As the village's demand for these goods is met, the population + will increase. When the population reaches a certain threshold, the + village will turn into a town. A town will have some additional + products that it demands, in addition to what it previously wanted. + Also a town will sell some new items as well. A town whose demands are + being met will grow, and above another threshold it will become a + full-blown city. A city will have additional markets for common items, + and will also have markets for less common, more expensive trade items. +

+

+ Trade items are bought and sold only by cities, and have no other + practical uses. However, the profit margins on these items are usually + quite high. +

+ +

+ Buildings and Trade Structures: +

+

+ Construction of buildings and ships goes as follows: each unit of work + on a building requires a unit of the required resource and a man-month + of work by a character with the appropriate skill and level; higher + skill levels allow work to proceed faster (still using one unit of the + required resource per unit of work done). Again, only Trade factions can + issue BUILD orders. Here is a table of the various + building types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Size + + Cost + + Material + + Skill (min level) + + Mages +
+ Tower + + 10 + + 10 + + stone + + building (1) + + 0 +
+ Fort + + 50 + + 40 + + stone + + building (1) + + 1 +
+ Castle + + 300 + + 300 + + stone + + building (2) + + 2 +
+ Citadel + + 1000 + + 800 + + stone + + building (3) + + 3 +
+ Stockade + + 50 + + 60 + + wood + + building (1) + + 1 +
+
+

+ Size is the number of people that the building can shelter. Cost is both + the number of man-months of labor and the number of units of material + required to complete the building. Mages is the number of mages that + the building provides study facilities for, to enable unhindered study + above level 2 in magical skills. There are possibly other buildings + which can be built that require more advanced resources, or odd skills + to construct. The description of a skill will include any buildings + which it allows to be built. +

+

+ There are other structures that increase the maximum production of + certain items in regions; for example, a Mine will increase the amount + of iron that is available to be mined in a region. To construct these + structures requires a high skill level in the production skill related + to the item that the structure will help produce. (Inns are an exception + to this rule, requiring the Building skill, not the Entertainment + skill.) This bonus in production is available to any unit in the region; + there is no need to be inside the structure. +

+

+ The first structure built in a region will increase the maximum + production of the related product by 25%; the amount added by each + additional structure will be half of the the effect of the previous one. + (Note that if you build enough of the same type of structure in a + region, the new structures may not add _any_ to the production level). +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (level) + + Production Aided +
+ Mine + + 10 + + wood or stone + + mining (3) + + iron +
+ Farm + + 10 + + wood or stone + + farming (3) + + grain +
+ Ranch + + 10 + + wood or stone + + farming (3) + + livestock +
+ Timber Yard + + 10 + + wood or stone + + lumberjack (3) + + wood +
+ Inn + + 10 + + wood or stone + + building (3) + + entertainment +
+ Quarry + + 10 + + wood or stone + + quarrying (3) + + stone +
+ Trapping Hut + + 10 + + wood or stone + + hunting (3) + + furs +
+
+

+ Note that these structures will not increase the availability of an item + in a region which does not already have that item available. Also, Trade + structures do not offer defensive bonuses (which is why they do not have + a size associated with them). As with regular buildings, the Cost is + the number of man-months of labor and also the number of units of raw + material required to complete the structure. You can use two different + materials (wood or stone) to construct most trade structures. It is + possible that there are structures not listed above which require either + advanced resources to build or which increase the production of advanced + resources. The skill description for a skill will always note if new + structures may be built based on knowing that skill. +

+ +

+ Roads: +

+

+ There is a another type of structure called roads. They do not protect + units, nor aid in the production of resources, but do aid movement, and + can improve the economy of a hex. +

+

+ Roads are directional and are only considered to reach from one hexside + to the center of the hex. To gain a movement bonus, there must be two + connecting roads, one in each adjacent hex. Only one road may be built + in each direction. If a road in the given direction is connected, units + move along that road at half cost to a minimum of 1 movement point. +

+

+ For example: If a unit is moving northwest, then hex it is in must have + a northwest road, and the hex it is moving into must have a southeast + road. +

+

+ To gain an economy bonus, a hex must have roads that connect to roads in + at least two adjoining hexes. The economy bonus for the connected roads + raises the wages in the region by 1 point. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (min level) +
+ Road N + + 75 + + stone + + building (3) +
+ Road NW + + 75 + + stone + + building (3) +
+ Road NE + + 75 + + stone + + building (3) +
+ Road SW + + 75 + + stone + + building (3) +
+ Road SE + + 75 + + stone + + building (3) +
+ Road S + + 75 + + stone + + building (3) +
+
+ +

+ Ships: +

+

+ Ships are constructed similarly to buildings, with a few small + differences. Firstly, they tend to be constructed out of wood, not + stone. Secondly, their construction tends to depend on the Shipbuilding + skill, not the Building skill. Thirdly, while unfinished buildings + appear in the region, and may be entered by other units, unfinished + ships appear only in their builder's inventory until they are complete. + If the builder MOVEs or they are in a fleet that SAILs while they have an unfinished ship in their + possession, the ship will be discarded and lost. Finally, ships are + never interacted with as objects directly, but when completed are placed + in Fleet objects. Fleets may contain one or more ships, and may be + entered like other buildings. +

+

+ Only factions with at least one faction point spent on trade can issue + BUILD orders. Here is a table of the various ship + types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The capacity of a ship is the maximum weight that the ship may have + aboard and still move. The cost is both the man-months of labor and the + number of units of material required to complete the ship. The sailors + are the number of skill levels of the Sailing skill that must be aboard + the ship (and issuing the SAIL order) in order for + the ship to sail. +

+

+ When a ship is built, if its builder is already the owner of a fleet + object, then the ship will be added to that fleet; otherwise a new fleet + will be created to hold the ship. A fleet has the combined capacity and + sailor requirement of its constituent vessels, and moves at the speed of + its slowest ship. +

+ +

+ Advanced Items: +

+

+ There are also certain advanced items that highly skilled units can + produce. These are not available to starting players, but can be + discovered through study. When a unit is skilled enough to produce one + of these items, he will receive a skill report describing the production + of this item. Production of advanced items is generally done in a manner + similar to the normal items. +

+ +

+ Income: +

+

+ Units can earn money with the WORK order. This + means that the unit spends the month performing manual work for wages. + The amount to be earned from this is usually not very high, so it is + generally a last resort to be used if one is running out of money. The + current wages are shown in the region description for each region. All + units may WORK, regardless of skills or faction + type. +

+ +

+ Entertainment: +

+

+ Units with the Entertainment skill can use it to earn money. A unit + with Entertainment level 1 will earn 20 silver per man by issuing the ENTERTAIN order. The total amount of money that + can be earned this way is shown in the region descriptions. Higher + levels of Entertainment skill can earn more, so a character with + Entertainment skill 2 can earn twice as much money as one with skill 1 + (and uses twice as much of the demand for entertainment in the region). + Note that entertainment income is much less, per region, than the income + available through working or taxing. All factions may have entertainers, + regardless of faction type. +

+ +

+ Taxing/Pillaging: +

+

+ War factions may collect taxes in a region. This is done using the TAX order (which is not a full month order). The amount + of tax money that can be collected each month in a region is shown in + the region description. A unit may TAX if it has + Combat skill of at least level 1, has a weapon and the appropriate skill + to use it or has a magical item which gives a special attack in combat. + Summoned and illusory creatures will assist in taxation. Each taxing + character can collect $20, though if the number of taxers would tax more + than the available tax income, the tax income is split evenly among all + taxers. +

+

+ War factions may also pillage a region. To do this requires the faction + to have enough combat ready men in the region to tax half of the + available money in the region. The total amount of money that can be + pillaged will then be shared out between every combat ready unit that + issues the PILLAGE order. The amount of money + collected is equal to twice the available tax money. However, the + economy of the region will be seriously damaged by pillaging, and will + only slowly recover over time. Note that PILLAGE + comes before TAX, so a unit performing TAX will collect no money in that region that month. +

+

+ It is possible to safeguard one's tax income in regions one controls. + Units which have the Guard flag set (using the GUARD order) will block TAX orders + issued by other factions in the same region, unless you have declared + the faction in question Friendly. Units on guard will also block PILLAGE orders issued by other factions in the same + region, regardless of your attitude towards the faction in question, and + they will attempt to prevent Unfriendly units from entering the region. + Only units which are able to tax may be on guard. Units on guard are + always visible regardless of Stealth skill, and will be marked as being + "on guard" in the region description. +

+ +
+ +
+

+ Combat +

+

+ Combat occurs when one unit attacks another. The computer then gathers + together all the units on the attacking side, and all the units on the + defending side, and the two sides fight until an outcome is reached. +

+ +

+ Attitudes: +

+

+ Which side a faction's units will fight on depends on declared + attitudes. A faction can have one of the following attitudes towards + another faction: Ally, Friendly, Neutral, Unfriendly or Hostile. Each + faction has a general attitude, called the "Default Attitude", that it + normally takes towards other factions; this is initially Neutral, but + can be changed. It is also possible to DECLARE + attitudes to specific factions, e.g. DECLARE 27 + ALLY will declare the Ally attitude to faction 27. (Note that this does + not necessarily mean that faction 27 has decided to treat you as an + ally.) +

+

+ Ally means that you will fight to defend units of that faction whenever + they come under attack, if you have non-avoiding units in the region + where the attack occurs. You will also attempt to prevent any theft or + assassination attempts against units of the faction, if you are capable + of seeing the unit which is attempting the crime. It also has the + implications of the Friendly attitude. +

+

+ Friendly means that you will accept gifts from units of that faction. + This includes the giving of items, units of people, and the teaching of + skills. You will also admit units of that faction into buildings or + fleets owned by one of your units, and you will permit units of that + faction to collect taxes (but not pillage) in regions where you have + units on guard. +

+

+ Unfriendly means that you will not admit units of that faction into any + region where you have units on guard. You will not, however, + automatically attack unfriendly units which are already present. +

+

+ Hostile means that any of your units which do not have the Avoid Combat + flag set (using the AVOID order) will attack any + units of that faction wherever they find them. +

+

+ If a unit can see another unit, but does not have high enough + Observation skill to determine its faction, it will treat the unit using + the faction's default attitude, even if the unit belongs to an + Unfriendly or Hostile faction, because it does not know the unit's + identity. However, if your faction has declared an attitude of Friendly + or Ally towards that unit's faction, the unit will be treated with the + better attitude; it is assumed that the unit will produce proof of + identity when relevant. (See the section on stealth for more information + on when units can see each other.) +

+

+ If a faction declares Unfriendly or Hostile as default attitude (the + latter is a good way to die fast), it will block or attack all + unidentified units, unless they belong to factions for which a Friendly + or Ally attitude has been specifically declared. Units which cannot be + seen at all cannot be directly blocked or attacked, of course. +

+ +

+ Attacking: +

+

+ A unit can attack another by issuing an ATTACK + order. A unit that does not have Avoid Combat set will automatically + attack any Hostile units it identifies as such. When a unit issues the + ATTACK order, or otherwise decides to attack + another unit, it must first be able to attack the unit. There are two + conditions for this; the first is that the attacking unit must be able + to see the unit that it wishes to attack. More information is available + on this in the stealth section of the rules. +

+

+ Secondly, the attacking unit must be able to catch the unit it wishes to + attack. A unit may only catch a unit if its effective Riding skill is + greater than or equal to the target unit's effective Riding skill; + otherwise, the target unit just rides away from the attacking unit. + Effective Riding is the unit's Riding skill, but with a potential + maximum; if the unit can not ride, the effective Riding skill is 0; if + the unit can ride, the maximum effective Riding is 3; if the unit can + fly, the maximum effective Riding is 5. Note that the effective Riding + also depends on whether the unit is attempting to attack or defend; for + attack purposes, only one man in the unit needs to be able to ride or + fly (generally, this means one of the men must possess a horse, or other + form of transportation), whereas for defense purposes the entire unit + needs to be able to ride or fly (usually meaning that every man in the + unit must possess a horse or other form of speedier transportation). + Also, note that for a unit to be able to use its defensive Riding + ability to avoid attack, the unit cannot be in a building, fleet, or + structure of any type. +

+

+ A unit which is on guard, and is Unfriendly towards a unit, will deny + access to units using the MOVE order to enter its + region. Note that to deny access to a unit, at least one unit from the + same faction as the unit guarding the hex must satisfy the above + requirements. A unit using ADVANCE instead of MOVE to enter a region, will attack any units that + attempt to deny it access. If the advancing unit loses the battle, it + will be forced to retreat to the previous region it moved through. If + the unit wins the battle and its army doesn't lose any men, it is + allowed to continue to move, provided that it has enough movement + points. +

+

+ Note that these restrictions do not apply for sea combat, as units + within a fleet are always visible, and Riding does not play a part in + combat on board fleets. +

+ +

+ The Muster: +

+

+ Once the attack has been made, the sides are gathered. Although the ATTACK order takes a unit rather than a faction as + its parameter (mainly so that unidentified units can be attacked), an + attack is basically considered to be by an entire faction, against an + entire faction and its allies. +

+

+ On the attacking side are all units of the attacking faction in the + region where the fight is taking place, except those with Avoid Combat + set. A unit which has explicitly (or implicitly via ADVANCE) issued an ATTACK + order will join the fight anyway, regardless of whether Avoid Combat is + set. +

+

+ Also on the attacking side are all units of other factions that attacked + the target faction (implicitly or explicitly) in the region where the + fight is taking place. In other words, if several factions attack one, + then all their armies join together to attack at the same time (even if + they are enemies and will later fight each other). +

+

+ On the defending side are all identifiable units belonging to the + defending faction. If a unit has Avoid Combat set and it belongs to the + target faction, it will be uninvolved only if its faction cannot be + identified by the attacking faction. A unit which was explicitly + attacked will be involved anyway, regardless of Avoid Combat. (This + means that Avoid Combat is mostly useful for high stealth scouts.) Also, + all non-avoiding units located in the target region belonging to + factions allied with the defending unit will join in on the defending + side. +

+

+ Units in adjacent regions can also become involved. This is the + exception to the general rule that you cannot interact with units in a + different region. +

+

+ If a faction has at least one unit involved in the initial region, then + any units in adjacent regions will join the fight, if they could reach + the region and do not have Avoid Combat set. There are a few flags that + units may set to affect this; a unit with the Hold flag (set using the + HOLD order) will not join battles in adjacent + regions. This flag applies to both attacking and defending factions. A + unit with the Noaid flag (set using the NOAID + order) will receive no aid from adjacent hexes when attacked, or when it + issues an attack. +

+

+ Example: A fight starts in region A, in the initial combat phase + (before any movement has occurred). The defender has a unit of soldiers + in adjacent region B. They have 2 movement points at this stage. They + will buy horses later in the turn, so that when they execute their MOVE order they will have 4 movement points, but right + now they have 2. Region A is forest, but fortunately it is summer, so + the soldiers can join the fight. +

+

+ It is important to note that the units in nearby regions do not actually + move to the region where the fighting happens; the computer only checks + that they could move there. (In game world terms, presumably they did + move there to join the fight, and then moved back where they started.) + The computer checks for weight allowances and terrain types when + determining whether a unit could reach the scene of the battle. Note + that the use of fleets is not allowed in this virtual movement. +

+

+ If you order an attack on an ally (either with the ATTACK order, or if your ally has declared you + Unfriendly, by attempting to ADVANCE into a + region which he is guarding), then your commander will decide that a + mistake has occurred somewhere, and withdraw your troops from the + fighting altogether. Thus, your units will not attack that faction in + that region. Note that you will always defend an ally against attack, + even if it means that you fight against other factions that you are + allied with. +

+ +

+ The Battle: +

+

+ The troops having lined up, the fight begins. The computer selects the + best tactician from each side; that unit is regarded as the leader of + its side. If two or more units on one side have the same Tactics skill, + then the one with the lower unit number is regarded as the leader of + that side. If one side's leader has a better Tactics skill than the + other side's,then that side gets a free round of attacks. +

+

+ In each combat round, the combatants each get to attack once, in a + random order. (In a free round of attacks, only one side's forces get to + attack.) Each combatant will attempt to hit a randomly selected enemy. + If he hits, and the target has no armor, then the target is + automatically killed. Armor may provide extra defense against otherwise + successful attacks. +

+

+ The basic skill used in battle is the Combat skill; this is used for + hand to hand fighting. If one soldier tries to hit another using most + weapons, there is a 50% chance that the attacker will get an opportunity + for a lethal blow. If the attacker does get that opportunity, then + there is a contest between his combat skill (modified by weapon attack + bonus) and the defender's combat skill (modified by weapon defense + bonus). Some weapons may not allow combat skill to affect defense (e.g. + bows), and others may allow different skills to be used on defense (or + offense). +

+

+ If the skills are equal, then there is a 1:1 (i.e. 50%) chance that the + attack will succeed. If the attacker's skill is 1 higher then there is + a 2:1 (i.e. 66%) chance, if the attacker's skill is 2 higher then there + is a 4:1 (i.e. 80%) chance, 3 higher means an 8:1 (i.e. 88%) chance, and + so on. Similarly if the defender's skill is 1 higher, then there is only + a 1:2 (i.e. 33%) chance, etc. +

+

+ There are a variety of weapons in the world which can increase a + soldier's skill on attack or defense. Better weapons will generally + convey better bonuses, but not all weapons are as good in all + situations. Specifics about the bonuses conferred by specific weapons + can be found both in these rules (for most basic weapons), and in the + descriptions of the weapons themselves. Troops which are fighting + hand-to-hand without specific weapons are assumed to be irregularly + armed with makeshift weapons such as clubs, pitchforks, torches, etc. +

+

+ Possession of a mount, and the appropriate skill to use that mount will + also confer a bonus to the effective Combat skill. The amount of the + bonus will depend on the level of the appropriate skill and the mount in + question. Some mounts are better than others, and may provide better + bonus, but may also require higher levels of skill to get any bonus at + all. Some terrain might not allow mounts to give a combat advantage. +

+

+ Certain weapons may provide different attack and defense bonuses, or + have additional attack bonuses against mounted opponents or other + special characteristics. These bonuses will be listed in the item + descriptions in the turn reports. +

+

+ Some melee weapons may be defined as Long or Short (this is relative to + a normal weapon, e.g. the sword). A soldier wielding a longer weapon + than his opponent gets a +1 bonus to his attack skill. +

+

+ Ranged weapons are slightly different from melee weapons. The target + will generally not get any sort of combat bonus to defense against a + ranged attack. +

+

+ Some weapons, including some ranged weapons, may only attack every other + round, or even less frequently. When a weapon is not able to attack + every round, this will be specified in the item description. +

+

+ Weapons may have one of several different attack types: Slashing, + Piercing, Crushing, Cleaving and Armor Piercing. Different types of + armor may give different survival chances against a successful attack of + different types. +

+

+ A soldier attacking with a ranged weapon will generally be treated as if + they have a Combat skill of 0, even if they have an actual Combat skill. + This is the trade off for being able to hit from the back line of + fighting. +

+

+ Being inside a building confers a bonus to defense. This bonus is + effective against ranged as well as melee weapons. The number of men + that a building can protect is equal to its size. The size of the + various common buildings was listed in the Table of Buildings earlier. +

+

+ If there are too many units in a building to all gain protection from + it, then those units who have been in the building longest will gain + protection. (Note that these units appear first on the turn report.) If + a unit of 200 men is inside a Fort (capacity 50), then the first 50 men + in the unit will gain the full bonus, and the other 150 will gain no + protection. +

+

+ Units which have the Behind flag set are at the rear and cannot be + attacked by any means until all non-Behind units have been wiped out. + On the other hand, neither can they attack with melee weapons, but only + with ranged weapons or magic. Once all front-line units have been wiped + out, then the Behind flag no longer has any effect. +

+ +

+ Victory! +

+

+ Combat rounds continue until one side has accrued 50% losses (or more). + The victorious side is then awarded one free round of attacks, after + which the battle is over. If both sides have more than 50% losses, the + battle is a draw, and neither side gets a free round. +

+

+ Units with the Healing skill have a chance of being able to heal + casualties of the winning side, so that they recover rather than dying. + Each character with this skill can attempt to heal 5 casualties per + skill level. Each attempt however requires one unit of Herbs, which is + thereby used up. Each attempt has a some chance of healing one casualty; + only one attempt at Healing may be made per casualty. Healing occurs + automatically, after the battle is over, by any living healers on the + winning side. +

+

+ Any items owned by dead combatants on the losing side have a 50% chance + of being found and collected by the winning side. Each item which is + recovered is picked up by one of the survivors able to carry it (see the + SPOILS command) at random, so the winners + generally collect loot in proportion to their number of surviving men. +

+

+ If you are expecting to fight an enemy who is carrying so much equipment + that you would not be able to move after picking it up, and you want to + move to another region later that month, it may be worth issuing some + orders to drop items (with the GIVE 0 order) or to + prevent yourself picking up certain types of spoils (with the SPOILS order) in case you win the battle! Also, note + that if the winning side took any losses in the battle, any units on + this side will not be allowed to move, or attack again for the rest of + the turn. +

+ +
+ +
+

+ Stealth and Observation +

+

+ The Stealth skill is used to hide units, while the Observation skill is + used to see units that would otherwise be hidden. A unit can be seen + only if you have at least one unit in the same region, with an + Observation skill at least as high as that unit's Stealth skill. If your + Observation skill is equal to the unit's Stealth skill, you will see the + unit, but not the name of the owning faction. If your Observation skill + is higher than the unit's Stealth skill, you will also see the name of + the faction that owns the unit. +

+

+ Regardless of Stealth skill, units are always visible when participating + in combat; when guarding a region with the Guard flag; or when in a + building or aboard a fleet. However, in order to see the faction that + owns the unit, you will still need a higher Observation skill than the + unit's Stealth skill. +

+ +

+ Stealing: +

+

+ The STEAL order is a way to steal items from other + player factions without a battle. The order can only be issued by a + one-man unit. The order specifies a target unit; the thief will then + attempt to steal the specified item from the target unit. +

+

+ If the thief has higher Stealth than any of the target faction's units + have Observation (i.e. the thief cannot be seen by the target faction), + the theft will succeed. The target faction will be told what was stolen, + but not by whom. If the specified item is silver, then $200 or half the + total available, whichever is less, will be stolen. If it is any other + item, then only one will be stolen (if available). +

+

+ Any unit with high enough Observation to see the thief will see the + attempt to steal, whether the attempt is successful or not. Allies of + the target unit will prevent the theft, if they have high enough + Observation to see the unit trying to steal. +

+ +

+ Assassination: +

+

+ The ASSASSINATE order is a way to kill + another person without attacking and going through an entire battle. + This order can only be issued by a one-man unit, and specifies a target + unit. If the target unit contains more than one person, then one will + be singled out at random. +

+

+ Success for assassination is determined as for theft, i.e. the assassin + will fail if any of the target faction's units can see him. In this + case, the assassin will flee, and the target faction will be informed + which unit made the attempt. As with theft, allies of the target unit + will prevent the assassination from succeeding, if their Observation + level is high enough. +

+

+ If the assassin has higher stealth than any of the target faction's + units have Observation, then a one-on-one fight will take place between + the assassin and the target character. The assassin automatically gets + a free round of attacks, except he is limited to 2 total during the free + round; after that, the battle is handled like a normal fight, with the + exception that neither assassin nor victim can use any armor except + leather armor, or cloth armor. Most armor is forbidden for the assassin + because it would make it too hard to sneak around, and for the victim + because he was caught by surprise with his armor off. If the assassin + wins, the target faction is told merely that the victim was + assassinated, but not by whom. If the victim wins, then the target + faction learns which unit made the attempt. (Of course, this does not + necessarily mean that the assassin's faction is known.) The winner of + the fight gets 50% of the loser's property as usual. +

+

+ STEAL and ASSASSINATE + are not full month orders, and do not interfere with other activities, + but a unit can only issue one STEAL order or one ASSASSINATE order in a month. +

+ +
+ +
+

+ Magic +

+

+ A character enters the world of magic in Atlantis by beginning study on + one of the Foundation magic skills. Only one man units are permitted to + study these skills. The number of these units (known as "magicians" or + "mages") that a faction may own is determined by the faction's type. Any + attempt to gain more, either through study, or by transfer from another + faction, will fail. In addition, mages may not GIVE + men at all; once a unit becomes a mage (by studying one of the + Foundations), the unit number is fixed. (The mage may be given to + another faction using the GIVE UNIT order.) +

+ +

+ Magic Skills: +

+

+ Magic skills are the same as normal skills, with a few differences. The + basic magic skills, called Foundations, are force, pattern, and spirit. + To become a mage, a unit undertakes study in one of these Foundations. + As a unit studies the Foundations, he will be able to study deeper into + the magical arts; the additional skills that he may study will be + indicated on your turn report. +

+

+ There are two major differences between Magic skills and most normal + skills. The first is that the ability to study Magic skills sometimes + depends on lower level Magic skills. Magic skills cannot be learnt to a + higher level than the skills they depend upon. For example, if a Magic + skill requires Spirit 2 to begin to study, then it can never be studied + to a level higher than the mage's Spirit skill, so in order to increase + that skill to level 3, his Spirit skill would first have to be increased + to level 3. The Magic skills that a mage may study are listed on his + turn report, so he knows which areas he may pursue. Studying higher in + the Foundation skills, and certain other Magic skills, will make other + skills available to the mage. Secondly, study into a magic skill above + level 2 requires that the mage be located in some sort of building which + can offer specific facilities for mages. Certain types of buildings can + offer shelter and support and a proper environment, some more so than + others. If the mage is not in such a structure, his study rate is cut in + half, as he does not have the proper environment and equipment for + research. +

+

+ It is possible that there are advanced buildings not listed here which + also can support mages. The description of a building will tell you for + certain. The common buildings and the mages a building of that type can + support follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + Mages +
+ Fort + + 1 +
+ Castle + + 2 +
+ Citadel + + 3 +
+ Stockade + + 1 +
+
+ +

+ Foundations: +

+

+ The three Foundation skills are called force, pattern, and spirit. Force + indicates the quantity of magical energy that a mage is able to channel + (a Force rating of 0 does not mean that the mage can channel no magical + energy at all, but only a minimal amount). Pattern indicates ability to + handle complex patterns, and is important for things like healing and + nature spells. Spirit deals with meta-effects that lie outside the + scope of the physical world. +

+ +

+ Further Magic Study: +

+

+ Once a mage has begun study of one or more Foundations, more skills that + he may study will begin to show up on his report. These skills are the + skills that give a mage his power. As with normal skills, when a mage + achieves a new level of a magic skill, he will be given a skill report, + describing the new powers (if any) that the new skill confers. The SHOW order may be used to show this information on + future reports. +

+ +

+ Using Magic: +

+

+ A mage may use his magical power in three different ways, depending on + the type of spell he wants to use. Some spells, once learned, take + effect automatically and are considered always to be in use; these + spells do not require any order to take effect. +

+

+ Secondly, some spells are for use in combat. A mage may specify that he + wishes to use a spell in combat by issuing the COMBAT order. A combat spell specified in this way + will only be used if the mage finds himself taking part in a battle. +

+

+ The third type of spell use is for spells that take an entire month to + cast. These spells are cast by the mage issuing the CAST order. Because CAST takes an + entire month, a mage may use only one of this type of spell each turn. + Note, however, that a CAST order is not a full month + order; a mage may still MOVE, STUDY, or use any other month long order. The + justification for this (as well as being for game balance) is that a + spell drains a mage of his magic power for the month, but does not + actually take the entire month to cast. +

+

+ The description that a mage receives when he first learns a spell + specifies the manner in which the spell is used (automatic, in combat, + or by casting). +

+ +

+ Magic in Combat: +

+

+ NOTE: This section is rather vague, and quite advanced. You may want to + wait until you have figured out other parts of Atlantis before trying to + understand exactly all of the rules in this section. +

+

+ Although the magic skills and spells are unspecified in these rules, + left for the players to discover, the rules for combat spells' + interaction are spelled out here. There are five major types of + attacks, and defenses: Combat, Ranged, Energy, Weather, and Spirit. + Every attack and defense has a type, and only the appropriate defense is + effective against an attack. +

+

+ Defensive spells are cast at the beginning of each round of combat, and + will have a type of attack they deflect, and skill level (Defensive + spells are generally called Shields). Every time an attack is launched + against an army, it must first attack the highest level Shield of the + same type as the attack, before it may attack a soldier directly. Note + that an attack only has to attack the highest Shield, any other Shields + of the same type are ignored for that attack. +

+

+ An attack spell (and any other type of attack) also has an attack type, + and attack level, and a number of blows it deals. When the attack spell + is cast, it is matched up against the most powerful defensive spell of + the appropriate type that the other army has cast. If the other army + has not cast any applicable defensive spells, the attack goes through + unmolested. Unlike normal combat however, men are at a disadvantage to + defending against spells. Men which are in the open (not protected by + a building) have an effective skill of -2 unless they have a shield or + some other defensive magic. Some monsters have bonuses to resisting + some attacks but are more susceptible to others. The skill level of the + attack spell and the effective skill for defense are matched against + each other. The formula for determining the victor between a defensive + and offensive spell is the same as for a contest of soldiers; if the + levels are equal, there is a 1:1 chance of success, and so on. If the + offensive spell is victorious, the offensive spell deals its blows to + the defending army, and the Shield in question is destroyed (thus, it + can be useful to have more than one of the same type of Shield in + effect, as the other Shield will take the place of the destroyed one). + Otherwise, the attack spell disperses, and the defending spell remains + in place. +

+

+ Some spells do not actually kill enemies, but rather have some negative + effect on them. These spells are treated the same as normal spells; if + there is a Shield of the same type as them, they must attack the Shield + before attacking the army. Physical attacks that go through a defensive + spell also must match their skill level against that of the defensive + spell in question. However, they do not destroy the defensive spell + when they are successful. +

+ +
+ +
+

+ Non-Player Units +

+

+ There are a number of units that are not controlled by players that may + be encountered in Atlantis. Most information about these units must be + discovered in the course of the game, but a few basics are below. +

+ +

+ City and Town Guardsmen: +

+

+ All cities and towns begin with guardsmen in them. These units will + defend any units that are attacked in the city or town, and will also + prevent theft and assassination attempts, if their Observation level is + high enough. They are on guard, and will prevent other units from taxing + or pillaging. The guards may be killed by players, although they will + form again if the city is left unguarded. +

+ +

+ Wandering Monsters: +

+

+ There are a number of monsters who wander free throughout Atlantis. + They will occasionally attack player units, so be careful when wandering + through the wilderness. +

+

+ Some monsters live in lairs, caves, and other structures players cannot + enter. Such monsters will never leave their habitat and will never + wander around, but they can attack player units present in the region. + The willingness to attack is dependent on the monster's aggression + level. It is worth reminding that monsters inside the lair will always + be visible to the player regardless of their stealth score as any other + unit in the structure. Empty lairs will spawn new monsters regularly if + old ones are killed. Players can guard regions with lairs, and monsters + will not spawn there. +

+

+ Other monsters do not live in lairs but wander freely. Wandering + monsters can spawn in any unguarded region regardless of whether there + is a lair. Guarding will prevent monsters from spawning in a particular + region. Their willingness to attack depends on their aggression level, + and monsters can advance to neighboring regions while moving. Some + monsters could have preferred terrains that they like more than others, + and then they will be willing to enter such regions more likely than + others. At the same time, some terrains could be so uncomfortable that + monsters will never enter them. If a monster has particular terrain + preferences, he will try to be close to the habitat he likes, and he + will not go deeper into the territory that is not connected with his + preferred terrain. +

+

+ A small tip to the players about guarding: guarding will prevent + monsters from spawning and attacking player units, but in such a way + players will not get any loot from monsters too. Monster hunting is a + desirable activity because it is fun, and you can get a great reward + like silver, magical items, weapons, etc. +

+

+ Monster movement probability table +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Directions + + Prefered + + Neutral + + Move Preferred + + Move Neutral + + Stay +
+ 1 + + 1 + + 0 + + 33% + + 0% + + 66% +
+ 1 + + 0 + + 1 + + 0% + + 20% + + 80% +
+ 2 + + 2 + + 0 + + 50% + + 0% + + 50% +
+ 2 + + 1 + + 1 + + 28% + + 14% + + 57% +
+ 2 + + 0 + + 2 + + 0% + + 33% + + 66% +
+ 3 + + 3 + + 0 + + 60% + + 0% + + 40% +
+ 3 + + 2 + + 1 + + 44% + + 11% + + 44% +
+ 3 + + 1 + + 2 + + 25% + + 25% + + 50% +
+ 3 + + 0 + + 3 + + 0% + + 42% + + 57% +
+ 4 + + 4 + + 0 + + 66% + + 0% + + 33% +
+ 4 + + 3 + + 1 + + 54% + + 9% + + 36% +
+ 4 + + 2 + + 2 + + 40% + + 20% + + 40% +
+ 4 + + 1 + + 3 + + 22% + + 33% + + 44% +
+ 4 + + 0 + + 4 + + 0% + + 50% + + 50% +
+ 5 + + 5 + + 0 + + 71% + + 0% + + 28% +
+ 5 + + 4 + + 1 + + 61% + + 7% + + 30% +
+ 5 + + 3 + + 2 + + 50% + + 16% + + 33% +
+ 5 + + 2 + + 3 + + 36% + + 27% + + 36% +
+ 5 + + 1 + + 4 + + 20% + + 40% + + 40% +
+ 5 + + 0 + + 5 + + 0% + + 55% + + 44% +
+ 6 + + 6 + + 0 + + 75% + + 0% + + 25% +
+ 6 + + 5 + + 1 + + 66% + + 6% + + 26% +
+ 6 + + 4 + + 2 + + 57% + + 14% + + 28% +
+ 6 + + 3 + + 3 + + 46% + + 23% + + 30% +
+ 6 + + 2 + + 4 + + 33% + + 33% + + 33% +
+ 6 + + 1 + + 5 + + 18% + + 45% + + 36% +
+ 6 + + 0 + + 6 + + 0% + + 60% + + 40% +
+ +

+ Controlled Monsters: +

+

+ Through various magical methods, you may gain control of certain types + of monsters. These monsters are just another item in a unit's inventory, + with a few special rules. Monsters will be able to carry things at their + speed of movement; use the SHOW ITEM order to + determine the carrying capacity and movement speed of a monster. + Monsters will also fight for the controlling unit in combat; their + strength can only be determined in battle. Also, note that a monster + will always fight from the front rank, even if the controlling unit has + the behind flag set. Whether or not you are allowed to give a monster to + other units depends on the type of monster; some may be given freely, + while others must remain with the controlling unit. All monsters may be + released completely by using the GIVE order + targetting unit 0. When this is done, the monster will become a + wandering monster. +

+ +
+ +
+

+ Orders +

+

+ To enter orders for Atlantis, you should send a mail message to the + Atlantis server, containing the following: +

+

+ +

+
+#ATLANTIS faction-no 
+
+UNIT unit-no
+...orders...
+
+UNIT unit-no
+...orders...
+
+#END
+    
+

+ For example, if your faction number (shown at the top of your report) is + 27, your password if "foobar", and you have two units numbered 5 and 17: +

+

+ +

+
+#ATLANTIS 27 "foobar"
+
+UNIT 5
+...orders...
+
+UNIT 17
+...orders...
+
+#END
+    
+

+ Thus, orders for each unit are given separately, and indicated with the + UNIT keyword. (In the case of an order, such as the command to rename + your faction, that is not really for any particular unit, it does not + matter which unit issues the command; but some particular unit must + still issue it.) +

+

+ IMPORTANT: You MUST use the correct #ATLANTIS line or else your orders + will be ignored. +

+

+ If you have a password set, you must specify it on you #atlantis line, + or the game will reject your orders. See the PASSWORD order for more details. +

+

+ Each type of order is designated by giving a keyword as the first + non-blank item on a line. Parameters are given after this, separated by + spaces or tabs. Blank lines are permitted, as are comments; anything + after a semicolon is treated as a comment (provided the semicolon is not + in the middle of a word). +

+

+ The parser is not case sensitive, so all commands may be given in upper + case, lower case or a mixture of the two. However, when supplying names + containing spaces, the name must be surrounded by double quotes, or else + underscore characters must be used in place of spaces in the name. + (These things apply to the #ATLANTIS and #END lines as well as to order + lines.) +

+

+ You may precede orders with the at sign (@), in which case they will + appear in the Template at the bottom of your report. This is useful for + orders which your units repeat for several months in a row. +

+ +

+ Abbreviations: +

+

+ All common items and skills have abbreviations that can be used when + giving orders, for brevity. Any time you see the item on your report, + it will be followed by the abbreviation. Please be careful using these, + as they can easily be confused. +

+ +
+ +
+

+ Order Summary +

+

+ To specify a [unit], use the unit number. If specifying a unit that + will be created this turn, use the form "NEW #" if the unit belongs to + your faction, or "FACTION # NEW #" if the unit belongs to a different + faction. See the FORM order for a more complete + description. [faction] means that a faction number is required; + [object] means that an object number (generally the number of a building + or fleet) is required. [item] means an item (like wood or longbow) that + a unit can have in its possession. [flag] is an argument taken by + several orders, that sets or unsets a flag for a unit. A [flag] value + must be either 1 (set the flag) or 0 (unset the flag). Other parameters + are generally numbers or names. +

+

+ IMPORTANT: Remember that names containing spaces (e.g., "Plate Armor"), + must be surrounded by double quotes, or the spaces must be replaced with + underscores "_" (e.g., Plate_Armor). +

+

+ Also remember that anything used in an example is just that, an example + and makes no guarantee that such an item, structure, or skill actually + exists within the game. +

+
+ +
+ +

+ ADDRESS [new address] +

+

+ Change the email address to which your reports are sent. +

+

+ Example: +

+

+ Change your faction's email address to atlantis@rahul.net. +

+

+ +

+
+ADDRESS atlantis@rahul.net
+    
+
+ +
+ +

+ ADVANCE [dir] ... +

+

+ This is the same as the MOVE order, except that it + implies attacks on units which attempt to forbid access. See the MOVE order for details. +

+

+ Examples: +

+

+ Move north, then northwest, attacking any units that forbid access to + the regions. +

+

+ +

+
+ADVANCE N NW
+    
+

+ In order, move north, then enter structure number 1, move through an + inner route, and finally move southeast. Will attack any units that + forbid access to any of these locations. +

+

+ +

+
+ADVANCE N 1 IN SE
+    
+
+ +
+ +

+ ARMOR [item1] [item2] [item3] [item4] +

+

+ ARMOR +

+

+ This command allows you to set a list of preferred armor for a unit. + After searching for armor on the preferred list, the standard armor + precedence takes effect if an armor hasn't been set. The second form + clears the preferred armor list. +

+

+ Examples +

+

+ Set the unit to select chain armor before plate armor. +

+

+ +

+
+ARMOR CARM PARM
+    
+

+ Clear the preferred armor list. +

+

+ +

+
+ARMOR
+    
+
+ +
+ +

+ ASSASSINATE [unit] +

+

+ Attempt to assassinate the specified unit, or one of the unit's people + if the unit contains more than one person. The order may only be issued + by a one-man unit. +

+

+ A unit may only attempt to assassinate a unit which is able to be seen. +

+

+ Example: +

+

+ Assassinate unit number 177. +

+

+ +

+
+ASSASSINATE 177
+    
+
+ +
+ +

+ ATTACK [unit] ... +

+

+ Attack a target unit. If multiple ATTACK orders are given, all of the + targets will be attacked. +

+

+ Example: +

+

+ To attack units 17, 431, and 985: +

+

+ +

+
+ATTACK 17
+ATTACK 431 985
+    
+

+ or: +

+

+ +

+
+ATTACK 17 431 985
+    
+
+ +
+ +

+ AUTOTAX [flag] +

+

+ AUTOTAX 1 causes the unit to attempt to tax every turn (without + requiring the TAX order) until the flag is unset. AUTOTAX 0 unsets the + flag. +

+

+ Example: +

+

+ To cause the unit to attempt to tax every turn. +

+

+ +

+
+AUTOTAX 1
+    
+
+ +
+ +

+ AVOID [flag] +

+

+ AVOID 1 instructs the unit to avoid combat wherever possible. The unit + will not enter combat unless it issues an ATTACK order, or the unit's + faction is attacked in the unit's hex. AVOID 0 cancels this. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Set the unit to avoid combat when possible. +

+

+ +

+
+AVOID 1
+    
+
+ +
+ +

+ BEHIND [flag] +

+

+ BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 + cancels this. +

+

+ Example: +

+

+ Set the unit to be in front in combat. +

+

+ +

+
+BEHIND 0
+    
+
+ +
+ +

+ BUILD +

+

+ BUILD [object type] +

+

+ BUILD HELP [unit] +

+

+ BUILD given with no parameters causes the unit to perform work on an + unfinished ship it possesses, or on the object that it is currently + inside. BUILD given with an [object type] (such as "Tower" or + "Galleon") instructs the unit to begin work on a new object of the type + given. The final form instructs the unit to assist the target unit in + its current building task, even if that task was begun this same turn. + This help will be rejected if the unit you are trying to help does not + consider you to be friendly. +

+

+ Examples: +

+

+ To build a new tower. +

+

+ +

+
+BUILD Tower
+    
+

+ To help unit 5789 build a structure. +

+

+ +

+
+BUILD HELP 5789
+    
+
+ +
+ +

+ BUY [quantity] [item] +

+

+ BUY ALL [item] +

+

+ Attempt to buy a number of the given item from a city or town + marketplace, or to buy new people in any region where people are + available for recruiting. If the unit can't afford as many as + [quantity], it will attempt to buy as many as it can. If the demand for + the item (from all units in the region) is greater than the number + available, the available items will be split among the buyers in + proportion to the amount each buyer attempted to buy. When buying + people, specify the race of the people as the [item], or you may use + PEASANT or PEASANTS to recruit whichever race is present in the region. + If the second form is specified, the unit will attempt to buy as many as + it can afford. +

+

+ Examples: +

+

+ Buy one plate armor from the city market. +

+

+ +

+
+BUY 1 "Plate Armor"
+    
+

+ Recruit 5 barbarians into the current unit. (This will dilute the skills + that the unit has.) +

+

+ +

+
+BUY 5 barbarians
+    
+
+ +
+ +

+ CAST [skill] [arguments] +

+

+ Cast the given spell. Note that most spell names contain spaces; be + sure to enclose the name in quotes! [arguments] depends on which spell + you are casting; when you are able to cast a spell, the skill + description will tell you the syntax. +

+

+ Examples: +

+

+ Cast the spell called "Super Spell". +

+

+ +

+
+CAST "Super Spell"
+    
+

+ Cast the fourth-level spell in the "Super Magic" skill. +

+

+ +

+
+CAST Super_Magic 4
+    
+
+ +
+ +

+ CLAIM [amount] +

+

+ Claim an amount of the faction's unclaimed silver, and give it to the + unit issuing the order. The claiming unit may then spend the silver or + give it to another unit. +

+

+ Example: +

+

+ Claim 100 silver. +

+

+ +

+
+CLAIM 100
+    
+
+ +
+ +

+ COMBAT [spell] +

+

+ Set the given spell as the spell that the unit will cast in combat. + This order may only be given if the unit can cast the spell in question. +

+

+ Example: +

+

+ Instruct the unit to use the spell "Super Spell", when the unit is + involved in a battle. +

+

+ +

+
+COMBAT "Super Spell"
+    
+
+ +
+ +

+ CONSUME UNIT +

+

+ CONSUME FACTION +

+

+ CONSUME +

+

+ The CONSUME order instructs the unit to use food items in preference to + silver for maintenance costs. CONSUME UNIT tells the unit to use food + items that are in that unit's possession before using silver. CONSUME + FACTION tells the unit to use any food items that the faction owns (in + the same region as the unit) before using silver. CONSUME tells the unit + to use silver before food items (this is the default). +

+

+ Example: +

+

+ Tell a unit to use food items in the unit's possession for maintenance + costs. +

+

+ +

+
+CONSUME UNIT
+    
+
+ +
+ +

+ DECLARE [faction] [attitude] +

+

+ DECLARE [faction] +

+

+ DECLARE DEFAULT [attitude] +

+

+ The first form of the DECLARE order sets the attitude of your faction + towards the given faction. The second form cancels any attitude towards + the given faction (so your faction's attitude towards that faction will + be its default attitude). The third form sets your faction's default + attitude. +

+

+ Examples: +

+

+ Declare your faction to be hostile to faction 15. +

+

+ +

+
+DECLARE 15 hostile
+    
+

+ Set your faction's attitude to faction 15 to its default attitude. +

+

+ +

+
+DECLARE 15
+    
+

+ Set your faction's default attitude to friendly. +

+

+ +

+
+DECLARE DEFAULT friendly
+    
+
+ +
+ +

+ DESCRIBE UNIT [new description] +

+

+ DESCRIBE SHIP [new description] +

+

+ DESCRIBE BUILDING [new description] +

+

+ DESCRIBE OBJECT [new description] +

+

+ DESCRIBE STRUCTURE [new description] +

+

+ Change the description of the unit, or of the object the unit is in (of + which the unit must be the owner). Descriptions can be of any length, up + to the line length your mailer can handle. If no description is given, + the description will be cleared out. The last four are completely + identical and serve to modify the description of the object you are + currently in. +

+

+ Example: +

+

+ Set the unit,s description to read "Merlin's helper". +

+

+ +

+
+DESCRIBE UNIT "Merlin's helper"
+    
+
+ +
+ +

+ DESTROY +

+

+ Destroy the object you are in (of which you must be the owner). The + order cannot be used at sea. +

+

+ Example: +

+

+ Destroy the current object +

+

+ +

+
+DESTROY
+    
+
+ +
+ +

+ ENTER [object] +

+

+ Attempt to enter the specified object. If issued from inside another + object, the unit will first leave the object it is currently in. The + order will only work if the target object is unoccupied, or is owned by + a unit in your faction, or is owned by a faction which has declared you + Friendly. +

+

+ Example: +

+

+ Enter fleet number 114. +

+

+ +

+
+ENTER 114
+    
+
+ +
+ +

+ ENTERTAIN +

+

+ Spend the month entertaining the populace to earn money. +

+

+ Example: +

+

+ Entertain for money. +

+

+ +

+
+ENTERTAIN
+    
+
+ +
+ +

+ EVICT [unit] ... +

+

+ Evict the specified unit from the object of which you are currently the + owner. If multiple EVICT orders are given, all of the units will be + evicted. +

+

+ Example: +

+

+ Evict units 415 and 698 from an object that this unit owns. +

+

+ +

+
+EVICT 415 698
+    
+

+ or +

+

+ +

+
+EVICT 415
+EVICT 698
+    
+
+ +
+ +

+ EXCHANGE [unit] [quantity given] [item given] [quantity expected] [item + expected] +

+

+ This order allows any two units that can see each other, to trade items + regardless of faction stances. The orders given by the two units must + be complementary. If either unit involved does not have the items it is + offering, or if the exchange orders given are not complementary, the + exchange is aborted. Men may not be exchanged. +

+

+ Example: +

+

+ Exchange 10 LBOW for 10 SWOR with unit 1310 +

+

+ +

+
+EXCHANGE 1310 10 LBOW 10 SWOR
+    
+

+ Unit 1310 would issue (assuming the other unit is 3453) +

+

+ +

+
+EXCHANGE 3453 10 SWOR 10 LBOW
+    
+
+ +
+ +

+ FACTION [type] [points] ... +

+

+ Attempt to change your faction's type. In the order, you can specify up + to three faction types (WAR, TRADE, and MAGIC) and the number of faction + points to assign to each type; if you are assigning points to only one + or two types, you may omit the types that will not have any points. +

+

+ Changing the number of faction points assigned to MAGIC may be tricky. + Increasing the MAGIC points will always succeed, but if you decrease the + number of points assigned to MAGIC, you must make sure that you have + only the number of magic-skilled leaders allowed by the new number of + MAGIC points BEFORE you change your point distribution. For example, if + you have 3 mages (3 points assigned to MAGIC), but want to use one of + those points for WAR or TRADE (change to MAGIC 2), you must first get + rid of one of your mages by either giving it to another faction or + ordering it to FORGET all its magic skills. If you + have too many mages for the number of points you try to assign to MAGIC, + the FACTION order will fail. +

+

+ Examples: +

+

+ Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC. +

+

+ +

+
+FACTION WAR 2 TRADE 2 MAGIC 1
+    
+

+ Become a pure magic faction (assign all points to magic). +

+

+ +

+
+FACTION MAGIC 5
+    
+
+ +
+ +

+ FIND [faction] +

+

+ FIND ALL +

+

+ Find the email address of the specified faction or of all factions. +

+

+ Example: +

+

+ Find the email address of faction 4. +

+

+ +

+
+FIND 4
+    
+
+ +
+ +

+ FORGET [skill] +

+

+ Forget the given skill. This order is useful for normal units who wish + to learn a new skill, but already know a different skill. It can also be + used for a mage who wish to become a normal unit. A common reason for + this is to be able to change faction points. +

+

+ Example: +

+

+ Forget knowledge of Mining. +

+

+ +

+
+FORGET Mining
+    
+
+ +
+ +

+ FORM [alias] +

+

+ Form a new unit. The newly created unit will be in your faction, in the + same region as the unit which formed it, and in the same structure if + any. It will start off, however, with no people or items; you should, + in the same month, issue orders to transfer people into the new unit, or + have it recruit members. The new unit will inherit its flags from the + unit that forms it, such as avoiding, behind, revealing and sharing, + with the exception of the guard and autotax flags. If the new unit + wants to guard or automatically tax then those flags will have to be + explicitly set in its orders. +

+

+ The FORM order is followed by a list of orders for the newly created + unit. This list is terminated by the END keyword, after which orders + for the original unit resume. +

+

+ The purpose of the "alias" parameter is so that you can refer to the new + unit. You will not know the new unit's number until you receive the next + turn report. To refer to the new unit in this set of orders, pick an + alias number (the only restriction on this is that it must be at least + 1, and you should not create two units in the same region in the same + month, with the same alias numbers). The new unit can then be referred + to as NEW in place of the regular unit number. +

+

+ You can refer to newly created units belonging to other factions, if you + know what alias number they are, e.g. FACTION 15 NEW 2 will refer to + faction 15's newly created unit with alias 2. +

+

+ Note: If a unit moves out of the region in which it was formed (by the + MOVE order, or otherwise), the alias will no longer + work. This is to prevent conflicts with other units that may have the + same alias in other regions. +

+

+ If the demand for recruits in that region that month is much higher than + the supply, it may happen that the new unit does not gain all the + recruits you ordered it to buy, or it may not gain any recruits at all. + If the new units gains at least one recruit, the unit will form + possessing any unused silver and all the other items it was given. If + no recruits are gained at all, the empty unit will be dissolved, and the + silver and any other items it was given will revert to the first unit + you have in that region. +

+

+ Example: +

+

+ This set of orders for unit 17 would create two new units with alias + numbers 1 and 2, name them Merlin's Guards and Merlin's Workers, set the + description for Merlin's Workers, have both units recruit men, and have + Merlin's Guards study combat. Merlin's Workers will have the default + order WORK, as all newly created units do. The unit + that created these two then pays them enough money (using the NEW + keyword to refer to them by alias numbers) to cover the costs of + recruitment and the month's maintenance. +

+

+ +

+
+UNIT 17
+FORM 1
+    NAME UNIT "Merlin's Guards"
+    BUY 5 Plainsmen
+    STUDY COMBAT
+END
+FORM 2
+    NAME UNIT "Merlin's Workers"
+    DESCRIBE UNIT "wearing dirty overalls"
+    BUY 15 Plainsmen
+END
+CLAIM 2500
+GIVE NEW 1 1000 silver
+GIVE NEW 2 2000 silver
+
+    
+
+ +
+ +

+ GIVE [unit] [quantity] [item] +

+

+ GIVE [unit] ALL [item] +

+

+ GIVE [unit] ALL [item] EXCEPT [quantity] +

+

+ GIVE [unit] ALL [item class] +

+

+ GIVE [unit] UNIT +

+

+ The first form of the GIVE order gives a quantity of an item to another + unit. The second form of the GIVE order will give all of a given item to + another unit. The third form will give all of an item except for a + specific quantity to another unit. The fourth form will give all items + of a specific type to another unit. The final form of the GIVE order + gives the entire unit to the specified unit's faction. +

+

+ The classes of items which are acceptable for the fourth form of this + order are, NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or MONSTERS, + MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, BATTLE, SPECIAL, TOOL + or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS (which is the + combination of all of the previous categories). +

+

+ A unit may only give items, including silver, to a unit which it is able + to see, unless the faction of the target unit has declared you Friendly + or better. If the target unit is not a member of your faction, then its + faction must have declared you Friendly, with a couple of exceptions. + First, silver may be given to any unit, regardless of factional + affiliation. Secondly, men may not be given to units in other factions + (you must give the entire unit); the reason for this is to prevent + highly skilled units from being sabotaged with a GIVE order. +

+

+ Unfinished ships are given like other items, although a unit may only + have one unfinished ship of a given type at a time. To give unfinished + ships, add the "UNFINISHED" keyword to the beginning of the [item] + specifier. +

+

+ Completed ships which are part of a fleet may be given too; the owner of + the fleet they are currently in must issue the GIVE + order, and give the ships to the owner of the fleet that should receive + the ships. If the recipient is not the owner of a fleet, then a new + fleet will be created owned by the recipient. +

+

+ There are also a few restrictions on orders given by units who been + given to another faction. If the receiving faction is not allied to the + giving faction, the unit may not issue the ADVANCE order, or issue any more GIVE orders. Both of these rules are to prevent unfair + sabotage tactics. +

+

+ If 0 is specified as the unit number, then the items are discarded. +

+

+ Examples: +

+

+ Give 10 swords to unit 4573. +

+

+ +

+
+GIVE 4573 10 swords
+    
+

+ Give 5 chain armor to the new unit, alias 2, belonging to faction 14. +

+

+ +

+
+GIVE FACTION 14 NEW 2 5 "Chain armor"
+    
+

+ Give control of this unit to the faction owning unit 75. +

+

+ +

+
+GIVE 75 UNIT
+    
+

+ Give our unfinished Longboat to unit 95. +

+

+ +

+
+GIVE 95 1 UNFINISHED Longboat
+    
+

+ Transfer 2 Longboats to the fleet commanded by unit 83. +

+

+ +

+
+GIVE 83 2 Longboats
+    
+
+ +
+ +

+ GUARD [flag] +

+

+ GUARD 1 sets the unit issuing the order to prevent non-Friendly units + from collecting taxes in the region, and to prevent any units not your + own from pillaging the region. Guarding units will also attempt to + prevent Unfriendly units from entering the region. GUARD 0 cancels + Guard status. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Instruct the current unit to be on guard. +

+

+ +

+
+GUARD 1
+    
+
+ +
+ +

+ HOLD [flag] +

+

+ HOLD 1 instructs the issuing unit to never join a battle in regions the + unit is not in. This can be useful if the unit is in a building, and + doesn't want to leave the building to join combat. HOLD 0 cancels + holding status. +

+

+ Example: +

+

+ Instruct the unit to avoid combat in other regions. +

+

+ +

+
+HOLD 1
+    
+
+ +
+ +

+ JOIN [unit] +

+

+ JOIN [unit] NOOVERLOAD +

+

+ JOIN [unit] MERGE +

+

+ Attempt to enter the building or fleet that the specified unit is + currently inside. This is particularly useful if you don't know what + the building or fleet number will be, as is the case when a new fleet is + created. +

+

+ If the target unit is not inside a building or fleet, then the unit + issuing the JOIN command will leave any building or fleet that they + happen to be inside, to be with the target. +

+

+ If the NOOVERLOAD flag is specified, and the target unit ends up on + board a fleet, then the unit issuing the JOIN command will only attempt + to board the fleet if the fleet would be able to sail with the issuing + units' weight loaded on board. +

+

+ The MERGE flag may only be used by the owner of a fleet, and will cause + the entire fleet they command to join the fleet owned by the specified + unit - the units on board will move to the other fleet, and all the + ships of the fleet will be given to the target fleet. This command will + fail if any unit in the fleet to be merged would be denied entry to the + target fleet. +

+

+ Example: +

+

+ Instruct the unit to enter the building or fleet that unit 17 is in. +

+

+ +

+
+JOIN 17
+    
+
+ +
+ +

+ LEAVE +

+

+ Leave the object you are currently in. If a unit is capable of swimming + then this order is usable to leave a boat while at sea. +

+

+ Example: +

+

+ Leave the current object +

+

+ +

+
+LEAVE
+    
+
+ +
+ +

+ MOVE [dir] ... +

+

+ Attempt to move in the direction(s) specified. If more than one + direction is given, the unit will move multiple times, in the order + specified by the MOVE order, until no more directions are given, or + until one of the moves fails. A move can fail because the units runs + out of movement points, because the unit attempts to move into the + ocean, or because the units attempts to enter a structure, and is + rejected. +

+

+ Valid directions are: +

+

+ 1) The compass directions North, Northwest, Southwest, South, Southeast, + and Northeast. These can be abbreviated N, NW, SW, S, SE, NE. +

+

+ 2) A structure number. +

+

+ 3) OUT, which will leave the structure that the unit is in. +

+

+ 4) IN, which will move through an inner passage in the structure that + the unit is currently in. +

+

+ 5) PAUSE, which will instruct the unit to spend one movement point + admiring the scenery, presumably to coordinate with slower moving + companions. This can be abbreviated P. +

+

+ Multiple MOVE orders given by one unit will chain together. +

+

+ Note that MOVE orders can lead to combat, due to hostile units meeting, + or due to an advancing unit being forbidden access to a region. Combat + occurs after an antire movement phase has been completed for all + regions. +

+

+ Example 1: Units 1 and 2 are in Region A, and unit 3 is in Region B. + Units 1 and 2 are hostile to unit 3. Both units 1 and 2 move into + region B, and attack unit 3. Since combat happens after all movement + has been done for the phase, they attack unit 3 at the same time, and + the battle is between units 1 and 2, and unit 3. +

+

+ Example 2: Same as example 1, except unit 2 is in Region C, instead of + region A. Both units move into Region B, and attack unit 3. Because + combat happens after all movement has been done for the phase, they + still attack unit 3 at the same time, and the battle is still between + units 1 and 2, and unit 3. +

+

+ Examples: +

+

+ Move N, NE, enter structure 1 and use the passage there +

+

+ +

+
+MOVE N
+MOVE NE 1 IN
+    
+

+ or: +

+

+ +

+
+MOVE N NE 1 IN
+    
+
+ +
+ +

+ NAME UNIT [new name] +

+

+ NAME FACTION [new name] +

+

+ NAME OBJECT [new name] +

+

+ NAME CITY [new name] +

+

+ Change the name of the unit, or of your faction, or of the object the + unit is in (of which the unit must be the owner). Names can be of any + length, up to the line length your mailer can handle. Names may not + contain parentheses (square brackets can be used instead if necessary), + or any control characters. +

+

+ In order to rename a settlement (city, town or village), the unit + attempting to rename it must be the owner of a large enough structure + located in the city. It requires a tower or better to rename a village, + a fort or better to rename a town and a castle or a citadel to rename a + city. +

+

+ Example: +

+

+ Name your faction "The Merry Pranksters". +

+

+ +

+
+NAME FACTION "The Merry Pranksters"
+    
+
+ +
+ +

+ NOAID [flag] +

+

+ NOAID 1 indicates that if the unit attacks, or is attacked, it is not to + be aided by units in other hexes. NOAID status is very useful for scouts + or probing units, who do not wish to drag their nearby armies into + battle if they are caught. NOAID 0 cancels this. +

+

+ If multiple units are on one side in a battle, they must all have the + NOAID flag on, or they will receive aid from other hexes. +

+

+ Example: +

+

+ Set a unit to receive no aid in battle. +

+

+ +

+
+NOAID 1
+    
+
+ +
+ +

+ NOCROSS [flag] +

+

+ NOCROSS 1 indicates that if a unit attempts to cross a body of water + then that unit should instead not cross it, regardless of whether the + unit otherwise could do so. Units inside a fleet are not affected by + this flag (IE, they are able to sail within the fleet). This flag is + useful to prevent scouts from accidentally drowning when exploring in + games where movement over water is allowed. NOCROSS 0 cancels this. +

+

+ Example: +

+

+ Set a unit to not permit itself to cross water. +

+

+ +

+
+NOCROSS 1
+    
+
+ +
+ +

+ OPTION TIMES +

+

+ OPTION NOTIMES +

+

+ OPTION SHOWATTITUDES +

+

+ OPTION DONTSHOWATTITUDES +

+

+ OPTION TEMPLATE OFF +

+

+ OPTION TEMPLATE SHORT +

+

+ OPTION TEMPLATE LONG +

+

+ OPTION TEMPLATE MAP +

+

+ The OPTION order is used to toggle various settings that affect your + reports, and other email details. OPTION TIMES sets it so that your + faction receives the times each week (this is the default); OPTION + NOTIMES sets it so that your faction is not sent the times. +

+

+ OPTION SHOWATTITUDES will cause units shown in your report to have a + character placed before their name, which indicates your attitude + towards them. These characters are "!" for hostile, "%" for unfriendly, + "-" for neutral, ":" for friendly and "=" for allied. OPTION + DONTSHOWATTITUDES turns off this additional decoration. +

+

+ The OPTION TEMPLATE order toggles the length of the Orders Template that + appears at the bottom of a turn report. The OFF setting eliminates the + Template altogether, and the SHORT, LONG and MAP settings control how + much detail the Template contains. The MAP setting will produce an ascii + map of the region and surrounding regions in addition other details. +

+

+ For the MAP template, the region identifiers are (there might be + additional symbols for unusual/special terrain): +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ ~~~~ + + OCEAN HEX +
+ + + PLAINS HEX +
+ ^^^^ + + FOREST HEX +
+ /\/\ + + MOUNTAIN HEX +
+ vvvv + + SWAMP HEX +
+ @@@@ + + JUNGLE HEX +
+ .... + + DESERT HEX +
+ ,,,, + + TUNDRA HEX +
+ !!!! + + THE NEXUS +
+

+ Example: +

+

+ Set your faction to receive the map format order template +

+

+ +

+
+OPTION TEMPLATE MAP
+    
+
+ +
+ +

+ PASSWORD [password] +

+

+ PASSWORD +

+

+ The PASSWORD order is used to set your faction's password. If you have a + password set, you must specify it on your #ATLANTIS line for the game to + accept your orders. This protects you orders from being overwritten, + either by accident or intentionally by other players. PASSWORD with no + password given clears out your faction's password. +

+

+ IMPORTANT: The PASSWORD order does not take effect until the turn is + actually run. So if you set your password, and then want to re-submit + orders, you should use the old password until the turn has been run. +

+

+ Example: +

+

+ Set the password to "xyzzy". +

+

+ +

+
+PASSWORD xyzzy
+    
+
+ +
+ +

+ PILLAGE +

+

+ Use force to extort as much money as possible from the region. Note that + the TAX order and the PILLAGE order are mutually + exclusive; a unit may only attempt to do one in a turn. +

+

+ Example: +

+

+ Pillage the current hex. +

+

+ +

+
+PILLAGE
+    
+
+ +
+ +

+ PRODUCE [item] +

+

+ PRODUCE [number] [item] +

+

+ Spend the month producing the specified item. If a number is given then + the unit will attempt to produce exactly that number of items; if this + is not possible in one month then the order will carry over to + subsequent months. If no number is given then the unit will produce as + much as possible of the specified item. +

+

+ Examples: +

+

+ Produce as much wood as possible. +

+

+ +

+
+PRODUCE wood
+    
+

+ Produce exactly 3 crossbows. +

+

+ +

+
+PRODUCE 3 crossbows
+    
+
+ +
+ +

+ PROMOTE [unit] +

+

+ Promote the specified unit to owner of the object of which you are + currently the owner. The target unit must have declared you Friendly. +

+

+ Example: +

+

+ Promote unit 415 to be the owner of the object that this unit owns. +

+

+ +

+
+PROMOTE 415
+    
+
+ +
+ +

+ QUIT [password] +

+

+ Quit the game. On issuing this order, your faction will be completely + and permanently destroyed. Note that you must give your password for the + quit order to work; this is to provide some safety against accidentally + issuing this order. +

+

+ Note that although this order affects the faction as a whole, it + nevertheless needs to be issued by an individual unit, and so the email + containing the command to quit needs to include both #atlantis and unit + lines. +

+

+ Example: +

+

+ Quit the game for faction 27 if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+QUIT "foobar"
+#end
+    
+
+ +
+ +

+ RESTART [password] +

+

+ Similar to the QUIT order, this order will + completely and permanently destroy your faction. However, it will begin + a brand new faction for you (you will get a separate turn report for the + new faction). Note that you must give your password for this order to + work, to provide some protection against accidentally issuing this + order. +

+

+ Example: +

+

+ Restart faction 27 as a new faction if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+RESTART "foobar"
+#end
+    
+
+ +
+ +

+ REVEAL +

+

+ REVEAL UNIT +

+

+ REVEAL FACTION +

+

+ Cause the unit to either show itself (REVEAL UNIT), or show itself and + its faction affiliation (REVEAL FACTION), in the turn report, to all + other factions in the region. Used to reveal high stealth scouts, should + there be some reason to. REVEAL is used to cancel this. +

+

+ Examples: +

+

+ Show the unit to all factions. +

+

+ +

+
+REVEAL UNIT
+    
+

+ Show the unit and it's affiliation to all factions. +

+

+ +

+
+REVEAL FACTION
+    
+

+ Cancels revealing. +

+

+ +

+
+REVEAL
+    
+
+ +
+ +

+ SAIL [dir] ... +

+

+ SAIL +

+

+ The first form will sail the fleet, which the unit must be the owner of, + in the directions given. The second form will cause the unit to aid in + the sailing of the fleet, using the Sailing skill. See the section on + movement for more information on the mechanics of sailing. +

+

+ Example: +

+

+ Sail north, then northwest. +

+

+ +

+
+SAIL N NW
+    
+

+ or: +

+

+ +

+
+SAIL N
+SAIL NW
+    
+
+ +
+ +

+ SELL [quantity] [item] +

+

+ SELL ALL [item] +

+

+ Attempt to sell the amount given of the item given. If the unit does + not have as many of the item as it is trying to sell, it will attempt to + sell all that it has. The second form will attempt to sell all of that + item, regardless of how many it has. If more of the item are on sale (by + all the units in the region) than are wanted by the region, the number + sold per unit will be split up in proportion to the number each unit + tried to sell. +

+

+ Example: +

+

+ Sell 10 furs to the market. +

+

+ +

+
+SELL 10 furs
+    
+
+ +
+ +

+ SHARE [flag] +

+

+ SHARE 1 instructs the unit to share its possessions with any other unit + of your faction that needs them. Thus a unit with a supply of silver + could automatically provide silver if any of your other units in the + same region does not have enough to perform an action, such as studying, buying or producing. SHARE 0 returns a unit to its default + selfish state. +

+

+ This sharing does not extend to the heat of battle, only to economic + actions. So a unit that is sharing will provide silver for buying or + studying, and resources for production (for example, if a sharing unit + has wood in its inventory, and another unit is producing axes but has no + wood, then the sharing unit will automatically supply wood for that + production), but will not provide weapons to all units if combat occurs. +

+

+ Note that in the case of sharing silver, this can leave the sharing unit + without enough funds to pay maintenance, so sharing is to be used with + care. You may like to make sure that there is a unit with sufficient + funds for maintenance in the same region, and which is not sharing, as + those funds will be shared for maintenance, but not for less important + purposes. +

+

+ Example: +

+

+ Instruct the unit to share its possessions with other units of the same + faction. +

+

+ +

+
+SHARE 1
+    
+
+ +
+ +

+ SHOW SKILL [skill] [level] +

+

+ SHOW ITEM [item] +

+

+ SHOW OBJECT [object] +

+

+ The first form of the order shows the skill description for a skill that + your faction already possesses. The second form returns some information + about an item that is not otherwise apparent on a report, such as the + weight. The last form returns some information about an object (such as + a ship or a building). +

+

+ Examples: +

+

+ Show the skill report for Mining 3 again. +

+

+ +

+
+SHOW SKILL Mining 3
+    
+

+ Show the item information for swords again. +

+

+ +

+
+SHOW ITEM sword
+    
+

+ Show the information for towers again. +

+

+ +

+
+SHOW OBJECT tower
+    
+
+ +
+ +

+ SPOILS [type] +

+

+ SPOILS +

+

+ The SPOILS order determines which types of spoils the unit should take + after a battle. The valid values for type are 'NONE', 'WALK', 'RIDE', + 'FLY', 'SWIM', 'SAIL' or 'ALL'. The second form is equivalent to 'SPOILS + ALL'. +

+

+ When this command is issued, the unit is instructed to only pick up + combat spoils if they could use the chosen form of movement while + carrying the spoils. Thus a unit with SPOILS FLY selected would pick up + combat spoils until they reached their flying capacity. If the spoils + provide movement capacity themselves, this will be included in the + decision of whether or not to take the spoils - so a unit with SPOILS + RIDE would always pick up horses. SPOILS SAIL will use the capacity of + the fleet the unit is in to determine whether to take spoils or not. + SPOILS ALL will allow a unit to collect any spoils which are dropped + regardless of weight or capacity. SPOILS NONE will instruct the unit to + only collect weightless items, such as silver. +

+

+ Example: +

+

+ Set a unit to only pick up items that it can carry and continue to fly: +

+

+ +

+
+SPOILS FLY
+    
+
+ +
+ +

+ STEAL [unit] [item] +

+

+ Attempt to steal as much as possible of the specified item from the + specified unit. The order may only be issued by a one-man unit. +

+

+ A unit may only attempt to steal from a unit which is able to be seen. +

+

+ Examples: +

+

+ Steal silver from unit 123. +

+

+ +

+
+STEAL 123 SILVER
+    
+

+ Steal wood from unit 321. +

+

+ +

+
+STEAL 321 wood
+    
+
+ +
+ +

+ STUDY [skill] +

+

+ STUDY [skill] [level] +

+

+ Spend the month studying the specified skill. A level may be specified + which means that study will be continued from turn to turn until the + unit reaches that skill level. +

+

+ Example: +

+

+ Study horse training. +

+

+ +

+
+STUDY "Horse Training"
+    
+

+ Study combat to level 3. +

+

+ +

+
+STUDY combat 3
+    
+
+ +
+ +

+ TAKE FROM [unit] [quantity] [item] +

+

+ TAKE FROM [unit] ALL [item] +

+

+ TAKE FROM [unit] ALL [item] EXCEPT [quantity] +

+

+ TAKE FROM [unit] ALL [item class] +

+

+ The TAKE order works just like the GIVE order, + except that the direction of transfer is reversed, and with the extra + condition that a unit may only TAKE from another unit in the same + faction. Since that makes TAKE FROM [unit] UNIT pointless, that form of + the GIVE order is not supported. +

+

+ The TAKE order is primarily intended to make automated delivery caravans + less prone to generating errors, as they can use TAKE to collect the + appropriate goods only when they are in the right place to collect, so + the supplying unit doesn't need to keep trying to GIVE to a unit that is only there some of the time. + However, it can be used anywhere you wish to transfer items, ships or + men, just as GIVE can. +

+

+ Examples: +

+

+ Take 10 swords from unit 4573. +

+

+ +

+
+TAKE FROM 4573 10 swords
+    
+

+ See the TURN order for an example of a caravan using + TAKE FROM. +

+
+ +
+ +

+ TAX +

+

+ Attempt to collect taxes from the region. Only War factions may collect + taxes, and then only if there are no non-Friendly units on guard. Only + combat-ready units may issue this order. Note that the TAX order and the + PILLAGE order are mutually exclusive; a unit may + only attempt to do one in a turn. +

+

+ Example: +

+

+ Attempt to collect taxes. +

+

+ +

+
+TAX
+    
+
+ +
+ +

+ TEACH [unit] ... +

+

+ Attempt to teach the specified units whatever skill they are studying + that month. A list of several units may be specified. All units to be + taught must have declared you Friendly. Subsequent TEACH orders can be + used to add units to be taught. +

+

+ Example: +

+

+ Teach new unit 2 and unit 510 whatever they are studying. +

+

+ +

+
+TEACH NEW 2 510
+    
+

+ or: +

+

+ +

+
+TEACH NEW 2
+TEACH 510
+    
+
+ +
+ +

+ TURN +

+

+ The TURN order may be used to delay orders by one (or more) turns. By + making the TURN order repeating (via '@'), orders inside the + TURN/ENDTURN construct will repeat. Multiple TURN orders in a row will + execute on successive turns, and if they all repeat, they will form a + loop of orders. Each TURN section must be ended by an ENDTURN line. +

+

+ Examples: +

+

+ Study combat this month, move north next month, and then in two months, + pillage and advance north. +

+

+ +

+
+STUDY COMB
+TURN
+    MOVE N
+ENDTURN
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+MOVE N
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ Set up a simple cash caravan. +

+

+ +

+
+MOVE N
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+TAKE FROM 13794 1000 SILV
+MOVE S S S
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+    
+

+ The orders in a TURN block will be inserted into the unit's orders + template when there are no month-long orders remaining to be executed. + In particular, if the unit does not have enough movement points to cover + the full distance of a MOVE or SAIL command, the movement commands will + automatically be completed over multiple turns before executing the next + TURN block. +

+
+ +
+ +

+ WEAPON [item] ... +

+

+ WEAPON +

+

+ This command allows you to set a list of preferred weapons for a unit. + After searching for weapons on the preferred list, the standard weapon + precedence takes effect if a weapon hasn't been set. The second form + clears the preferred weapon list. +

+

+ Examples +

+

+ Set the unit to select double bows, then longbows then crossbows +

+

+ +

+
+WEAPON DBOW LBOW XBOW
+    
+

+ Clear the preferred weapon list. +

+

+ +

+
+WEAPON
+    
+
+ +
+ +

+ WORK +

+

+ Spend the month performing manual work for wages. +

+

+ Example: +

+

+ Work all month. +

+

+ +

+
+WORK
+    
+ +
+ +
+

+ Sequence of Events +

+

+ Each turn, the following sequence of events occurs: +

+
    +
  1. + Instant orders. + +
  2. +
  3. + Combat is processed. +
      +
    • + ATTACK orders are processed. +
    • +
    +
  4. +
  5. + Subterfuge orders. + +
  6. +
  7. + Give orders. +
      +
    • + GIVE and TAKE orders are + processed. +
    • +
    • + JOIN orders are processed. +
    • +
    • + EXCHANGE orders are processed. +
    • +
    +
  8. +
  9. + Tax orders. +
      +
    • + DESTROY orders are processed. +
    • +
    • + PILLAGE orders are processed. +
    • +
    • + TAX orders are processed. +
    • +
    • + GUARD 1 orders are processed. +
    • +
    +
  10. +
  11. + Instant Magic +
      +
    • + Old spells are cancelled. +
    • +
    • + Spells are CAST (except for Teleportation + spells). +
    • +
    +
  12. +
  13. + Market orders. +
      +
    • + SELL orders are processed. +
    • +
    • + BUY orders are processed. +
    • +
    • + FORGET orders are processed. +
    • +
    • + QUIT and RESTART orders + are processed. +
    • +
    +
  14. +
  15. + Movement orders. +
      +
    • + ADVANCE, MOVE and SAIL orders are processed phase by phase + (including any combat resulting from these orders). +
    • +
    +
  16. +
  17. + Month long orders. +
      +
    • + TEACH orders are processed. +
    • +
    • + STUDY orders are processed. +
    • +
    • + Manufacturing PRODUCE orders (those that + produce items from other items, such as using the weaponsmith + skill to make swords out of iron) are processed. +
    • +
    • + BUILD orders are processed. +
    • +
    • + Primary PRODUCE orders (those that produce + items from region resources, such as using the mining skill to + produce iron) are processed. +
    • +
    • + ENTERTAIN orders are processed. +
    • +
    • + WORK orders are processed. +
    • +
    +
  18. +
  19. + Teleportation spells are CAST. +
  20. +
  21. + Maintenance costs are assessed. +
  22. +
+

+ Where there is no other basis for deciding in which order units will be + processed within a phase, units that appear higher on the report get + precedence. +

+ +
+ +
+

+ Report Format +

+

+ The most important sections of the turn report are the "Events During + Turn" section which lists what happened last month, and the "Current + Status" section which gives the description of each region in which you + have units. +

+

+ Your units in the Current Status section are flagged with a "*" + character. Units belonging to other factions are flagged with a "-" + character. You may be informed which faction they belong to, if you have + high enough Observation skill or they are revealing that information. +

+

+ Objects are flagged with a "+" character. The units listed under an + object (if any) are inside the object. The first unit listed under an + object is its owner. +

+

+ If you can see a unit, you can see any large items it is carrying. This + means all items other than silver, herbs, and other small items (which + are of zero size units, and are small enough to be easily concealed). + Items carried by your own units of course will always be listed. +

+

+ At the bottom of your turn report is an Orders Template. This template + gives you a formatted orders form, with all of your units listed. You + may use this to fill in your orders, or write them on your own. The OPTION order gives you the option of giving more or + less information in this template, or turning it off altogether. You can + precede orders with an '@' sign in your orders, in which case they will + appear in your template on the next turn's report. +

+ +
+ +
+

+ Hints for New Players +

+

+ Make sure to use the correct #ATLANTIS and UNIT lines in your orders. +

+

+ Always have a month's supply of spare cash in every region in which you + have units, so that even if they are deprived of income for a month (due + to a mistake in your orders, for example), they will not starve to + death. It is very frustrating to have half your faction wiped out + because you neglected to provide enough money for them to live on. +

+

+ Be conservative with your money. Even once you have recruited men, + notice that it is expensive for them to STUDY (and + become productive units), so be sure to save money to that end. +

+

+ Don't leave it until the last minute to send orders. If there is a + delay in the mailer, your orders will not arrive on time, and turns will + NOT be rerun, nor will it be possible to change the data file for the + benefit of players whose orders weren't there by the deadline. If you + are going to send your orders at the last minute, send a preliminary set + earlier in the week so that at worst your faction will not be left with + no orders at all. +

+ +
+ +
+

+ Special Commands +

+

+ These special commands have been added via the scripts processing the + email to help you interact with the game and submit times and rumors. + Please read over these new commands and their uses. Also note that all + commands sent to the server are logged, including orders submissions, so + if you have a problem, or if you attempt to abuse the system, it will + get noticed and it will be tracked down. +

+ +
+ +
+

+ #create "faction name" "password" +

+

+ This will create a new faction with the desired name and password, and + it will use the player's "from" address as the email address of record + (this, of course, can be changed from within the game). +

+

+ The "" characters are required. If they are missing, the server will not + create the faction. +

+

+ Example: +

+

+ Join the game as the faction named "Mighty Ducks" with the password of + "quack" +

+

+ +

+
+#create "Mighty Ducks" "quack"
+    
+ +
+ +
+

+ #resend [faction] "password" +

+

+ The faction number and your current password (if you have one) are + required. The most recent turn report will be sent to the address of + record. +

+

+ Example: +

+

+ You are faction 999 with password "quack" and need another copy of the + last turn (because your hard drive crashed) +

+

+ +

+
+#resend 999 "quack"
+    
+ +
+ +
+

+ #times [faction] "password" +

+ [body of article] +

+ #end +

+

+ Everything between the #times and #end lines is included in your + article. Your article will be marked as being sent by your faction, so + you need not include that attribution in the article. You will receive + $50 for submitting the article. +

+

+ Example: +

+

+ Faction 999 wants to declare war on everyone +

+

+ +

+
+#times 999 "quack"
+The Mighty Ducks declare war on the world!!
+Quack!
+#end
+    
+

+ And it would appear something like: +

+

+ +

+
+---------------------------------
+The Mighty Ducks declare war on the world!!
+Quack!
+
+[Article submitted by The Mighty Ducks (999)]
+---------------------------------
+    
+ +
+ +
+

+ #rumor [faction] "password" +

+ [body of rumor] +

+ #end +

+

+ Submit a rumor for publication in the next news. These articles are not + attributed (unlike times articles) and will appear in the rumor section + of the next news in a random order. +

+

+ Example: +

+

+ Start a malicious rumor +

+

+ +

+
+#rumor 999 "quack"
+Oleg is a running-dog lackey of Azthar Spleenmonger.
+#end
+    
+ +
+ +
+

+ #remind [faction] "password" +

+

+ This order will have the server find the most recent set of orders you + have submitted for the current turn and mail them back to your address + of record. +

+

+ Example: +

+

+ Remind faction 999 of its last order set. +

+

+ +

+
+#remind 999 "quack"
+    
+ +
+ +
+

+ #email [unit] +

+ [text of email] +

+ This command allows you to send email to the owner of a unit even when + you cannot see that unit's faction affiliation. You will not be told + who the unit belongs to, but will simply forward your email to them. + When you use this command, they will receive YOUR email and can contact + you if they choose. It is provided simply as a courtesy to players to + help with diplomacy in first contact situations. +

+

+ There is no need for a "#end" line (such as is used in times and rumor + submissions -- the entire email message you send will be forwarded to + the unit's master. +

+

+ Example: +

+

+ Send an email to the owner of unit 9999 +

+

+ +

+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+

+ Faction X, the owner of 9999 would receive: +

+

+ +

+
+From: Foo <foo@some.email>
+Subject:  Greetings!
+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+ +
+ +
+

+ Credits +

+

+ Atlantis was originally created and programmed by Russell Wallace. + Russell Wallace created Atlantis 1.0, and partially designed Atlantis + 2.0 and Atlantis 3.0. +

+

+ Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 up + through version 4.0.4 and created the Atlantis Project to freely release + and maintain the Atlantis source code. +

+

+ Larry Stanbery created the Atlantis 4.0.4+ derivative. +

+

+ JT Traub took over the source + code and merged the then forking versions of 4.0.4c and 4.0.4+ back into + 4.0.5 along with modifications of his own and has been maintaining the + code. +

+

+ Development of the code is open and there is a egroup devoted to it + located at The + YahooGroups AtlantisDev egroup. Please join this egroup if you work + on the code and share your changes back into the codebase as a whole +

+

+ Please see the CREDITS file in the source distribution for a complete + (hopefully) list of all contributors. +

+ + diff --git a/snapshot-tests/rules/neworigins.html b/snapshot-tests/rules/neworigins.html new file mode 100644 index 00000000..13b705f0 --- /dev/null +++ b/snapshot-tests/rules/neworigins.html @@ -0,0 +1,7840 @@ + + + + + + + NewOrigins 3.0.0 Rules + + + +
+

+ Rules for NewOrigins 3.0.0 +

+

+ Based on Atlantis v5.2.5 +

+

+ Copyright 1996 by Geoff Dunbar +

+

+ Based on Russell Wallace's Draft Rules +

+

+ Copyright 1993 by Russell Wallace +

+

+ Last Change: __STRIPPED_FOR_COMPARISON__ +

+
+
+ +
+

+ Note: This document is subject to change, as errors are found and + corrected, and rules sometimes change. Be sure you have the latest + available copy. +

+ +
+ +
+

+ Table of Contents +

+

+ Thanks to Kenneth Casey for + putting together this table of contents. +

+

+ +

+ +

+ Index of Tables +

+

+ +

+ + +
+ +
+

+ Introduction +

+

Atlantis New Origins #2: Dawn of

+

+ The Great Enemy, Devourer has been slain hundreds years ago. +

+

+ Voids changed shape of the world and people from the past would not + recognize Atlantis nowadays. + Atlantis world survived but was heavily damaged by Voids and Voidborn + creatures. +

+

+ People will never forget those heroes who stopped great Evil and saved + Atlantis. +

+

+ You found yourself in a weird place called Nexus, place between worlds, + surrounded by others like you. Six Gates stand open before you, choose one + or push your + luck and use magic to teleport somewhere randomly. +

+

+ With your powers you can perhaps find followers and build a place to + live... +

+

+ There are some rumors that after Devourer's death, Artifacts of Power were + shattered around the world. + You can try to follow their trails completing quests and maybe find some? +

+

+ This instance of Atlantis is a semi-open-ended computer moderated + fantasy game for any number of players. Players may attempt to carve + out huge empires, become master magicians, intrepid explorers, rich + traders or any other career that comes to mind. + Each player can set their own objectives, and new players can join at + any time. +

+ + +
+ +
+

+ Playing Atlantis +

+

+ Atlantis (as you undoubtedly already know) is a play by email game. + When you sign up for Atlantis, you will be sent a turn report (via + email). Your report completely details your position in the game. + After going over this report, and possibly communicating with other + players in the game, you determine your course of action, and create a + file of "orders", which you then send back to the Atlantis server. Then, + at a regular interval (often one week), Atlantis collects all the + orders, runs another turn (covering one month in game time), and sends + all the players another report. +

+ +

+ Factions: +

+

+ A player's position is called a "faction". Each faction has a name and + a number (the number is assigned by the computer, and used for entering + orders). Each player is allowed to play one and ONLY one faction at any + given time. Each faction is composed of a number of "units", each unit + being a group of one or more people loyal to the faction. You start the + game with a single unit consisting of one character, plus a sum of + money. More people can be hired during the course of the game, and + formed into more units. (In these rules, the word "character" generally + refers either to a unit consisting of only one person, or to a person + within a larger unit.) +

+

+ A faction is considered destroyed, and the player knocked out of the + game, if ever all its people are killed or disbanded (i.e. the faction + has no units left). The program does not consider your starting + character to be special; if your starting character gets killed, you + will probably have been thinking of that character as the leader of your + faction, so some other character can be regarded as having taken the + dead leader's place (assuming of course that you have at least one + surviving unit!). As far as the computer is concerned, as long as any + unit of the faction survives, the faction is not wiped out. (If your + faction is wiped out, you can rejoin the game with a new starting + character.) +

+

+ Each faction has a type; this is decided by the player, and determines + what the faction may do. The faction has 5 Faction Points, which may be + spent on any of the 3 Faction Areas, War, Trade, and Magic. The faction + type may be changed at the beginning of each turn, so a faction can + change and adapt to the conditions around it. Faction Points spent on + War determine the number of regions in which factions can obtain income + by taxing or pillaging. Faction Points spent on Trade determine the + number of regions in which a faction may conduct trade activity. Trade + activity includes producing goods and materials.Faction points spent on + Trade also determine the of quartermaster units a trade faction can + have. Faction Points spent on Magic determine the number of mages and + apprentices the faction may have (more information on all of the faction + activities is in further sections of the rules). Here is a chart + detailing the limits on factions by Faction Points: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Faction Points + + Martial (max tax and trade regions / quartermasters) + + Magic (max mages / apprentices) +
+ 0 + + 0 / 0 + + 1 / 1 +
+ 1 + + 10 / 2 + + 2 / 3 +
+ 2 + + 25 / 5 + + 3 / 5 +
+ 3 + + 40 / 9 + + 4 / 7 +
+ 4 + + 60 / 14 + + 5 / 10 +
+ 5 + + 90 / 25 + + 6 / 15 +
+
+

+

+ For example, a well rounded faction might spend 2 points on Magic, 3 + points on Martial. This faction's type would appear as "Magic 2 Martial + 3", and would be able to perform tax and trade in 40 regions, and have 3 + mages as well as 5 apprentices, as well have 5 apprentices, and 9 + quartermasters. +

+

+ As another example, a specialized faction might spend all 5 points on + Martial. This faction's type would appear as "Martial 5", and would be + able to perform tax and trade in 90 regions, as well have 1 apprentice, + and 25 quartermasters, but could not possess any mages. +

+

+ Note that it is possible to have a faction type with less than 5 points + spent. In fact, a starting faction has one point spent on each of + Martial, Magic, leaving 2 points unspent. +

+

+ When a faction starts the game, it is given a one-man unit and 10000 + silver in unclaimed money. Unclaimed money is cash that your whole + faction has access to, but cannot be taken away in battle (silver in a + unit's possessions can be taken in battle). This allows a faction to + get started without presenting an enticing target for other factions. + Units in your faction may use the CLAIM order to + take this silver, and use it to buy goods or recruit men, or use the WITHDRAW order to withdraw goods directly. +

+

+ An example faction is shown below, consisting of a starting character, + Merlin the Magician, who has formed two more units, Merlin's Guards and + Merlin's Workers. Each unit is assigned a unit number by the computer + (completely independent of the faction number); this is used for + entering orders. Here, the player has chosen to give his faction the + same name ("Merlin the Magician") as his starting character. + Alternatively, you can call your faction something like "The Great + Northern Mining Company" or whatever. +

+

+ +

+
+* Merlin the Magician (17), Merlin (27), leader [LEAD].  Skills: none.
+* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], 20 swords
+  [SWOR]. Skills: none.
+* Merlin's Workers (34), Merlin (27), 50 vikings [VIKI].  Skills:
+  none.
+    
+ +

+ Units: +

+

+ A unit is a grouping together of people, all loyal to the same faction. + The people in a unit share skills and possessions, and execute the same + orders each month. The reason for having units of many people, rather + than keeping track of individuals, is to simplify the game play. The + computer does not keep track of individual names, possessions, or skills + for people in the same unit, and all the people in a particular unit + must be in the same place at all times. If you want to send people in + the same unit to different places, you must split up the unit. Apart + from this, there is little difference between having one unit of 50 + people, or 50 units of one person each, except that the former is very + much easier to handle. +

+

+ There are different races that make up the population of Atlantis. (See + the section on skills for a list of these.) In addition, there are + "leaders", who are presumed to be of one of the other races, but are all + the same in game terms. Leaders and normal people may not be mixed in + the same unit. However, leaders are more expensive to recruit and + maintain (more information is in the section on skills). A unit is + treated as the least common denominator of the people within it, so a + unit made up of two races with different strengths and weaknesses will + have all the weaknesses, and none of the strengths of either race. +

+ +

+ Turns: +

+

+ Each turn, the Atlantis server takes the orders file that you mailed to + it, and assigns the orders to the respective units. All units in your + faction are completely loyal to you, and will execute the orders to the + best of their ability. If the unit does something unintended, it is + generally because of incorrect orders; a unit will not purposefully + betray you. +

+

+ A turn is equal to one game month. A unit can do many actions at the + start of the month, that only take a matter of hours, such as buying and + selling commodities, or fighting an opposing faction. Each unit can + also do exactly one action that takes up the entire month, such as + harvesting resources or moving from one region to another. The orders + which take an entire month are ADVANCE, BUILD, ENTERTAIN, MOVE, PILLAGE, PRODUCE, SAIL, STUDY, TAX, TEACH and WORK. +

+ +
+ +
+

+ The World +

+

+ The Atlantis world is divided for game purposes into hexagonal regions. + Each region has a name, and one of the following terrain types: Ocean, + Plain, Forest, Mountain, Swamp, Jungle, Desert, or Tundra (there may be + other types of terrain to be discovered as the game progresses). Regions + can contain units belonging to players; they can also contain structures + such as buildings and fleets. Two units in the same region can normally + interact, unless one of them is concealed in some way. Two units in + different regions cannot normally interact. NOTE: Combat is an + exception to this. +

+ +

+ Regions: +

+

+ Here is a sample region, as it might appear on your turn report: +

+

+ +

+
+plain (172,110) in Turia, 500 peasants (vikings), $2500.
+------------------------------------------------------
+  Wages: $15 (Max: $500).
+  Wanted: none.
+  For Sale: 50 vikings [VIKI] at $60, 10 leaders [LEAD] at $840.
+  Entertainment available: $125.
+  Products: 23 grain [GRAI], 37 horses [HORS].
+
+Exits:
+  North : ocean (172,108) in Atlantis Ocean.
+  Northeast : ocean (173,109) in Atlantis Ocean.
+  Southeast : ocean (173,111) in Atlantis Ocean.
+  South : plain (172,112) in Turia.
+  Southwest : plain (171,111) in Turia.
+  Northwest : plain (171,109) in Turia.
+
+* Hans Shadowspawn (15), Merry Pranksters (14), leader [LEAD], 500
+  silver [SILV]. Skills: none.
+- Vox Populi (13), leader [LEAD].
+    
+

+ This report gives all of the available information on this region. The + region type is plain, the name of the surrounding area is Turia, and the + coordinates of this region are (172,110). The population of this region + is 500 nomads, and there is $2500 of taxable income currently in this + region. Then, under the dashed line, are various details about items + for sale, wages, etc. Finally, there is a list of all visible units. + Units that belong to your faction will be so denoted by a '*', whereas + other faction's units are preceded by a '-'. +

+

+ Since Atlantis is made up of hexagonal regions, the coordinate system is + not always exactly intuitive. Here is the layout of Atlantis regions: +

+

+ +

+
+   ____        ____
+  /    \      /    \
+ /(0,0) \____/(2,0) \____/
+ \      /    \      /    \     N
+  \____/(1,1) \____/(3,1) \_   |
+  /    \      /    \      /    |
+ /(0,2) \____/(2,2) \____/     |
+ \      /    \      /    \   W-O-E
+  \____/(1,3) \____/(3,3) \_   |
+  /    \      /    \      /    S
+ /(0,4) \____/(2,4) \____/
+ \      /    \      /    \
+  \____/      \____/
+  /    \      /    \
+    
+

+ Note that the are "holes" in the coordinate system; there is no region + (1,2), for instance. This is due to the hexagonal system of regions. +

+

+ Most regions are similar to the region shown above, but the are certain + exceptions. Oceans, not surprisingly, have no population. Some regions + will contain villages, towns, and cities. More information on these is + available in the section on the economy. +

+ +

+ Region resources: +

+

+ Here is list of resources you can find in regions: +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Region type + + Resources +
+ ocean + + fish (100%), giant turtle (30%). +
+ plain + + horse (100%), winged horse (20%). +
+ forest + + wood (100%), fur (100%), ironwood (20%), yew (25%). +
+ mountain + + iron (100%), stone (100%), mithril (35%), rootstone (35%), + admantium (15%). +
+ swamp + + wood (100%), floater hide (40%), herb (100%), mushroom (30%). +
+ jungle + + wood (100%), herb (100%), mushroom (35%), ironwood (35%), fur + (80%). +
+ desert + + iron (100%), stone (100%), rootstone (30%), camel (80%), mithril + (20%). +
+ tundra + + fur (100%), herb (100%), mushroom (35%), iron (30%). +
+ volcano + + stone (100%), mithril (50%), rootstone (50%), admantium (50%), + iron (100%). +
+
+ +

+ Structures: +

+

+ Regions may also contain structures, such as buildings or fleets. These + will appear directly below the list of units. Here is a sample + structure: +

+

+ +

+
++ Temple of Agrik [3] : Tower.
+  - High Priest Chafin (9), leader [LEAD], sword [SWOR]
+  - Rowing Doom (188), 10 nomads [NOMA], 10 swords [SWOR].
+    
+

+ The structure lists the name, the number, and what type of structure it + is (more information of the types of structures can be found in the + section on the economy). Following this is a list of units inside the + structure. Units within a structure are always visible, even if they + would otherwise not be seen. +

+

+ Units inside structures are still considered to be in the region, and + other units can interact with them; however, they may gain benefits, + such as defensive bonuses in combat from being inside a building. The + first unit to enter an object is considered to be the owner; only this + unit can do things such as renaming the object, or permitting other + units to enter. The owner of an object can be identified on the turn + report, as it is the first unit listed under the object. Only units + with men in them can be structure owners, so newly created units cannot + own a structure until they contain men. +

+ +

+ Atlantis Nexus: +

+

+ Note: the following section contains some details that you may wish to + skip over until you have had a chance to read the rest of the rules, and + understand the mechanics of Atlantis. However, be sure to read this + section before playing, as it will affect your early plans in Atlantis. +

+

+ When a faction first starts in Atlantis, it begins with one unit, in a + special region called the Atlantis Nexus. This region exists outside of + the normal world of Atlantis, and as such has no products or + marketplaces; it merely serves as the magical entry into Atlantis. +

+

+ The Nexus contains portals that provide one-way transportation to + various terrain types. A unit that enters one of these portals (by + entering the portal and moving IN) will be transported to a region of + the matching terrain type. The region chosen is somewhat random, but + will prefer to place players in towns where no other players are + present. Once a unit has passed through a portal, there is no way to + return to the Nexus. It is also possible to use Gate Lore to get out of + the Nexus (but not to return). +

+ +
+ +
+

+ Movement +

+

+ There are two main methods of movement in Atlantis. The first is done + using the MOVE order (or the ADVANCE order), and moves units individually from + one region to another. The other method is done using the SAIL order, which can sail a fleet, including all of + its occupants from one region to another. Certain powerful mages may + also teleport themselves, or even other units, but the knowledge of the + workings of this magic is carefully guarded. +

+ +

+ Normal Movement: +

+

+ In one month, a unit can issue a single MOVE order, + using one or more of its movement points. There are three modes of + travel: walking, riding and flying. Walking units have two movement + points, riding units have four, and flying units have four. A unit will + automatically use the fastest mode of travel it has available. The ADVANCE order is the same as MOVE, except that it implies attacks on units which try + to forbid access; see the section on combat for details. +

+

+ Note that depending on game settings certain races might be able to swim + or fly and there are items that can enable your units to fly or walk on + water. +

+

+ Flying units are not initially available to starting players. A unit can + ride provided that the carrying capacity of its horses is at least as + great as the weight of its people and all other items. A unit can walk + provided that the carrying capacity of its people, horses, and wagons is + at least as great as the weight of all its other items, and provided + that it has at least as many horses as wagons (otherwise the excess + wagons count as weight, not capacity). Otherwise the unit cannot issue a + MOVE order. Most people weigh 10 units and have a + capacity of 5 units; data for items is as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Weight + + Capacity +
+ silver + + 0 + +   +
+ grain + + 5 + +   +
+ livestock + + 50 + + 0 +
+ iron + + 5 + +   +
+ wood + + 5 + +   +
+ stone + + 50 + +   +
+ fur + + 1 + +   +
+ fish + + 1 + +   +
+ herb + + 0 + +   +
+ horse + + 50 + + 20 +
+ sword + + 1 + +   +
+ crossbow + + 1 + +   +
+ longbow + + 1 + +   +
+ chain armor + + 1 + +   +
+ plate armor + + 3 + +   +
+ wagon + + 50 + + 200 (with horse) +
+ pick + + 1 + +   +
+ spear + + 1 + +   +
+ axe + + 1 + +   +
+ hammer + + 1 + +   +
+ net + + 1 + +   +
+ lasso + + 1 + +   +
+ bag + + 1 + +   +
+ spinning wheel + + 1 + +   +
+ leather armor + + 1 + +   +
+ camel + + 50 + + 20 +
+ javelin + + 1 + +   +
+ pike + + 1 + +   +
+ meal + + 1 + +   +
+ iron shield + + 1 + +   +
+ wooden shield + + 1 + +   +
+
+

+ A unit which can fly is capable of travelling over water, but if the + unit ends its turn over a water hex then it will drown.. +

+

+ Since regions are hexagonal, each region has six neighbouring regions to + the north, northeast, southeast, south, southwest and northwest. Moving + from one region to another normally takes one movement point, except + that the following terrain types take two movement points for riding or + walking units to enter: Forest, Mountain, Swamp, Jungle, and Tundra. + Units may not move through ocean regions without using the SAIL order unless they are capable of flight, and even + then, flying units must end their movement on land or else drown. +

+

+ Units may also enter or exit structures while moving. Moving into or + out of a structure does not use any movement points at all. Note that a + unit can also use the ENTER and LEAVE orders to move in and out of structures, without + issuing a MOVE order. The unit can also use the MOVE order to enter or leave a structure. +

+

+ Finally, certain structures contain interior passages to other regions. + The MOVE IN order can be used to go through these + passages; the movement point cost is equal to the normal cost to enter + the destination region. +

+

+ Example: One man with a horse, sword, and chain mail wants to move + north, then northeast. The capacity of the horse is 20 and the weight + of the man and other items is 12, so he can ride and has four movement + points. He issues the order MOVE NORTH NORTHEAST. First he moves north, + into a plain region. This uses one movement point. Then he moves + northeast, into a forest region. This uses two movement points, so the + movement is completed with one to spare. +

+ +

+ Sailing: +

+

+ Movement by sea is in some ways similar. It does not use the MOVE order however. Instead, the owner of a fleet must + issue the SAIL order, and other units wishing to + help sail the fleet must also issue the SAIL order. + The fleet will then, if possible, make the indicated movement, carrying + all units on the fleet with it. Units on board the fleet, but not + aiding in the sailing of the fleet, may execute other orders while the + fleet is sailing. A unit which does not wish to travel with the fleet + should leave the fleet in a coastal region, before the SAIL order is processed. (A coastal region is defined + as a non-ocean region with at least one adjacent ocean region.) +

+

+ Note that a unit on board a fleet while it is sailing may not MOVE later in the turn, even if he doesn't issue the SAIL order; sailing is considered to take the whole + month. Also, units may not remain on guard while on board a sailing + fleet; they will have to reissue the GUARD 1 order + to guard a region after sailing. +

+

+ Most ships get four movement points per turn. A fleet can move from an + ocean region to another ocean region, or from a coastal region to an + ocean region, or from an ocean region to a coastal region. Ships may not + sail through single hex land masses and must leave via the same side + they entered or a side adjacent to that one. Ships ending their movement + in a land hex may sail out along any side connecting to water. Ships can + only be constructed in coastal regions. For a fleet to enter any region + only costs one movement point; the cost of two movement points for + entering, say, a forest coastal region, does not apply. +

+

+ A fleet can only move if the total weight of everything aboard does not + exceed the fleet's capacity (the rules do not prevent an overloaded + fleet from staying afloat, only from moving). Also, there must be + enough sailors aboard (using the SAIL order), to + sail the fleet, or it will not go anywhere. Note that the sailing skill + increases the usefulness of a unit proportionally; thus, a 1 man unit + with level 5 sailing skill can sail a longboat alone. (See the section + on skills for further details on skills.) The capacities (and costs in + labor units) of the various basic ship types are as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The skill column is the level of shipbuilding skill required to build + that ship type. +

+ +

+ Order of Movement: +

+

+ This section is probably unimportant to beginning players, but it can be + helpful for more experienced players. +

+

+ Movement in Atlantis is processed one hex of movement at a time, region + by region. Atlantis cycles through all of the regions; for each region, + it finds any units that are due to move, and moves them (if they can + move) one hex (and only one hex). After processing all the regions, it + conducts any battles that result from these movements. After it has gone + through all of the regions, units will have moved at most one hex, so it + goes back and does the whole process again. This is repeated until all + units have had the opportunity to move their allowed distance. Units' + movement is spread out over these phases proportionally to their speed, + so a unit riding at speed 4 would move twice as often as one walking at + speed 2. If the unit requires more than one move to enter a particular + region, then it will move once it has accumulated enough movement points + to do so. Note that these movement points can be carried over from one + month to another if a MOVE (or ADVANCE) command did not complete in the + month - for example, a unit on foot trying to move into a mountain + region in winter would not have enough movement points to enter in one + turn, but if it continues the same move on the next turn, it would use + the accumulated points from the last month and manage to enter the + mountains at last. +

+

+ Sailing is handled the same way, with one minor difference: where units + using MOVE or ADVANCE will be prevented from entering a GUARDed region + (where the guards are unfriendly or worse to the moving unit), fleets + will instead enter the region and then be stopped by the guards. +

+

+ The following table shows when exactly units will move, given their base + movement speed. The "x"s mark the phases in which a unit of that speed + will move. If you wish to make units of different speeds move together + (for example, to coordinate an attack), you may need to tell the faster + units to PAUSE in their movement. See the MOVE + order for details. +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + Movement Phase +
+ 1 + + 2 + + 3 + + 4 + + 5 + + 6 + + 7 + + 8 +
+ Speed + + 1 + + x + + + + + + + + + + + + + + +
+ 2 + + x + + + + + + + + x + + + + + + +
+ 3 + + x + + + + x + + + + + + x + + + + +
+ 4 + + x + + + + x + + + + x + + + + x + + +
+ 5 + + x + + x + + + + x + + x + + + + x + + +
+ 6 + + x + + x + + x + + + + x + + x + + x + + +
+ 7 + + x + + x + + x + + x + + x + + x + + x + + +
+ 8 + + x + + x + + x + + x + + x + + x + + x + + x +
+
+ +
+ +
+

+ Skills +

+

+ The most important thing distinguishing one character from another in + Atlantis is skills. The following skills are available: mining, + lumberjack, quarrying, hunting, fishing, herb lore, horse training, + weaponsmith, armorer, carpenter, building, shipbuilding, entertainment, + tactics, combat, riding, crossbow, longbow, stealth, observation, + healing, sailing, farming, cooking, and quartermaster. When a unit + possesses a skill, he also has a skill level to go with it. Generally, + the effectiveness of a skill is directly proportional to the skill level + involved, so a unit with level 2 in a skill is twice as good as a unit + with level 1 in the same skill. +

+ +

+ Limitations: +

+

+ Skills may be learned up to a maximum level depending on the race of the + studying unit (remembering that for units containing more than one race, + the maximum is determined by the least common denominator). Every race + has a normal maximum skill level, and a list of skills that they + specialize in, and can learn up to higher level. Leaders, being more + powerful, can learn skills to even higher levels. Here is a list of the + races (including leaders) and the information on normal skill levels and + specialized skills. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Race/Type + + Specilized Skills + + Max Level (specialized skills) + + Max Level (non-specialized skills) +
+ leaders + + None. + + -- + + 5 +
+ wood elves + + lumberjack, longbow, entertainment, carpenter, fishing, cooking + + 5 + + 2 +
+ high elves + + horse training, fishing, longbow, shipbuilding, sailing + + 5 + + 2 +
+ ice dwarves + + combat, weaponsmith, mining, fishing, armorer + + 5 + + 2 +
+ hill dwarves + + armorer, weaponsmith, quarrying, mining, building + + 5 + + 2 +
+ under dwarves + + weaponsmith, armorer, quarrying, mining, building + + 5 + + 2 +
+ orcs + + mining, lumberjack, combat, building, shipbuilding + + 5 + + 2 +
+ gnomes + + herb lore, quarrying, entertainment, crossbow, healing + + 5 + + 2 +
+ centaurs + + lumberjack, horse training, riding, healing, farming + + 5 + + 2 +
+ humans + + building, riding, combat, mining, farming, cooking + + 4 + + 2 +
+ lizardmen + + hunting, herb lore, carpenter, sailing, healing + + 5 + + 2 +
+ goblins + + quarrying, crossbow, shipbuilding, weaponsmith, entertainment + + 5 + + 2 +
+ gnolls + + horse training, hunting, combat, armorer, carpenter, cooking + + 5 + + 2 +
+ drow elves + + combat, hunting, longbow, lumberjack, cooking + + 5 + + 2 +
+
+

+ If units are merged together, their skills are averaged out. No rounding + off is done; rather, the computer keeps track for each unit of how many + total months of training that unit has in each skill. When units are + split up, these months are divided as evenly as possible among the + people in the unit; but no months are ever lost. +

+ +

+ Studying: +

+

+ For a unit to gain level 1 of a skill, they must gain one months worth + of training in that skill by issuing the STUDY + order. To raise this skill level to 2, the unit must add an additional + two months worth of training. Then, to raise this to skill level 3 + requires another three months worth of training, and so forth. A month + of training is gained when a unit uses the STUDY + order. Note that study months do not need to be consecutive; for a unit + to go from level 1 to level 2, he can study for a month, do something + else for a month, and then go back and complete the rest of his studies. + A unit can also increase its level of training by using a skill. This + progress is much slower than studying. Only one skill can be improved + through practice in any month; if multiple skills are used, only the + first will be improved. A skill will only improve with practice if the + unit has first studied the rudiments of the skill. +

+

+ Most skills cost $10 per person per month to study (in addition to + normal maintenance costs). The exceptions are Stealth and Observation + (both of which cost $50), Magic skills (which cost $100), and Tactics + (which costs $200). +

+ +

+ Teaching: +

+

+ A unit with a teacher can learn up to twice as fast as normal. The TEACH order is used to spend the month teaching one or + more other units (your own or another factions). The unit doing the + teaching must have a skill level greater than the unit doing the + studying. (Note: for all skill uses, it is skill level, not number of + months of training, that counts. Thus, a unit with 1 month of training + is effectively the same as a unit with 2 months of training, since both + have a skill level of 1.) The units being taught simply issue the STUDY order normally (also, his faction must be + declared Friendly by the teaching faction). Each person can only teach + up to 10 students in a month; additional students dilute the training. + Thus, if 1 teacher teaches 20 men, each man being taught will gain 1 1/2 + months of training, not 2 months. +

+

+ Note that it is quite possible for a single unit to teach two or more + other units different skills in the same month, provided that the + teacher has a higher skill level than each student in the skill that + that student is studying, and that there are no more than 10 students + per teacher. +

+

+ Note: Only leaders may use the TEACH order. +

+ +

+ Skill Reports: +

+

+ When a faction learns a new skill level for this first time, it will be + given a report on special abilities that a unit with this skill level + has. This report can be shown again at any time (once a faction knows + the skill), using the SHOW order. For example, when + a faction learned the skill Shoemaking level 3 for the first time, it + might receive the following (obviously farcical) report: +

+

+ +

+
+Shoemaking [SHOE] 3: A unit with this skill may PRODUCE Sooper Dooper
+  Air Max Winged Sandals.
+    
+ +
+ +
+

+ The Economy +

+

+ The unit of currency in Atlantis is the silver piece. Silver is a normal + item, with zero weight, appearing in your unit's reports. Silver is used + for such things as buying items, and unit's maintenance. +

+ +

+ Maintenance Costs: +

+

+ IMPORTANT: Each and every character in Atlantis requires a maintenance + fee each month. Anyone who ends the month without this maintenance cost + has a 33 percent chance of starving to death. It is up to you to make + sure that your people have enough money available. Money will be shared + automatically between your units in the same region, if one is starving + and another has more than enough; but this will not happen between units + in different regions (this sharing of money applies only for maintenance + costs, and does not occur for other purposes). If you have silver in + your unclaimed fund, then that silver will be automatically claimed by + units that would otherwise starve. Lastly, if a faction is allied to + yours, their units will provide surplus cash to your units for + maintenance, as a last resort. +

+

+ This fee is generally 10 silver for a normal character, and 50 silver + for a leader. Units may substitute one unit of , grain, livestock, fish + or meals for each 30 silver of maintenance owed. A unit may use the CONSUME order to specify that it wishes to use food + items in preference to silver. Note that these items are worth more + when sold in towns, so selling them and using the money is more + economical than using them for maintenance. +

+ +

+ Recruiting: +

+

+ People may be recruited in a region. The total amount of recruits + available per month in a region, and the amount that must be paid per + person recruited, are shown in the region description. The BUY order is used to recruit new people. New recruits + will not have any skills or items. Note that the process of recruiting + a new unit is somewhat counter-intuitive; it is necessary to FORM an empty unit, GIVE the empty + unit some money, and have it BUY people; see the + description of the FORM order for further details. +

+ +

+ Items: +

+

+ A unit may have a number of possessions, referred to as "items". Some + details were given above in the section on Movement, but many things + were left out. Here is a table giving some information about common + items in Atlantis: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+   + + Skill (min level) + + Material + + Production time + + Weight (capacity) + + Extra Information +
+ silver + + + + +   + + 0 + + +
+ grain + + farming (1) + + + + 1 month + + 5 + + +
+ livestock + + farming (1) + + + + 1 month + + 50 (0) + + +
+ iron + + mining (1) + + + + 1 month + + 5 + + +
+ wood + + lumberjack (1) + + + + 1 month + + 5 + + +
+ stone + + quarrying (1) + + + + 1 month + + 50 + + +
+ fur + + hunting (1) + + + + 1 month + + 1 + + +
+ fish + + fishing (1) + + + + 1 month + + 1 + + +
+ herb + + herb lore (1) + + + + 1 month + + 0 + + +
+ horse + + horse training (1) + + + + 1 month + + 50 (20) + + Gives a riding bonus with the riding skill.
+
+ sword + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+ crossbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives +0 on attack and +0 on defense (needs + crossbow skill).
Gives 1 attack every 3 rounds.
+
+ longbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense (needs + longbow skill).
+
+ chain armor + + armorer (1) + + 1 iron + + 1 month + + 1 + + Gives a 33 in 100 chance to survive a normal hit.
+
+ plate armor + + armorer (3) + + 3 iron + + 3 months + + 3 + + Gives a 67 in 100 chance to survive a normal hit.
+
+ wagon + + carpenter (1) + + 1 wood + + 1 month + + 50 (200 with horse) + + +
+ pick + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing iron.
+1 bonus when producing stone.
+
+ spear + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing furs.
+
+ axe + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing wood.
+1 bonus when producing crossbows.
+1 bonus when producing longbows.
+1 bonus when producing + wagons.
+1 bonus when producing spears.
+1 bonus when + producing axes.
+1 bonus when producing spinning wheels.
+1 bonus when producing javelins.
+1 bonus when producing + pikes.
+1 bonus when producing wooden shields.
+
+ hammer + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing swords.
+1 bonus when producing chain + armor.
+1 bonus when producing plate armor.
+1 bonus + when producing picks.
+1 bonus when producing hammers.
+1 bonus when producing iron shields.
+
+ net + + fishing (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing fish.
+
+ lasso + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +1 bonus when producing livestock.
+1 bonus when producing + horses.
+1 bonus when producing camels.
+
+ bag + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing grain.
+2 bonus when producing + herbs.
+
+ spinning wheel + + carpenter (1) + + 1 wood + + 1 month + + 1 + + +2 bonus when producing nets.
+2 bonus when producing + lassoes.
+2 bonus when producing bags.
+2 bonus when + producing leather armor.
+
+ leather armor + + armorer (1) + + 1 fur + + 1 month + + 1 + + Gives a 30 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ camel + + horse training (1) + + + + 1 month + + 50 (20) + + Gives a riding bonus with the riding skill.
+
+ javelin + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense.
Gives 1 attack every 2 rounds.
+
+ pike + + weaponsmith (2) + + 1 wood + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+ meal + + cooking (1) + + Any of : 1 grain, 1 livestock, 1 fish + + 1 month + + 1 + + +
+ iron shield + + armorer (3) + + 1 iron + + 1 month + + 1 + + +
+ wooden shield + + armorer (1) + + 1 wood + + 1 month + + 1 + + +
+
+

+ All items except silver and trade goods are produced with the PRODUCE order. Producing items will always produce + as many items as during a month up to the limit of the supplies carried + by the producing unit. The required skills and raw materials required to + produce one output item are in the table above. +

+

+ If an item requires raw materials, then the specified amount of each + material is consumed for each item produced. The higher the skill of the + unit, the more productive each man-month of work will be. Thus, five + men at skill level one are exactly equivalent to one guy at skill level + 5 in terms of base output. Items which require multiple man-months to + produce will take still benefit from higher skill level units, just not + as quickly. For example, if a unit of six level one men wanted to + produce something which required three man-months per item, that unit + could produce two of them in one month. If their skill level was raised + to two, then they could produce four of them in a month. At level three, + they could then produce 6 per month. +

+

+ Some items may allow each man to produce multiple output items per raw + material or have other differences from these basic rules. Those items + will explain their differences in the description of the item. +

+

+ Only Trade factions can issue PRODUCE orders + however, regardless of skill levels. +

+

+ Items which increase production may increase production of advanced + items in addition to the basic items listed. Some of them also increase + production of other tools. Read the skill descriptions for details on + which tools aid which production when not noted above. +

+

+ If an item does not list a raw material it may be produced directly from + the land. Each region generally has at least one item that can be + produced there. Shown on the description of a region is a list of the + items that can be produced, and the amount of each that can be produced + per month. This amount depends on the region type. It also varies from + region to region of the same type. If the units in a region attempt to + produce more of a commodity than can be produced that month, then the + amount available is distributed among the producers +

+ +

+ Villages, Towns, and Cities: +

+

+ Some regions in Atlantis contain villages, towns, and cities. Villages + add to the wages, population, and tax income of the region they are in. + Also, villages will have an additional market for grain, livestock, and + fish. As the village's demand for these goods is met, the population + will increase. When the population reaches a certain threshold, the + village will turn into a town. A town will have some additional + products that it demands, in addition to what it previously wanted. + Also a town will sell some new items as well. A town whose demands are + being met will grow, and above another threshold it will become a + full-blown city. A city will have additional markets for common items, + and will also have markets for less common, more expensive trade items. +

+

+ Trade items are bought and sold only by cities, and have no other + practical uses. However, the profit margins on these items are usually + quite high. +

+ +

+ Buildings and Trade Structures: +

+

+ Construction of buildings and ships goes as follows: each unit of work + on a building requires a unit of the required resource and a man-month + of work by a character with the appropriate skill and level; higher + skill levels allow work to proceed faster (still using one unit of the + required resource per unit of work done). Any faction can issue BUILD orders. Here is a table of the various building + types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Size + + Cost + + Material + + Skill (min level) + + Mages +
+ Tower + + 10 + + 10 + + stone + + building (1) + + 0 +
+ Fort + + 50 + + 40 + + stone + + building (1) + + 1 +
+ Castle + + 300 + + 300 + + stone + + building (2) + + 2 +
+ Citadel + + 1000 + + 800 + + stone + + building (3) + + 3 +
+ Stockade + + 50 + + 60 + + wood + + building (1) + + 1 +
+
+

+ Size is the number of people that the building can shelter. Cost is both + the number of man-months of labor and the number of units of material + required to complete the building. Mages is the number of mages that + the building provides study facilities for, to enable unhindered study + above level 2 in magical skills. There are possibly other buildings + which can be built that require more advanced resources, or odd skills + to construct. The description of a skill will include any buildings + which it allows to be built. +

+

+ There are other structures that increase the maximum production of + certain items in regions; for example, a Mine will increase the amount + of iron that is available to be mined in a region. To construct these + structures requires a high skill level in the production skill related + to the item that the structure will help produce. (Inns are an exception + to this rule, requiring the Building skill, not the Entertainment + skill.) This bonus in production is available to any unit in the region; + there is no need to be inside the structure. +

+

+ The first structure built in a region will increase the maximum + production of the related product by 25%; the amount added by each + additional structure will be half of the the effect of the previous one. + (Note that if you build enough of the same type of structure in a + region, the new structures may not add _any_ to the production level). +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (level) + + Production Aided +
+ Mine + + 10 + + wood or stone + + mining (3) + + iron +
+ Farm + + 10 + + wood or stone + + farming (3) + + grain +
+ Ranch + + 10 + + wood or stone + + farming (3) + + livestock +
+ Timber Yard + + 10 + + wood or stone + + lumberjack (3) + + wood +
+ Inn + + 10 + + wood or stone + + building (3) + + entertainment +
+ Quarry + + 10 + + wood or stone + + quarrying (3) + + stone +
+ Temple + + 10 + + stone + + building (3) + + herbs +
+ Trapping Hut + + 10 + + wood or stone + + hunting (3) + + furs +
+ Stables + + 10 + + wood or stone + + horse training (3) + + horses +
+ Oasis + + 10 + + wood or stone + + horse training (3) + + camels +
+
+

+ Note that these structures will not increase the availability of an item + in a region which does not already have that item available. Also, Trade + structures do not offer defensive bonuses (which is why they do not have + a size associated with them). As with regular buildings, the Cost is + the number of man-months of labor and also the number of units of raw + material required to complete the structure. You can use two different + materials (wood or stone) to construct most trade structures. It is + possible that there are structures not listed above which require either + advanced resources to build or which increase the production of advanced + resources. The skill description for a skill will always note if new + structures may be built based on knowing that skill. +

+ +

+ Roads: +

+

+ There is a another type of structure called roads. They do not protect + units, nor aid in the production of resources, but do aid movement, and + can improve the economy of a hex. +

+

+ Roads are directional and are only considered to reach from one hexside + to the center of the hex. To gain a movement bonus, there must be two + connecting roads, one in each adjacent hex. Only one road may be built + in each direction. If a road in the given direction is connected, units + move along that road at half cost to a minimum of 1 movement point. +

+

+ For example: If a unit is moving northwest, then hex it is in must have + a northwest road, and the hex it is moving into must have a southeast + road. +

+

+ To gain an economy bonus, a hex must have roads that connect to roads in + at least two adjoining hexes. The economy bonus for the connected roads + raises the wages in the region by 1 point. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (min level) +
+ Road N + + 30 + + stone + + building (2) +
+ Road NW + + 30 + + stone + + building (2) +
+ Road NE + + 30 + + stone + + building (2) +
+ Road SW + + 30 + + stone + + building (2) +
+ Road SE + + 30 + + stone + + building (2) +
+ Road S + + 30 + + stone + + building (2) +
+ Caravanserai + + 20 + + wood or stone + + building (2) +
+
+ +

+ Ships: +

+

+ Ships are constructed similarly to buildings, with a few small + differences. Firstly, they tend to be constructed out of wood, not + stone. Secondly, their construction tends to depend on the Shipbuilding + skill, not the Building skill. Thirdly, while unfinished buildings + appear in the region, and may be entered by other units, unfinished + ships appear only in their builder's inventory until they are complete. + If the builder MOVEs or they are in a fleet that SAILs while they have an unfinished ship in their + possession, the ship will be discarded and lost. Finally, ships are + never interacted with as objects directly, but when completed are placed + in Fleet objects. Fleets may contain one or more ships, and may be + entered like other buildings. +

+

+ Only factions with at least one faction point spent on trade can issue + BUILD orders. Here is a table of the various ship + types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The capacity of a ship is the maximum weight that the ship may have + aboard and still move. The cost is both the man-months of labor and the + number of units of material required to complete the ship. The sailors + are the number of skill levels of the Sailing skill that must be aboard + the ship (and issuing the SAIL order) in order for + the ship to sail. +

+

+ When a ship is built, if its builder is already the owner of a fleet + object, then the ship will be added to that fleet; otherwise a new fleet + will be created to hold the ship. A fleet has the combined capacity and + sailor requirement of its constituent vessels, and moves at the speed of + its slowest ship. +

+ +

+ Advanced Items: +

+

+ There are also certain advanced items that highly skilled units can + produce. These are not available to starting players, but can be + discovered through study. When a unit is skilled enough to produce one + of these items, he will receive a skill report describing the production + of this item. Production of advanced items is generally done in a manner + similar to the normal items. +

+ +

+ Income: +

+

+ Units can earn money with the WORK order. This + means that the unit spends the month performing manual work for wages. + The amount to be earned from this is usually not very high, so it is + generally a last resort to be used if one is running out of money. The + current wages are shown in the region description for each region. All + units may WORK, regardless of skills or faction + type. +

+ +

+ Entertainment: +

+

+ Units with the Entertainment skill can use it to earn money. A unit + with Entertainment level 1 will earn 30 silver per man by issuing the ENTERTAIN order. The total amount of money that + can be earned this way is shown in the region descriptions. Higher + levels of Entertainment skill can earn more, so a character with + Entertainment skill 2 can earn twice as much money as one with skill 1 + (and uses twice as much of the demand for entertainment in the region). + Note that entertainment income is much less, per region, than the income + available through working or taxing. All factions may have entertainers, + regardless of faction type. +

+ +

+ Taxing/Pillaging: +

+

+ War factions may collect taxes in a region. This is done using the TAX order (which is a full month order). The amount of + tax money that can be collected each month in a region is shown in the + region description. A unit may TAX if it has Combat + skill of at least level 1, has a weapon and the appropriate skill to use + it, has a mount and sufficient skill to ride it in combat or is a mage + who knows a spell which damages enemies. Each taxing character can + collect $50, though if the number of taxers would tax more than the + available tax income, the tax income is split evenly among all taxers. +

+

+ War factions may also pillage a region. To do this requires the faction + to have enough combat ready men in the region to tax half of the + available money in the region. The total amount of money that can be + pillaged will then be shared out between every combat ready unit that + issues the PILLAGE order. The amount of money + collected is equal to twice the available tax money. However, the + economy of the region will be seriously damaged by pillaging, and will + only slowly recover over time. Note that PILLAGE + comes before TAX, so a unit performing TAX will collect no money in that region that month. +

+

+ It is possible to safeguard one's tax income in regions one controls. + Units which have the Guard flag set (using the GUARD order) will block TAX orders + issued by other factions in the same region, unless you have declared + the faction in question Friendly. Units on guard will also block PILLAGE orders issued by other factions in the same + region, regardless of your attitude towards the faction in question, and + they will attempt to prevent Unfriendly units from entering the region. + Only units which are able to tax may be on guard. Units on guard are + always visible regardless of Stealth skill, and will be marked as being + "on guard" in the region description. +

+ +

+ Transportation of goods +

+

+ Trade factions may train Quartermaster units. A Quartermaster unit may + accept TRANSPORTed items from any unit within 2 + hexes distance from the hex containing the quartermaster. Quartermasters + may also DISTRIBUTE items to any unit within 2 + hexes distance from the hex containing the quartermaster and may TRANSPORT items to another quartermaster up to 3 + hexes distant. The distance a quartermaster can TRANSPORT items to another quartermaster will + increase with the level of skill possessed by the quartermaster unit. +

+

+ In order to accomplish this function, a quartermaster must be the owner + of a structure which allows transportation of items. The structures + which allow this are: Caravanserai. +

+

+ The cost of transport items from one quartermaster to another is based + on the weight of the items and costs 5 silver per weight unit. The cost + of shipping is increased for units with a lower quartermaster skill, + dropping to the minimum above when the unit is at the maximum skill + level. +

+

+ Quartermasters must be single man units, and a faction is limited in the + number of quartermasters it may have at any one time. Both the TRANSPORT and DISTRIBUTE + orders count as trade activity in the hex of the unit issuing the order. + The target unit must be at least FRIENDLY to the unit which issues the + order. +

+

+ Not all type of items can be TRANSPORTed to or + DISTRIBUTEd by a quartermaster. Men (including + Leaders), summoned creatures (including illusionary ones), ships, + mounts, war machines, and items created using artifact lore need to be + carried/sailed from one location to another by a unit. +

+ +
+ +
+

+ Combat +

+

+ Combat occurs when one unit attacks another. The computer then gathers + together all the units on the attacking side, and all the units on the + defending side, and the two sides fight until an outcome is reached. +

+ +

+ Attitudes: +

+

+ Which side a faction's units will fight on depends on declared + attitudes. A faction can have one of the following attitudes towards + another faction: Ally, Friendly, Neutral, Unfriendly or Hostile. Each + faction has a general attitude, called the "Default Attitude", that it + normally takes towards other factions; this is initially Neutral, but + can be changed. It is also possible to DECLARE + attitudes to specific factions, e.g. DECLARE 27 + ALLY will declare the Ally attitude to faction 27. (Note that this does + not necessarily mean that faction 27 has decided to treat you as an + ally.) +

+

+ Ally means that you will fight to defend units of that faction whenever + they come under attack, if you have non-avoiding units in the region + where the attack occurs. You will also attempt to prevent any theft or + assassination attempts against units of the faction, if you are capable + of seeing the unit which is attempting the crime. It also has the + implications of the Friendly attitude. +

+

+ Friendly means that you will accept gifts from units of that faction. + This includes the giving of items, units of people, and the teaching of + skills. You will also admit units of that faction into buildings or + fleets owned by one of your units, and you will permit units of that + faction to collect taxes (but not pillage) in regions where you have + units on guard. +

+

+ Unfriendly means that you will not admit units of that faction into any + region where you have units on guard. You will not, however, + automatically attack unfriendly units which are already present. +

+

+ Hostile means that any of your units which do not have the Avoid Combat + flag set (using the AVOID order) will attack any + units of that faction wherever they find them. +

+

+ If a unit can see another unit, but does not have high enough + Observation skill to determine its faction, it will treat the unit using + the faction's default attitude, even if the unit belongs to an + Unfriendly or Hostile faction, because it does not know the unit's + identity. However, if your faction has declared an attitude of Friendly + or Ally towards that unit's faction, the unit will be treated with the + better attitude; it is assumed that the unit will produce proof of + identity when relevant. (See the section on stealth for more information + on when units can see each other.) +

+

+ If a faction declares Unfriendly or Hostile as default attitude (the + latter is a good way to die fast), it will block or attack all + unidentified units, unless they belong to factions for which a Friendly + or Ally attitude has been specifically declared. Units which cannot be + seen at all cannot be directly blocked or attacked, of course. +

+ +

+ Attacking: +

+

+ A unit can attack another by issuing an ATTACK + order. A unit that does not have Avoid Combat set will automatically + attack any Hostile units it identifies as such. When a unit issues the + ATTACK order, or otherwise decides to attack + another unit, it must first be able to attack the unit. There are two + conditions for this; the first is that the attacking unit must be able + to see the unit that it wishes to attack. More information is available + on this in the stealth section of the rules. +

+

+ Secondly, the attacking unit must be able to catch the unit it wishes to + attack. A unit may only catch a unit if its effective Riding skill is + greater than or equal to the target unit's effective Riding skill; + otherwise, the target unit just rides away from the attacking unit. + Effective Riding is the unit's Riding skill, but with a potential + maximum; if the unit can not ride, the effective Riding skill is 0; if + the unit can ride, the maximum effective Riding is 3; if the unit can + fly, the maximum effective Riding is 5. Note that the effective Riding + also depends on whether the unit is attempting to attack or defend; for + attack purposes, only one man in the unit needs to be able to ride or + fly (generally, this means one of the men must possess a horse, or other + form of transportation), whereas for defense purposes the entire unit + needs to be able to ride or fly (usually meaning that every man in the + unit must possess a horse or other form of speedier transportation). + Also, note that for a unit to be able to use its defensive Riding + ability to avoid attack, the unit cannot be in a building, fleet, or + structure of any type. +

+

+ A unit which is on guard, and is Unfriendly towards a unit, will deny + access to units using the MOVE order to enter its + region. Note that to deny access to a unit, at least one unit from the + same faction as the unit guarding the hex must satisfy the above + requirements. A unit using ADVANCE instead of MOVE to enter a region, will attack any units that + attempt to deny it access. If the advancing unit loses the battle, it + will be forced to retreat to the previous region it moved through. If + the unit wins the battle and its army doesn't lose any men, it is + allowed to continue to move, provided that it has enough movement + points. +

+

+ Note that these restrictions do not apply for sea combat, as units + within a fleet are always visible, and Riding does not play a part in + combat on board fleets. +

+ +

+ The Muster: +

+

+ Once the attack has been made, the sides are gathered. Although the ATTACK order takes a unit rather than a faction as + its parameter (mainly so that unidentified units can be attacked), an + attack is basically considered to be by an entire faction, against an + entire faction and its allies. +

+

+ On the attacking side are all units of the attacking faction in the + region where the fight is taking place, except those with Avoid Combat + set. A unit which has explicitly (or implicitly via ADVANCE) issued an ATTACK + order will join the fight anyway, regardless of whether Avoid Combat is + set. +

+

+ Also on the attacking side are all units of other factions that attacked + the target faction (implicitly or explicitly) in the region where the + fight is taking place. In other words, if several factions attack one, + then all their armies join together to attack at the same time (even if + they are enemies and will later fight each other). +

+

+ On the defending side are all identifiable units belonging to the + defending faction. If a unit has Avoid Combat set and it belongs to the + target faction, it will be uninvolved only if its faction cannot be + identified by the attacking faction. A unit which was explicitly + attacked will be involved anyway, regardless of Avoid Combat. (This + means that Avoid Combat is mostly useful for high stealth scouts.) Also, + all non-avoiding units located in the target region belonging to + factions allied with the defending unit will join in on the defending + side, provided that at least one of the units belonging to the defending + faction is not set to noaid. +

+

+ Units in adjacent regions can also become involved. This is the + exception to the general rule that you cannot interact with units in a + different region. +

+

+ If a faction has at least one unit involved in the initial region, then + any units in adjacent regions will join the fight, if they could reach + the region and do not have Avoid Combat set. There are a few flags that + units may set to affect this; a unit with the Hold flag (set using the + HOLD order) will not join battles in adjacent + regions. This flag applies to both attacking and defending factions. A + unit with the Noaid flag (set using the NOAID + order) will receive no aid from adjacent hexes when attacked, or when it + issues an attack. +

+

+ Example: A fight starts in region A, in the initial combat phase + (before any movement has occurred). The defender has a unit of soldiers + in adjacent region B. They have 2 movement points at this stage. They + will buy horses later in the turn, so that when they execute their MOVE order they will have 4 movement points, but right + now they have 2. Region A is forest, so the soldiers can join the fight. +

+

+ It is important to note that the units in nearby regions do not actually + move to the region where the fighting happens; the computer only checks + that they could move there. (In game world terms, presumably they did + move there to join the fight, and then moved back where they started.) + The computer checks for weight allowances and terrain types when + determining whether a unit could reach the scene of the battle. Note + that the use of fleets is not allowed in this virtual movement. +

+

+ If you order an attack on an ally (either with the ATTACK order, or if your ally has declared you + Unfriendly, by attempting to ADVANCE into a + region which he is guarding), then your commander will decide that a + mistake has occurred somewhere, and withdraw your troops from the + fighting altogether. Thus, your units will not attack that faction in + that region. Note that you will always defend an ally against attack, + even if it means that you fight against other factions that you are + allied with. +

+ +

+ The Battle: +

+

+ The troops having lined up, the fight begins. The computer selects the + best tactician from each side; that unit is regarded as the leader of + its side. If two or more units on one side have the same Tactics skill, + then the one with the lower unit number is regarded as the leader of + that side. If one side's leader has a better Tactics skill than the + other side's,then that side gets a tactics difference bonus to their + attack and defense. +

+

+ In each combat round, the combatants each get to attack once, in a + random order. Each combatant will attempt to hit a randomly selected + enemy. If he hits, and the target has no armor, then the target is + automatically killed. Armor may provide extra defense against otherwise + successful attacks. +

+

+ The basic skill used in battle is the Combat skill; this is used for + hand to hand fighting. If one soldier tries to hit another using most + weapons, there is a 50% chance that the attacker will get an opportunity + for a lethal blow. If the attacker does get that opportunity, then + there is a contest between his combat skill (modified by weapon attack + bonus) and the defender's combat skill (modified by weapon defense + bonus). Some weapons may not allow combat skill to affect defense (e.g. + bows), and others may allow different skills to be used on defense (or + offense). +

+

+ If the skills are equal, then there is a 1:1 (i.e. 50%) chance that the + attack will succeed. If the attacker's skill is 1 higher then there is + a 2:1 (i.e. 66%) chance, if the attacker's skill is 2 higher then there + is a 4:1 (i.e. 80%) chance, 3 higher means an 8:1 (i.e. 88%) chance, and + so on. Similarly if the defender's skill is 1 higher, then there is only + a 1:2 (i.e. 33%) chance, etc. +

+

+ There are a variety of weapons in the world which can increase a + soldier's skill on attack or defense. Better weapons will generally + convey better bonuses, but not all weapons are as good in all + situations. Specifics about the bonuses conferred by specific weapons + can be found both in these rules (for most basic weapons), and in the + descriptions of the weapons themselves. Troops which are fighting + hand-to-hand without specific weapons are assumed to be irregularly + armed with makeshift weapons such as clubs, pitchforks, torches, etc. +

+

+ Possession of a mount, and the appropriate skill to use that mount will + also confer a bonus to the effective Combat skill. The amount of the + bonus will depend on the level of the appropriate skill and the mount in + question. Some mounts are better than others, and may provide better + bonus, but may also require higher levels of skill to get any bonus at + all. Some terrain might not allow mounts to give a combat advantage. +

+

+ Certain weapons may provide different attack and defense bonuses, or + have additional attack bonuses against mounted opponents or other + special characteristics. These bonuses will be listed in the item + descriptions in the turn reports. +

+

+ Some melee weapons may be defined as Long or Short (this is relative to + a normal weapon, e.g. the sword). A soldier wielding a longer weapon + than his opponent gets a +1 bonus to his attack skill. +

+

+ Ranged weapons are slightly different from melee weapons. The target + will generally not get any sort of combat bonus to defense against a + ranged attack. +

+

+ Some weapons, including some ranged weapons, may only attack every other + round, or even less frequently. When a weapon is not able to attack + every round, this will be specified in the item description. +

+

+ Weapons may have one of several different attack types: Slashing, + Piercing, Crushing, Cleaving and Armor Piercing. Different types of + armor may give different survival chances against a successful attack of + different types. +

+

+ A soldier attacking with a ranged weapon will generally be treated as if + they have a Combat skill of 0, even if they have an actual Combat skill. + This is the trade off for being able to hit from the back line of + fighting. +

+

+ Being inside a building confers a bonus to defense. This bonus is + effective against ranged as well as melee weapons. The number of men + that a building can protect is equal to its size. The size of the + various common buildings was listed in the Table of Buildings earlier. +

+

+ If there are too many units in a building to all gain protection from + it, then those units who have been in the building longest will gain + protection. (Note that these units appear first on the turn report.) If + a unit of 200 men is inside a Fort (capacity 50), then the first 50 men + in the unit will gain the full bonus, and the other 150 will gain no + protection. +

+

+ Units which have the Behind flag set are at the rear and cannot be + attacked by any means until all non-Behind units have been wiped out. + On the other hand, neither can they attack with melee weapons, but only + with ranged weapons or magic. Once all front-line units have been wiped + out, then the Behind flag no longer has any effect. +

+ +

+ Victory! +

+

+ Combat rounds continue until one side has accrued 50% losses (or more). + The victorious side is then awarded one free round of attacks, after + which the battle is over. If both sides have more than 50% losses, the + battle is a draw, and neither side gets a free round. +

+

+ Units with the Healing skill have a chance of being able to heal + casualties of the winning side, so that they recover rather than dying. + Each character with this skill can attempt to heal 5 casualties per + skill level. Each attempt however requires one unit of Herbs, which is + thereby used up. Each attempt has a some chance of healing one casualty; + only one attempt at Healing may be made per casualty. Healing occurs + automatically, after the battle is over, by any living healers on the + winning side. +

+

+ Any items owned by dead combatants on the losing side have a 50% chance + of being found and collected by the winning side. Each item which is + recovered is picked up by one of the survivors able to carry it (see the + SPOILS command) at random, so the winners + generally collect loot in proportion to their number of surviving men. +

+

+ If you are expecting to fight an enemy who is carrying so much equipment + that you would not be able to move after picking it up, and you want to + move to another region later that month, it may be worth issuing some + orders to drop items (with the GIVE 0 order) or to + prevent yourself picking up certain types of spoils (with the SPOILS order) in case you win the battle! Also, note + that if the winning side took any losses in the battle, any units on + this side will not be allowed to move, or attack again for the rest of + the turn. +

+ +
+ +
+

+ Stealth and Observation +

+

+ The Stealth skill is used to hide units, while the Observation skill is + used to see units that would otherwise be hidden. A unit can be seen + only if you have at least one unit in the same region, with an + Observation skill at least as high as that unit's Stealth skill. If your + Observation skill is equal to the unit's Stealth skill, you will see the + unit, but not the name of the owning faction. If your Observation skill + is higher than the unit's Stealth skill, you will also see the name of + the faction that owns the unit. +

+

+ Regardless of Stealth skill, units are always visible when participating + in combat; when guarding a region with the Guard flag; or when in a + building or aboard a fleet. However, in order to see the faction that + owns the unit, you will still need a higher Observation skill than the + unit's Stealth skill. +

+ +

+ Stealing: +

+

+ The STEAL order is a way to steal items from other + player factions without a battle. The order can only be issued by a + one-man unit. The order specifies a target unit; the thief will then + attempt to steal the specified item from the target unit. +

+

+ If the thief has higher Stealth than any of the target faction's units + have Observation (i.e. the thief cannot be seen by the target faction), + the theft will succeed. The target faction will be told what was stolen, + but not by whom. If the specified item is silver, then $200 or half the + total available, whichever is less, will be stolen. If it is any other + item, then only one will be stolen (if available). +

+

+ Any unit with high enough Observation to see the thief will see the + attempt to steal, whether the attempt is successful or not. Allies of + the target unit will prevent the theft, if they have high enough + Observation to see the unit trying to steal. +

+ +

+ Assassination: +

+

+ The ASSASSINATE order is a way to kill + another person without attacking and going through an entire battle. + This order can only be issued by a one-man unit, and specifies a target + unit. If the target unit contains more than one person, then one will + be singled out at random. +

+

+ Success for assassination is determined as for theft, i.e. the assassin + will fail if any of the target faction's units can see him. In this + case, the assassin will flee, and the target faction will be informed + which unit made the attempt. As with theft, allies of the target unit + will prevent the assassination from succeeding, if their Observation + level is high enough. +

+

+ If the assassin has higher stealth than any of the target faction's + units have Observation, then a one-on-one fight will take place between + the assassin and the target character. The assassin automatically gets + a free round of attacks; after that, the battle is handled like a normal + fight, with the exception that neither assassin nor victim can use any + armor except leather armor. Most armor is forbidden for the assassin + because it would make it too hard to sneak around, and for the victim + because he was caught by surprise with his armor off. If the assassin + wins, the target faction is told merely that the victim was + assassinated, but not by whom. If the victim wins, then the target + faction learns which unit made the attempt. (Of course, this does not + necessarily mean that the assassin's faction is known.) The winner of + the fight gets 50% of the loser's property as usual. +

+

+ STEAL and ASSASSINATE + are not full month orders, and do not interfere with other activities, + but a unit can only issue one STEAL order or one ASSASSINATE order in a month. +

+ +
+ +
+

+ Magic +

+

+ A character enters the world of magic in Atlantis by beginning study on + one of the Foundation magic skills. Only one man units, with the man + being a leader, are permitted to study these skills. The number of these + units (known as "magicians" or "mages") that a faction may own is + determined by the faction's type. Any attempt to gain more, either + through study, or by transfer from another faction, will fail. In + addition, mages may not GIVE men at all; once a unit + becomes a mage (by studying one of the Foundations), the unit number is + fixed. (The mage may be given to another faction using the GIVE UNIT order.) +

+ +

+ Magic Skills: +

+

+ Magic skills are the same as normal skills, with a few differences. The + basic magic skills, called Foundations, are force, pattern, and spirit. + To become a mage, a unit undertakes study in one of these Foundations. + As a unit studies the Foundations, he will be able to study deeper into + the magical arts; the additional skills that he may study will be + indicated on your turn report. +

+

+ There are two major differences between Magic skills and most normal + skills. The first is that the ability to study Magic skills sometimes + depends on lower level Magic skills. Magic skills cannot be learnt to a + higher level than the skills they depend upon. For example, if a Magic + skill requires Spirit 2 to begin to study, then it can never be studied + to a level higher than the mage's Spirit skill, so in order to increase + that skill to level 3, his Spirit skill would first have to be increased + to level 3. The Magic skills that a mage may study are listed on his + turn report, so he knows which areas he may pursue. Studying higher in + the Foundation skills, and certain other Magic skills, will make other + skills available to the mage. Secondly, study into a magic skill above + level 2 requires that the mage be located in some sort of building which + can offer specific facilities for mages. Certain types of buildings can + offer shelter and support and a proper environment, some more so than + others. If the mage is not in such a structure, his study rate is cut in + half, as he does not have the proper environment and equipment for + research. +

+

+ It is possible that there are advanced buildings not listed here which + also can support mages. The description of a building will tell you for + certain. The common buildings and the mages a building of that type can + support follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + Mages +
+ Fort + + 1 +
+ Castle + + 2 +
+ Citadel + + 3 +
+ Stockade + + 1 +
+
+ +

+ Foundations: +

+

+ The three Foundation skills are called force, pattern, and spirit. Force + indicates the quantity of magical energy that a mage is able to channel + (a Force rating of 0 does not mean that the mage can channel no magical + energy at all, but only a minimal amount). Pattern indicates ability to + handle complex patterns, and is important for things like healing and + nature spells. Spirit deals with meta-effects that lie outside the + scope of the physical world. +

+ +

+ Further Magic Study: +

+

+ Once a mage has begun study of one or more Foundations, more skills that + he may study will begin to show up on his report. These skills are the + skills that give a mage his power. As with normal skills, when a mage + achieves a new level of a magic skill, he will be given a skill report, + describing the new powers (if any) that the new skill confers. The SHOW order may be used to show this information on + future reports. +

+ +

+ Using Magic: +

+

+ A mage may use his magical power in three different ways, depending on + the type of spell he wants to use. Some spells, once learned, take + effect automatically and are considered always to be in use; these + spells do not require any order to take effect. +

+

+ Secondly, some spells are for use in combat. A mage may specify that he + wishes to use a spell in combat by issuing the COMBAT order. A combat spell specified in this way + will only be used if the mage finds himself taking part in a battle. +

+

+ The third type of spell use is for spells that take an entire month to + cast. These spells are cast by the mage issuing the CAST order. Because CAST takes an + entire month, a mage may use only one of this type of spell each turn. + Note, however, that a CAST order is not a full month + order; a mage may still MOVE, STUDY, or use any other month long order. The + justification for this (as well as being for game balance) is that a + spell drains a mage of his magic power for the month, but does not + actually take the entire month to cast. +

+

+ The description that a mage receives when he first learns a spell + specifies the manner in which the spell is used (automatic, in combat, + or by casting). +

+ +

+ Magic in Combat: +

+

+ NOTE: This section is rather vague, and quite advanced. You may want to + wait until you have figured out other parts of Atlantis before trying to + understand exactly all of the rules in this section. +

+

+ Although the magic skills and spells are unspecified in these rules, + left for the players to discover, the rules for combat spells' + interaction are spelled out here. There are five major types of + attacks, and defenses: Combat, Ranged, Energy, Weather, and Spirit. + Every attack and defense has a type, and only the appropriate defense is + effective against an attack. +

+

+ Defensive spells are cast at the beginning of each round of combat, and + will have a type of attack they deflect, and skill level (Defensive + spells are generally called Shields). Every time an attack is launched + against an army, it must first attack the highest level Shield of the + same type as the attack, before it may attack a soldier directly. Note + that an attack only has to attack the highest Shield, any other Shields + of the same type are ignored for that attack. +

+

+ An attack spell (and any other type of attack) also has an attack type, + and attack level, and a number of blows it deals. When the attack spell + is cast, it is matched up against the most powerful defensive spell of + the appropriate type that the other army has cast. If the other army + has not cast any applicable defensive spells, the attack goes through + unmolested. Unlike normal combat however, men are at a disadvantage to + defending against spells. Men which are in the open (not protected by + a building) have an effective skill of -2 unless they have a shield or + some other defensive magic. Some monsters have bonuses to resisting + some attacks but are more susceptible to others. The skill level of the + attack spell and the effective skill for defense are matched against + each other. The formula for determining the victor between a defensive + and offensive spell is the same as for a contest of soldiers; if the + levels are equal, there is a 1:1 chance of success, and so on. If the + offensive spell is victorious, the offensive spell deals its blows to + the defending army, and the Shield in question is destroyed (thus, it + can be useful to have more than one of the same type of Shield in + effect, as the other Shield will take the place of the destroyed one). + Otherwise, the attack spell disperses, and the defending spell remains + in place. +

+

+ Some spells do not actually kill enemies, but rather have some negative + effect on them. These spells are treated the same as normal spells; if + there is a Shield of the same type as them, they must attack the Shield + before attacking the army. Physical attacks that go through a defensive + spell also must match their skill level against that of the defensive + spell in question. However, they do not destroy the defensive spell + when they are successful. +

+ +

+ Apprentices: +

+

+ Apprentices may be created by having a unit study manipulation. Like + Mages, only one man units, with the man being a leader, may become + Apprentices. Apprentices may not cast spells, but may use items which + otherwise only mages can use. +

+ +
+ +
+

+ Non-Player Units +

+

+ There are a number of units that are not controlled by players that may + be encountered in Atlantis. Most information about these units must be + discovered in the course of the game, but a few basics are below. +

+ +

+ City and Town Guardsmen: +

+

+ All cities and towns begin with guardsmen in them. These units will + defend any units that are attacked in the city or town, and will also + prevent theft and assassination attempts, if their Observation level is + high enough. They are on guard, and will prevent other units from taxing + or pillaging. The guards may be killed by players, although they will + form again if the city is left unguarded. +

+ +

+ Wandering Monsters: +

+

+ There are a number of monsters who wander free throughout Atlantis. + They will occasionally attack player units, so be careful when wandering + through the wilderness. +

+

+ Some monsters live in lairs, caves, and other structures players cannot + enter. Such monsters will never leave their habitat and will never + wander around, but they can attack player units present in the region. + The willingness to attack is dependent on the monster's aggression + level. It is worth reminding that monsters inside the lair will always + be visible to the player regardless of their stealth score as any other + unit in the structure. Empty lairs will spawn new monsters regularly if + old ones are killed. Players can guard regions with lairs, and monsters + will not spawn there. +

+

+ Other monsters do not live in lairs but wander freely. Wandering + monsters can spawn in any unguarded region regardless of whether there + is a lair. Guarding will prevent monsters from spawning in a particular + region. Their willingness to attack depends on their aggression level, + and monsters can advance to neighboring regions while moving. Some + monsters could have preferred terrains that they like more than others, + and then they will be willing to enter such regions more likely than + others. At the same time, some terrains could be so uncomfortable that + monsters will never enter them. If a monster has particular terrain + preferences, he will try to be close to the habitat he likes, and he + will not go deeper into the territory that is not connected with his + preferred terrain. +

+

+ A small tip to the players about guarding: guarding will prevent + monsters from spawning and attacking player units, but in such a way + players will not get any loot from monsters too. Monster hunting is a + desirable activity because it is fun, and you can get a great reward + like silver, magical items, weapons, etc. +

+

+ Monster movement probability table +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Directions + + Prefered + + Neutral + + Move Preferred + + Move Neutral + + Stay +
+ 1 + + 1 + + 0 + + 33% + + 0% + + 66% +
+ 1 + + 0 + + 1 + + 0% + + 20% + + 80% +
+ 2 + + 2 + + 0 + + 50% + + 0% + + 50% +
+ 2 + + 1 + + 1 + + 28% + + 14% + + 57% +
+ 2 + + 0 + + 2 + + 0% + + 33% + + 66% +
+ 3 + + 3 + + 0 + + 60% + + 0% + + 40% +
+ 3 + + 2 + + 1 + + 44% + + 11% + + 44% +
+ 3 + + 1 + + 2 + + 25% + + 25% + + 50% +
+ 3 + + 0 + + 3 + + 0% + + 42% + + 57% +
+ 4 + + 4 + + 0 + + 66% + + 0% + + 33% +
+ 4 + + 3 + + 1 + + 54% + + 9% + + 36% +
+ 4 + + 2 + + 2 + + 40% + + 20% + + 40% +
+ 4 + + 1 + + 3 + + 22% + + 33% + + 44% +
+ 4 + + 0 + + 4 + + 0% + + 50% + + 50% +
+ 5 + + 5 + + 0 + + 71% + + 0% + + 28% +
+ 5 + + 4 + + 1 + + 61% + + 7% + + 30% +
+ 5 + + 3 + + 2 + + 50% + + 16% + + 33% +
+ 5 + + 2 + + 3 + + 36% + + 27% + + 36% +
+ 5 + + 1 + + 4 + + 20% + + 40% + + 40% +
+ 5 + + 0 + + 5 + + 0% + + 55% + + 44% +
+ 6 + + 6 + + 0 + + 75% + + 0% + + 25% +
+ 6 + + 5 + + 1 + + 66% + + 6% + + 26% +
+ 6 + + 4 + + 2 + + 57% + + 14% + + 28% +
+ 6 + + 3 + + 3 + + 46% + + 23% + + 30% +
+ 6 + + 2 + + 4 + + 33% + + 33% + + 33% +
+ 6 + + 1 + + 5 + + 18% + + 45% + + 36% +
+ 6 + + 0 + + 6 + + 0% + + 60% + + 40% +
+ +

+ Controlled Monsters: +

+

+ Through various magical methods, you may gain control of certain types + of monsters. These monsters are just another item in a unit's inventory, + with a few special rules. Monsters will be able to carry things at their + speed of movement; use the SHOW ITEM order to + determine the carrying capacity and movement speed of a monster. + Monsters will also fight for the controlling unit in combat; their + strength can only be determined in battle. Also, note that a monster + will always fight from the front rank, even if the controlling unit has + the behind flag set. Whether or not you are allowed to give a monster to + other units depends on the type of monster; some may be given freely, + while others must remain with the controlling unit. +

+ +
+ +
+

+ Orders +

+

+ To enter orders for Atlantis, you should send a mail message to the + Atlantis server, containing the following: +

+

+ +

+
+#ATLANTIS faction-no 
+
+UNIT unit-no
+...orders...
+
+UNIT unit-no
+...orders...
+
+#END
+    
+

+ For example, if your faction number (shown at the top of your report) is + 27, your password if "foobar", and you have two units numbered 5 and 17: +

+

+ +

+
+#ATLANTIS 27 "foobar"
+
+UNIT 5
+...orders...
+
+UNIT 17
+...orders...
+
+#END
+    
+

+ Thus, orders for each unit are given separately, and indicated with the + UNIT keyword. (In the case of an order, such as the command to rename + your faction, that is not really for any particular unit, it does not + matter which unit issues the command; but some particular unit must + still issue it.) +

+

+ IMPORTANT: You MUST use the correct #ATLANTIS line or else your orders + will be ignored. +

+

+ If you have a password set, you must specify it on you #atlantis line, + or the game will reject your orders. See the PASSWORD order for more details. +

+

+ Each type of order is designated by giving a keyword as the first + non-blank item on a line. Parameters are given after this, separated by + spaces or tabs. Blank lines are permitted, as are comments; anything + after a semicolon is treated as a comment (provided the semicolon is not + in the middle of a word). +

+

+ The parser is not case sensitive, so all commands may be given in upper + case, lower case or a mixture of the two. However, when supplying names + containing spaces, the name must be surrounded by double quotes, or else + underscore characters must be used in place of spaces in the name. + (These things apply to the #ATLANTIS and #END lines as well as to order + lines.) +

+

+ You may precede orders with the at sign (@), in which case they will + appear in the Template at the bottom of your report. This is useful for + orders which your units repeat for several months in a row. +

+ +

+ Abbreviations: +

+

+ All common items and skills have abbreviations that can be used when + giving orders, for brevity. Any time you see the item on your report, + it will be followed by the abbreviation. Please be careful using these, + as they can easily be confused. +

+ +
+ +
+

+ Order Summary +

+

+ To specify a [unit], use the unit number. If specifying a unit that + will be created this turn, use the form "NEW #" if the unit belongs to + your faction, or "FACTION # NEW #" if the unit belongs to a different + faction. See the FORM order for a more complete + description. [faction] means that a faction number is required; + [object] means that an object number (generally the number of a building + or fleet) is required. [item] means an item (like wood or longbow) that + a unit can have in its possession. [flag] is an argument taken by + several orders, that sets or unsets a flag for a unit. A [flag] value + must be either 1 (set the flag) or 0 (unset the flag). Other parameters + are generally numbers or names. +

+

+ IMPORTANT: Remember that names containing spaces (e.g., "Plate Armor"), + must be surrounded by double quotes, or the spaces must be replaced with + underscores "_" (e.g., Plate_Armor). +

+

+ Also remember that anything used in an example is just that, an example + and makes no guarantee that such an item, structure, or skill actually + exists within the game. +

+
+ +
+ +

+ ADDRESS [new address] +

+

+ Change the email address to which your reports are sent. +

+

+ Example: +

+

+ Change your faction's email address to atlantis@rahul.net. +

+

+ +

+
+ADDRESS atlantis@rahul.net
+    
+
+ +
+ +

+ ADVANCE [dir] ... +

+

+ This is the same as the MOVE order, except that it + implies attacks on units which attempt to forbid access. See the MOVE order for details. +

+

+ Examples: +

+

+ Move north, then northwest, attacking any units that forbid access to + the regions. +

+

+ +

+
+ADVANCE N NW
+    
+

+ In order, move north, then enter structure number 1, move through an + inner route, and finally move southeast. Will attack any units that + forbid access to any of these locations. +

+

+ +

+
+ADVANCE N 1 IN SE
+    
+
+ +
+ +

+ ARMOR [item1] [item2] [item3] [item4] +

+

+ ARMOR +

+

+ This command allows you to set a list of preferred armor for a unit. + After searching for armor on the preferred list, the standard armor + precedence takes effect if an armor hasn't been set. The second form + clears the preferred armor list. +

+

+ Examples +

+

+ Set the unit to select chain armor before plate armor. +

+

+ +

+
+ARMOR CARM PARM
+    
+

+ Clear the preferred armor list. +

+

+ +

+
+ARMOR
+    
+
+ +
+ +

+ ASSASSINATE [unit] +

+

+ Attempt to assassinate the specified unit, or one of the unit's people + if the unit contains more than one person. The order may only be issued + by a one-man unit. +

+

+ A unit may only attempt to assassinate a unit which is able to be seen. +

+

+ Example: +

+

+ Assassinate unit number 177. +

+

+ +

+
+ASSASSINATE 177
+    
+
+ +
+ +

+ ATTACK [unit] ... +

+

+ Attack a target unit. If multiple ATTACK orders are given, all of the + targets will be attacked. +

+

+ Example: +

+

+ To attack units 17, 431, and 985: +

+

+ +

+
+ATTACK 17
+ATTACK 431 985
+    
+

+ or: +

+

+ +

+
+ATTACK 17 431 985
+    
+
+ +
+ +

+ AUTOTAX [flag] +

+

+ AUTOTAX 1 causes the unit to attempt to tax every turn (without + requiring the TAX order) until the flag is unset. AUTOTAX 0 unsets the + flag. +

+

+ Example: +

+

+ To cause the unit to attempt to tax every turn. +

+

+ +

+
+AUTOTAX 1
+    
+
+ +
+ +

+ AVOID [flag] +

+

+ AVOID 1 instructs the unit to avoid combat wherever possible. The unit + will not enter combat unless it issues an ATTACK order, or the unit's + faction is attacked in the unit's hex. AVOID 0 cancels this. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Set the unit to avoid combat when possible. +

+

+ +

+
+AVOID 1
+    
+
+ +
+ +

+ BEHIND [flag] +

+

+ BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 + cancels this. +

+

+ Example: +

+

+ Set the unit to be in front in combat. +

+

+ +

+
+BEHIND 0
+    
+
+ +
+ +

+ BUILD +

+

+ BUILD [object type] +

+

+ BUILD HELP [unit] +

+

+ BUILD given with no parameters causes the unit to perform work on an + unfinished ship it possesses, or on the object that it is currently + inside. BUILD given with an [object type] (such as "Tower" or + "Galleon") instructs the unit to begin work on a new object of the type + given. The final form instructs the unit to assist the target unit in + its current building task, even if that task was begun this same turn. + This help will be rejected if the unit you are trying to help does not + consider you to be friendly. +

+

+ Examples: +

+

+ To build a new tower. +

+

+ +

+
+BUILD Tower
+    
+

+ To help unit 5789 build a structure. +

+

+ +

+
+BUILD HELP 5789
+    
+
+ +
+ +

+ BUY [quantity] [item] +

+

+ BUY ALL [item] +

+

+ Attempt to buy a number of the given item from a city or town + marketplace, or to buy new people in any region where people are + available for recruiting. If the unit can't afford as many as + [quantity], it will attempt to buy as many as it can. If the demand for + the item (from all units in the region) is greater than the number + available, the available items will be split among the buyers in + proportion to the amount each buyer attempted to buy. When buying + people, specify the race of the people as the [item], or you may use + PEASANT or PEASANTS to recruit whichever race is present in the region. + If the second form is specified, the unit will attempt to buy as many as + it can afford. +

+

+ Examples: +

+

+ Buy one plate armor from the city market. +

+

+ +

+
+BUY 1 "Plate Armor"
+    
+

+ Recruit 5 barbarians into the current unit. (This will dilute the skills + that the unit has.) +

+

+ +

+
+BUY 5 barbarians
+    
+
+ +
+ +

+ CAST [skill] [arguments] +

+

+ Cast the given spell. Note that most spell names contain spaces; be + sure to enclose the name in quotes! [arguments] depends on which spell + you are casting; when you are able to cast a spell, the skill + description will tell you the syntax. +

+

+ Examples: +

+

+ Cast the spell called "Super Spell". +

+

+ +

+
+CAST "Super Spell"
+    
+

+ Cast the fourth-level spell in the "Super Magic" skill. +

+

+ +

+
+CAST Super_Magic 4
+    
+
+ +
+ +

+ CLAIM [amount] +

+

+ Claim an amount of the faction's unclaimed silver, and give it to the + unit issuing the order. The claiming unit may then spend the silver or + give it to another unit. +

+

+ Example: +

+

+ Claim 100 silver. +

+

+ +

+
+CLAIM 100
+    
+
+ +
+ +

+ COMBAT [spell] +

+

+ Set the given spell as the spell that the unit will cast in combat. + This order may only be given if the unit can cast the spell in question. +

+

+ Example: +

+

+ Instruct the unit to use the spell "Super Spell", when the unit is + involved in a battle. +

+

+ +

+
+COMBAT "Super Spell"
+    
+
+ +
+ +

+ CONSUME UNIT +

+

+ CONSUME FACTION +

+

+ CONSUME +

+

+ The CONSUME order instructs the unit to use food items in preference to + silver for maintenance costs. CONSUME UNIT tells the unit to use food + items that are in that unit's possession before using silver. CONSUME + FACTION tells the unit to use any food items that the faction owns (in + the same region as the unit) before using silver. CONSUME tells the unit + to use silver before food items (this is the default). +

+

+ Example: +

+

+ Tell a unit to use food items in the unit's possession for maintenance + costs. +

+

+ +

+
+CONSUME UNIT
+    
+
+ +
+ +

+ DECLARE [faction] [attitude] +

+

+ DECLARE [faction] +

+

+ DECLARE DEFAULT [attitude] +

+

+ The first form of the DECLARE order sets the attitude of your faction + towards the given faction. The second form cancels any attitude towards + the given faction (so your faction's attitude towards that faction will + be its default attitude). The third form sets your faction's default + attitude. +

+

+ Examples: +

+

+ Declare your faction to be hostile to faction 15. +

+

+ +

+
+DECLARE 15 hostile
+    
+

+ Set your faction's attitude to faction 15 to its default attitude. +

+

+ +

+
+DECLARE 15
+    
+

+ Set your faction's default attitude to friendly. +

+

+ +

+
+DECLARE DEFAULT friendly
+    
+
+ +
+ +

+ DESCRIBE UNIT [new description] +

+

+ DESCRIBE SHIP [new description] +

+

+ DESCRIBE BUILDING [new description] +

+

+ DESCRIBE OBJECT [new description] +

+

+ DESCRIBE STRUCTURE [new description] +

+

+ Change the description of the unit, or of the object the unit is in (of + which the unit must be the owner). Descriptions can be of any length, up + to the line length your mailer can handle. If no description is given, + the description will be cleared out. The last four are completely + identical and serve to modify the description of the object you are + currently in. +

+

+ Example: +

+

+ Set the unit,s description to read "Merlin's helper". +

+

+ +

+
+DESCRIBE UNIT "Merlin's helper"
+    
+
+ +
+ +

+ DESTROY +

+

+ Destroy the object you are in (of which you must be the owner). The + order cannot be used at sea. +

+

+ Example: +

+

+ Destroy the current object +

+

+ +

+
+DESTROY
+    
+
+ +
+ +

+ DISTRIBUTE [unit] [num] [item] +

+

+ DISTRIBUTE [unit] ALL [item] +

+

+ DISTRIBUTE [unit] ALL [item] EXCEPT [amount] +

+

+ Distribute the specified items to the given friendly unit. In the second + form, all of that item are distributed. In the last form, all of that + item except for the specified amount are distributed. The unit issuing + the distribute order must have the quartermaster skill, and be the owner + of a transport structure. Use of this order counts as trade activity in + the hex. +

+

+ Examples: +

+

+ Distribute 10 STON to unit 1234 +

+

+ +

+
+DISTRIBUTE 1234 10 STON
+    
+
+ +
+ +

+ ENTER [object] +

+

+ Attempt to enter the specified object. If issued from inside another + object, the unit will first leave the object it is currently in. The + order will only work if the target object is unoccupied, or is owned by + a unit in your faction, or is owned by a faction which has declared you + Friendly. +

+

+ Example: +

+

+ Enter fleet number 114. +

+

+ +

+
+ENTER 114
+    
+
+ +
+ +

+ ENTERTAIN +

+

+ Spend the month entertaining the populace to earn money. +

+

+ Example: +

+

+ Entertain for money. +

+

+ +

+
+ENTERTAIN
+    
+
+ +
+ +

+ EVICT [unit] ... +

+

+ Evict the specified unit from the object of which you are currently the + owner. If multiple EVICT orders are given, all of the units will be + evicted. +

+

+ Example: +

+

+ Evict units 415 and 698 from an object that this unit owns. +

+

+ +

+
+EVICT 415 698
+    
+

+ or +

+

+ +

+
+EVICT 415
+EVICT 698
+    
+
+ +
+ +

+ EXCHANGE [unit] [quantity given] [item given] [quantity expected] [item + expected] +

+

+ This order allows any two units that can see each other, to trade items + regardless of faction stances. The orders given by the two units must + be complementary. If either unit involved does not have the items it is + offering, or if the exchange orders given are not complementary, the + exchange is aborted. Men may not be exchanged. +

+

+ Example: +

+

+ Exchange 10 LBOW for 10 SWOR with unit 1310 +

+

+ +

+
+EXCHANGE 1310 10 LBOW 10 SWOR
+    
+

+ Unit 1310 would issue (assuming the other unit is 3453) +

+

+ +

+
+EXCHANGE 3453 10 SWOR 10 LBOW
+    
+
+ +
+ +

+ FACTION [type] [points] ... +

+

+ Attempt to change your faction's type. In the order, you can specify up + to three faction types (WAR, TRADE, and MAGIC) and the number of faction + points to assign to each type; if you are assigning points to only one + or two types, you may omit the types that will not have any points. +

+

+ Changing the number of faction points assigned to MAGIC may be tricky. + Increasing the MAGIC points will always succeed, but if you decrease the + number of points assigned to MAGIC, you must make sure that you have + only the number of magic-skilled leaders allowed by the new number of + MAGIC points BEFORE you change your point distribution. For example, if + you have 3 mages (3 points assigned to MAGIC), but want to use one of + those points for WAR or TRADE (change to MAGIC 2), you must first get + rid of one of your mages by either giving it to another faction or + ordering it to FORGET all its magic skills. If you + have too many mages for the number of points you try to assign to MAGIC, + the FACTION order will fail. Similar problems could occur with TRADE + points and the number of quartermasters controlled by the faction. +

+

+ Examples: +

+

+ Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC. +

+

+ +

+
+FACTION WAR 2 TRADE 2 MAGIC 1
+    
+

+ Become a pure magic faction (assign all points to magic). +

+

+ +

+
+FACTION MAGIC 5
+    
+
+ +
+ +

+ FORGET [skill] +

+

+ Forget the given skill. This order is useful for a mage, apprentice, or + quartermaster who wish to become a normal unit. A common reason for this + is to be able to change faction points. +

+

+ Example: +

+

+ Forget knowledge of Mining. +

+

+ +

+
+FORGET Mining
+    
+
+ +
+ +

+ FORM [alias] +

+

+ Form a new unit. The newly created unit will be in your faction, in the + same region as the unit which formed it, and in the same structure if + any. It will start off, however, with no people or items; you should, + in the same month, issue orders to transfer people into the new unit, or + have it recruit members. The new unit will inherit its flags from the + unit that forms it, such as avoiding, behind, revealing and sharing, + with the exception of the guard and autotax flags. If the new unit + wants to guard or automatically tax then those flags will have to be + explicitly set in its orders. +

+

+ The FORM order is followed by a list of orders for the newly created + unit. This list is terminated by the END keyword, after which orders + for the original unit resume. +

+

+ The purpose of the "alias" parameter is so that you can refer to the new + unit. You will not know the new unit's number until you receive the next + turn report. To refer to the new unit in this set of orders, pick an + alias number (the only restriction on this is that it must be at least + 1, and you should not create two units in the same region in the same + month, with the same alias numbers). The new unit can then be referred + to as NEW in place of the regular unit number. +

+

+ You can refer to newly created units belonging to other factions, if you + know what alias number they are, e.g. FACTION 15 NEW 2 will refer to + faction 15's newly created unit with alias 2. +

+

+ Note: If a unit moves out of the region in which it was formed (by the + MOVE order, or otherwise), the alias will no longer + work. This is to prevent conflicts with other units that may have the + same alias in other regions. +

+

+ If the demand for recruits in that region that month is much higher than + the supply, it may happen that the new unit does not gain all the + recruits you ordered it to buy, or it may not gain any recruits at all. + If the new units gains at least one recruit, the unit will form + possessing any unused silver and all the other items it was given. If + no recruits are gained at all, the empty unit will be dissolved, and the + silver and any other items it was given will revert to the first unit + you have in that region. +

+

+ Example: +

+

+ This set of orders for unit 17 would create two new units with alias + numbers 1 and 2, name them Merlin's Guards and Merlin's Workers, set the + description for Merlin's Workers, have both units recruit men, and have + Merlin's Guards study combat. Merlin's Workers will have the default + order WORK, as all newly created units do. The unit + that created these two then pays them enough money (using the NEW + keyword to refer to them by alias numbers) to cover the costs of + recruitment and the month's maintenance. +

+

+ +

+
+UNIT 17
+FORM 1
+    NAME UNIT "Merlin's Guards"
+    BUY 5 Plainsmen
+    STUDY COMBAT
+END
+FORM 2
+    NAME UNIT "Merlin's Workers"
+    DESCRIBE UNIT "wearing dirty overalls"
+    BUY 15 Plainsmen
+END
+CLAIM 2500
+GIVE NEW 1 1000 silver
+GIVE NEW 2 2000 silver
+
+    
+
+ +
+ +

+ GIVE [unit] [quantity] [item] +

+

+ GIVE [unit] ALL [item] +

+

+ GIVE [unit] ALL [item] EXCEPT [quantity] +

+

+ GIVE [unit] ALL [item class] +

+

+ GIVE [unit] UNIT +

+

+ The first form of the GIVE order gives a quantity of an item to another + unit. The second form of the GIVE order will give all of a given item to + another unit. The third form will give all of an item except for a + specific quantity to another unit. The fourth form will give all items + of a specific type to another unit. The final form of the GIVE order + gives the entire unit to the specified unit's faction. +

+

+ The classes of items which are acceptable for the fourth form of this + order are, NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or MONSTERS, + MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, BATTLE, SPECIAL, TOOL + or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS (which is the + combination of all of the previous categories). +

+

+ A unit may only give items, including silver, to a unit which it is able + to see, unless the faction of the target unit has declared you Friendly + or better. If the target unit is not a member of your faction, then its + faction must have declared you Friendly, with a couple of exceptions. + First, silver may be given to any unit, regardless of factional + affiliation. Secondly, men may not be given to units in other factions + (you must give the entire unit); the reason for this is to prevent + highly skilled units from being sabotaged with a GIVE order. +

+

+ Unfinished ships are given like other items, although a unit may only + have one unfinished ship of a given type at a time. To give unfinished + ships, add the "UNFINISHED" keyword to the beginning of the [item] + specifier. +

+

+ Completed ships which are part of a fleet may be given too; the owner of + the fleet they are currently in must issue the GIVE + order, and give the ships to the owner of the fleet that should receive + the ships. If the recipient is not the owner of a fleet, then a new + fleet will be created owned by the recipient. +

+

+ There are also a few restrictions on orders given by units who been + given to another faction. If the receiving faction is not allied to the + giving faction, the unit may not issue the ADVANCE order, or issue any more GIVE orders. Both of these rules are to prevent unfair + sabotage tactics. +

+

+ If 0 is specified as the unit number, then the items are discarded. +

+

+ Examples: +

+

+ Give 10 swords to unit 4573. +

+

+ +

+
+GIVE 4573 10 swords
+    
+

+ Give 5 chain armor to the new unit, alias 2, belonging to faction 14. +

+

+ +

+
+GIVE FACTION 14 NEW 2 5 "Chain armor"
+    
+

+ Give control of this unit to the faction owning unit 75. +

+

+ +

+
+GIVE 75 UNIT
+    
+

+ Give our unfinished Longboat to unit 95. +

+

+ +

+
+GIVE 95 1 UNFINISHED Longboat
+    
+

+ Transfer 2 Longboats to the fleet commanded by unit 83. +

+

+ +

+
+GIVE 83 2 Longboats
+    
+
+ +
+ +

+ GUARD [flag] +

+

+ GUARD 1 sets the unit issuing the order to prevent non-Friendly units + from collecting taxes in the region, and to prevent any units not your + own from pillaging the region. Guarding units will also attempt to + prevent Unfriendly units from entering the region. GUARD 0 cancels + Guard status. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Instruct the current unit to be on guard. +

+

+ +

+
+GUARD 1
+    
+
+ +
+ +

+ HOLD [flag] +

+

+ HOLD 1 instructs the issuing unit to never join a battle in regions the + unit is not in. This can be useful if the unit is in a building, and + doesn't want to leave the building to join combat. HOLD 0 cancels + holding status. +

+

+ Example: +

+

+ Instruct the unit to avoid combat in other regions. +

+

+ +

+
+HOLD 1
+    
+
+ +
+ +

+ JOIN [unit] +

+

+ JOIN [unit] NOOVERLOAD +

+

+ JOIN [unit] MERGE +

+

+ Attempt to enter the building or fleet that the specified unit is + currently inside. This is particularly useful if you don't know what + the building or fleet number will be, as is the case when a new fleet is + created. +

+

+ If the target unit is not inside a building or fleet, then the unit + issuing the JOIN command will leave any building or fleet that they + happen to be inside, to be with the target. +

+

+ If the NOOVERLOAD flag is specified, and the target unit ends up on + board a fleet, then the unit issuing the JOIN command will only attempt + to board the fleet if the fleet would be able to sail with the issuing + units' weight loaded on board. +

+

+ The MERGE flag may only be used by the owner of a fleet, and will cause + the entire fleet they command to join the fleet owned by the specified + unit - the units on board will move to the other fleet, and all the + ships of the fleet will be given to the target fleet. This command will + fail if any unit in the fleet to be merged would be denied entry to the + target fleet. +

+

+ Example: +

+

+ Instruct the unit to enter the building or fleet that unit 17 is in. +

+

+ +

+
+JOIN 17
+    
+
+ +
+ +

+ LEAVE +

+

+ Leave the object you are currently in. If a unit is capable of swimming + or flying then this order is usable to leave a boat while at sea. +

+

+ Example: +

+

+ Leave the current object +

+

+ +

+
+LEAVE
+    
+
+ +
+ +

+ MOVE [dir] ... +

+

+ Attempt to move in the direction(s) specified. If more than one + direction is given, the unit will move multiple times, in the order + specified by the MOVE order, until no more directions are given, or + until one of the moves fails. A move can fail because the units runs + out of movement points, because the unit attempts to move into the + ocean, or because the units attempts to enter a structure, and is + rejected. +

+

+ Valid directions are: +

+

+ 1) The compass directions North, Northwest, Southwest, South, Southeast, + and Northeast. These can be abbreviated N, NW, SW, S, SE, NE. +

+

+ 2) A structure number. +

+

+ 3) OUT, which will leave the structure that the unit is in. +

+

+ 4) IN, which will move through an inner passage in the structure that + the unit is currently in. +

+

+ 5) PAUSE, which will instruct the unit to spend one movement point + admiring the scenery, presumably to coordinate with slower moving + companions. This can be abbreviated P. +

+

+ Multiple MOVE orders given by one unit will chain together. +

+

+ Note that MOVE orders can lead to combat, due to hostile units meeting, + or due to an advancing unit being forbidden access to a region. Combat + occurs after an antire movement phase has been completed for all + regions. +

+

+ Example 1: Units 1 and 2 are in Region A, and unit 3 is in Region B. + Units 1 and 2 are hostile to unit 3. Both units 1 and 2 move into + region B, and attack unit 3. Since combat happens after all movement + has been done for the phase, they attack unit 3 at the same time, and + the battle is between units 1 and 2, and unit 3. +

+

+ Example 2: Same as example 1, except unit 2 is in Region C, instead of + region A. Both units move into Region B, and attack unit 3. Because + combat happens after all movement has been done for the phase, they + still attack unit 3 at the same time, and the battle is still between + units 1 and 2, and unit 3. +

+

+ Examples: +

+

+ Move N, NE, enter structure 1 and use the passage there +

+

+ +

+
+MOVE N
+MOVE NE 1 IN
+    
+

+ or: +

+

+ +

+
+MOVE N NE 1 IN
+    
+
+ +
+ +

+ NAME UNIT [new name] +

+

+ NAME FACTION [new name] +

+

+ NAME OBJECT [new name] +

+

+ NAME CITY [new name] +

+

+ Change the name of the unit, or of your faction, or of the object the + unit is in (of which the unit must be the owner). Names can be of any + length, up to the line length your mailer can handle. Names may not + contain parentheses (square brackets can be used instead if necessary), + or any control characters. +

+

+ In order to rename a settlement (city, town or village), the unit + attempting to rename it must be the owner of a large enough structure + located in the city. It requires a tower or better to rename a village, + a fort or better to rename a town and a castle or a citadel to rename a + city. It also costs $10000 to rename a village, $20000 to rename a town, + and $30000 to rename a city. +

+

+ Example: +

+

+ Name your faction "The Merry Pranksters". +

+

+ +

+
+NAME FACTION "The Merry Pranksters"
+    
+
+ +
+ +

+ NOAID [flag] +

+

+ NOAID 1 indicates that if the unit attacks, or is attacked, it is not to + be aided by units in other hexes. NOAID status is very useful for scouts + or probing units, who do not wish to drag their nearby armies into + battle if they are caught. NOAID 0 cancels this. +

+

+ If multiple units are on one side in a battle, they must all have the + NOAID flag on, or they will receive aid from other hexes. +

+

+ Example: +

+

+ Set a unit to receive no aid in battle. +

+

+ +

+
+NOAID 1
+    
+
+ +
+ +

+ NOCROSS [flag] +

+

+ NOCROSS 1 indicates that if a unit attempts to cross a body of water + then that unit should instead not cross it, regardless of whether the + unit otherwise could do so. Units inside a fleet are not affected by + this flag (IE, they are able to sail within the fleet). This flag is + useful to prevent scouts from accidentally drowning when exploring in + games where movement over water is allowed. NOCROSS 0 cancels this. +

+

+ Example: +

+

+ Set a unit to not permit itself to cross water. +

+

+ +

+
+NOCROSS 1
+    
+
+ +
+ +

+ OPTION TIMES +

+

+ OPTION NOTIMES +

+

+ OPTION SHOWATTITUDES +

+

+ OPTION DONTSHOWATTITUDES +

+

+ OPTION TEMPLATE OFF +

+

+ OPTION TEMPLATE SHORT +

+

+ OPTION TEMPLATE LONG +

+

+ OPTION TEMPLATE MAP +

+

+ The OPTION order is used to toggle various settings that affect your + reports, and other email details. OPTION TIMES sets it so that your + faction receives the times each week (this is the default); OPTION + NOTIMES sets it so that your faction is not sent the times. +

+

+ OPTION SHOWATTITUDES will cause units shown in your report to have a + character placed before their name, which indicates your attitude + towards them. These characters are "!" for hostile, "%" for unfriendly, + "-" for neutral, ":" for friendly and "=" for allied. OPTION + DONTSHOWATTITUDES turns off this additional decoration. +

+

+ The OPTION TEMPLATE order toggles the length of the Orders Template that + appears at the bottom of a turn report. The OFF setting eliminates the + Template altogether, and the SHORT, LONG and MAP settings control how + much detail the Template contains. The MAP setting will produce an ascii + map of the region and surrounding regions in addition other details. +

+

+ For the MAP template, the region identifiers are (there might be + additional symbols for unusual/special terrain): +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ #### + + BLOCKED HEX (Underworld) +
+ ~~~~ + + OCEAN HEX +
+ + + PLAINS/TUNNELS HEX +
+ ^^^^ + + FOREST/UNDERFOREST HEX +
+ /\/\ + + MOUNTAIN HEX +
+ vvvv + + SWAMP HEX +
+ @@@@ + + JUNGLE HEX +
+ .... + + DESERT/CAVERN HEX +
+ ,,,, + + TUNDRA HEX +
+ !!!! + + THE NEXUS +
+

+ Example: +

+

+ Set your faction to receive the map format order template +

+

+ +

+
+OPTION TEMPLATE MAP
+    
+
+ +
+ +

+ PASSWORD [password] +

+

+ PASSWORD +

+

+ The PASSWORD order is used to set your faction's password. If you have a + password set, you must specify it on your #ATLANTIS line for the game to + accept your orders. This protects you orders from being overwritten, + either by accident or intentionally by other players. PASSWORD with no + password given clears out your faction's password. +

+

+ IMPORTANT: The PASSWORD order does not take effect until the turn is + actually run. So if you set your password, and then want to re-submit + orders, you should use the old password until the turn has been run. +

+

+ Example: +

+

+ Set the password to "xyzzy". +

+

+ +

+
+PASSWORD xyzzy
+    
+
+ +
+ +

+ PILLAGE +

+

+ Use force to extort as much money as possible from the region. Note that + the TAX order and the PILLAGE order are mutually + exclusive; a unit may only attempt to do one in a turn. +

+

+ Example: +

+

+ Pillage the current hex. +

+

+ +

+
+PILLAGE
+    
+
+ +
+ +

+ PREPARE [item] +

+

+ This command allows a mage or apprentice to prepare a battle item (e.g. + a Staff of Fire) for use in battle. This allows the unit to override the + usual selection of battle items, and also cancels any spells set via the + COMBAT order. +

+

+ Example: +

+

+ Select a staff of fire as the preferred battle item. +

+

+ +

+
+PREPARE STAF
+    
+
+ +
+ +

+ PRODUCE [item] +

+

+ PRODUCE [number] [item] +

+

+ Spend the month producing the specified item. If a number is given then + the unit will attempt to produce exactly that number of items; if this + is not possible in one month then the order will carry over to + subsequent months. If no number is given then the unit will produce as + much as possible of the specified item. +

+

+ Examples: +

+

+ Produce as much wood as possible. +

+

+ +

+
+PRODUCE wood
+    
+

+ Produce exactly 3 crossbows. +

+

+ +

+
+PRODUCE 3 crossbows
+    
+
+ +
+ +

+ PROMOTE [unit] +

+

+ Promote the specified unit to owner of the object of which you are + currently the owner. The target unit must have declared you Friendly. +

+

+ Example: +

+

+ Promote unit 415 to be the owner of the object that this unit owns. +

+

+ +

+
+PROMOTE 415
+    
+
+ +
+ +

+ QUIT [password] +

+

+ Quit the game. On issuing this order, your faction will be completely + and permanently destroyed. Note that you must give your password for the + quit order to work; this is to provide some safety against accidentally + issuing this order. +

+

+ Note that although this order affects the faction as a whole, it + nevertheless needs to be issued by an individual unit, and so the email + containing the command to quit needs to include both #atlantis and unit + lines. +

+

+ Example: +

+

+ Quit the game for faction 27 if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+QUIT "foobar"
+#end
+    
+
+ +
+ +

+ RESTART [password] +

+

+ Similar to the QUIT order, this order will + completely and permanently destroy your faction. However, it will begin + a brand new faction for you (you will get a separate turn report for the + new faction). Note that you must give your password for this order to + work, to provide some protection against accidentally issuing this + order. +

+

+ Example: +

+

+ Restart faction 27 as a new faction if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+RESTART "foobar"
+#end
+    
+
+ +
+ +

+ REVEAL +

+

+ REVEAL UNIT +

+

+ REVEAL FACTION +

+

+ Cause the unit to either show itself (REVEAL UNIT), or show itself and + its faction affiliation (REVEAL FACTION), in the turn report, to all + other factions in the region. Used to reveal high stealth scouts, should + there be some reason to. REVEAL is used to cancel this. +

+

+ Examples: +

+

+ Show the unit to all factions. +

+

+ +

+
+REVEAL UNIT
+    
+

+ Show the unit and it's affiliation to all factions. +

+

+ +

+
+REVEAL FACTION
+    
+

+ Cancels revealing. +

+

+ +

+
+REVEAL
+    
+
+ +
+ +

+ SAIL [dir] ... +

+

+ SAIL +

+

+ The first form will sail the fleet, which the unit must be the owner of, + in the directions given. The second form will cause the unit to aid in + the sailing of the fleet, using the Sailing skill. See the section on + movement for more information on the mechanics of sailing. +

+

+ Example: +

+

+ Sail north, then northwest. +

+

+ +

+
+SAIL N NW
+    
+

+ or: +

+

+ +

+
+SAIL N
+SAIL NW
+    
+
+ +
+ +

+ SELL [quantity] [item] +

+

+ SELL ALL [item] +

+

+ Attempt to sell the amount given of the item given. If the unit does + not have as many of the item as it is trying to sell, it will attempt to + sell all that it has. The second form will attempt to sell all of that + item, regardless of how many it has. If more of the item are on sale (by + all the units in the region) than are wanted by the region, the number + sold per unit will be split up in proportion to the number each unit + tried to sell. +

+

+ Example: +

+

+ Sell 10 furs to the market. +

+

+ +

+
+SELL 10 furs
+    
+
+ +
+ +

+ SHARE [flag] +

+

+ SHARE 1 instructs the unit to share its possessions with any other unit + of your faction that needs them. Thus a unit with a supply of silver + could automatically provide silver if any of your other units in the + same region does not have enough to perform an action, such as studying, buying or producing. SHARE 0 returns a unit to its default + selfish state. +

+

+ This sharing does not extend to the heat of battle, only to economic + actions. So a unit that is sharing will provide silver for buying or + studying, and resources for production (for example, if a sharing unit + has wood in its inventory, and another unit is producing axes but has no + wood, then the sharing unit will automatically supply wood for that + production), but will not provide weapons to all units if combat occurs. +

+

+ Note that in the case of sharing silver, this can leave the sharing unit + without enough funds to pay maintenance, so sharing is to be used with + care. You may like to make sure that there is a unit with sufficient + funds for maintenance in the same region, and which is not sharing, as + those funds will be shared for maintenance, but not for less important + purposes. +

+

+ Example: +

+

+ Instruct the unit to share its possessions with other units of the same + faction. +

+

+ +

+
+SHARE 1
+    
+
+ +
+ +

+ SHOW SKILL [skill] [level] +

+

+ SHOW ITEM [item] +

+

+ SHOW OBJECT [object] +

+

+ The first form of the order shows the skill description for a skill that + your faction already possesses. The second form returns some information + about an item that is not otherwise apparent on a report, such as the + weight. The last form returns some information about an object (such as + a ship or a building). +

+

+ Examples: +

+

+ Show the skill report for Mining 3 again. +

+

+ +

+
+SHOW SKILL Mining 3
+    
+

+ Show the item information for swords again. +

+

+ +

+
+SHOW ITEM sword
+    
+

+ Show the information for towers again. +

+

+ +

+
+SHOW OBJECT tower
+    
+
+ +
+ +

+ SPOILS [type] +

+

+ SPOILS +

+

+ The SPOILS order determines which types of spoils the unit should take + after a battle. The valid values for type are 'NONE', 'WALK', 'RIDE', + 'FLY', 'SWIM', 'SAIL' or 'ALL'. The second form is equivalent to 'SPOILS + ALL'. +

+

+ When this command is issued, the unit is instructed to only pick up + combat spoils if they could use the chosen form of movement while + carrying the spoils. Thus a unit with SPOILS FLY selected would pick up + combat spoils until they reached their flying capacity. If the spoils + provide movement capacity themselves, this will be included in the + decision of whether or not to take the spoils - so a unit with SPOILS + RIDE would always pick up horses. SPOILS SAIL will use the capacity of + the fleet the unit is in to determine whether to take spoils or not. + SPOILS ALL will allow a unit to collect any spoils which are dropped + regardless of weight or capacity. SPOILS NONE will instruct the unit to + only collect weightless items, such as silver. +

+

+ Example: +

+

+ Set a unit to only pick up items that it can carry and continue to fly: +

+

+ +

+
+SPOILS FLY
+    
+
+ +
+ +

+ STEAL [unit] [item] +

+

+ Attempt to steal as much as possible of the specified item from the + specified unit. The order may only be issued by a one-man unit. +

+

+ A unit may only attempt to steal from a unit which is able to be seen. +

+

+ Examples: +

+

+ Steal silver from unit 123. +

+

+ +

+
+STEAL 123 SILVER
+    
+

+ Steal wood from unit 321. +

+

+ +

+
+STEAL 321 wood
+    
+
+ +
+ +

+ STUDY [skill] +

+

+ STUDY [skill] [level] +

+

+ Spend the month studying the specified skill. A level may be specified + which means that study will be continued from turn to turn until the + unit reaches that skill level. +

+

+ Example: +

+

+ Study horse training. +

+

+ +

+
+STUDY "Horse Training"
+    
+

+ Study combat to level 3. +

+

+ +

+
+STUDY combat 3
+    
+
+ +
+ +

+ TAKE FROM [unit] [quantity] [item] +

+

+ TAKE FROM [unit] ALL [item] +

+

+ TAKE FROM [unit] ALL [item] EXCEPT [quantity] +

+

+ TAKE FROM [unit] ALL [item class] +

+

+ The TAKE order works just like the GIVE order, + except that the direction of transfer is reversed, and with the extra + condition that a unit may only TAKE from another unit in the same + faction. Since that makes TAKE FROM [unit] UNIT pointless, that form of + the GIVE order is not supported. +

+

+ The TAKE order is primarily intended to make automated delivery caravans + less prone to generating errors, as they can use TAKE to collect the + appropriate goods only when they are in the right place to collect, so + the supplying unit doesn't need to keep trying to GIVE to a unit that is only there some of the time. + However, it can be used anywhere you wish to transfer items, ships or + men, just as GIVE can. +

+

+ Examples: +

+

+ Take 10 swords from unit 4573. +

+

+ +

+
+TAKE FROM 4573 10 swords
+    
+

+ See the TURN order for an example of a caravan using + TAKE FROM. +

+
+ +
+ +

+ TAX +

+

+ Attempt to collect taxes from the region. Only War factions may collect + taxes, and then only if there are no non-Friendly units on guard. Only + combat-ready units may issue this order. Note that the TAX order and the + PILLAGE order are mutually exclusive; a unit may + only attempt to do one in a turn. +

+

+ Example: +

+

+ Attempt to collect taxes. +

+

+ +

+
+TAX
+    
+
+ +
+ +

+ TEACH [unit] ... +

+

+ Attempt to teach the specified units whatever skill they are studying + that month. A list of several units may be specified. All units to be + taught must have declared you Friendly. Subsequent TEACH orders can be + used to add units to be taught. +

+

+ Example: +

+

+ Teach new unit 2 and unit 510 whatever they are studying. +

+

+ +

+
+TEACH NEW 2 510
+    
+

+ or: +

+

+ +

+
+TEACH NEW 2
+TEACH 510
+    
+
+ +
+ +

+ TRANSPORT [unit] [num] [item] +

+

+ TRANSPORT [unit] ALL [item] +

+

+ TRANSPORT [unit] ALL [item] EXCEPT [amount] +

+

+ Transport the specified items to the given target. In the second form + all of the specified item is transported. In the last form, all of the + specified item except for the specified amount is transported. Long + distance transportation of goods between 2 and 3 hexes away has an + associated cost. This cost is based on the weight of the items being + transported. At higher skill levels of the quartermaster skill, the cost + for transporting goods will be less. At higher skill levels of the + quartermaster skill, the maximum distance goods can be transported + increases over the above. The target of the transport unit must be a + unit with the quartermaster skill and must be the owner of a transport + structure. For long distance transport between quartermasters, the + issuing unit must also be a quartermaster and be the owner of a + transport structure. Use of this order counts as trade activity in the + hex. +

+

+ Examples: +

+

+ Transport 10 STON to unit 1234 +

+

+ +

+
+TRANSPORT 1234 10 STON
+    
+

+ Transport all except 10 SWOR to unit 3432 +

+

+ +

+
+TRANSPORT 3432 ALL SWOR EXCEPT 10
+    
+
+ +
+ +

+ TURN +

+

+ The TURN order may be used to delay orders by one (or more) turns. By + making the TURN order repeating (via '@'), orders inside the + TURN/ENDTURN construct will repeat. Multiple TURN orders in a row will + execute on successive turns, and if they all repeat, they will form a + loop of orders. Each TURN section must be ended by an ENDTURN line. +

+

+ Examples: +

+

+ Study combat this month, move north next month, and then in two months, + pillage and advance north. +

+

+ +

+
+STUDY COMB
+TURN
+    MOVE N
+ENDTURN
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+MOVE N
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ Set up a simple cash caravan. +

+

+ +

+
+MOVE N
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+TAKE FROM 13794 1000 SILV
+MOVE S S S
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+    
+

+ The orders in a TURN block will be inserted into the unit's orders + template when there are no month-long orders remaining to be executed. + In particular, if the unit does not have enough movement points to cover + the full distance of a MOVE or SAIL command, the movement commands will + automatically be completed over multiple turns before executing the next + TURN block. +

+
+ +
+ +

+ WEAPON [item] ... +

+

+ WEAPON +

+

+ This command allows you to set a list of preferred weapons for a unit. + After searching for weapons on the preferred list, the standard weapon + precedence takes effect if a weapon hasn't been set. The second form + clears the preferred weapon list. +

+

+ Examples +

+

+ Set the unit to select double bows, then longbows then crossbows +

+

+ +

+
+WEAPON DBOW LBOW XBOW
+    
+

+ Clear the preferred weapon list. +

+

+ +

+
+WEAPON
+    
+
+ +
+ +

+ WITHDRAW [item] +

+

+ WITHDRAW [quantity] [item] +

+

+ Use unclaimed funds to acquire basic items that you need. If you do not + have sufficient unclaimed, or if you try withdraw any other than a basic + item, an error will be given. Withdraw CANNOT be used in the Nexus (to + prevent building towers and such there). The first form is the same as + WITHDRAW 1 [item] in the second form. +

+

+ Examples: +

+

+ Withdraw 5 stone. +

+

+ +

+
+WITHDRAW 5 stone
+    
+

+ Withdraw 1 iron. +

+

+ +

+
+WITHDRAW iron
+    
+
+ +
+ +

+ WORK +

+

+ Spend the month performing manual work for wages. +

+

+ Example: +

+

+ Work all month. +

+

+ +

+
+WORK
+    
+ +
+ +
+

+ Sequence of Events +

+

+ Each turn, the following sequence of events occurs: +

+
    +
  1. + Instant orders. + +
  2. +
  3. + Combat is processed. +
      +
    • + ATTACK orders are processed. +
    • +
    +
  4. +
  5. + Subterfuge orders. + +
  6. +
  7. + Give orders. +
      +
    • + GIVE and TAKE orders are + processed. +
    • +
    • + JOIN orders are processed. +
    • +
    • + EXCHANGE orders are processed. +
    • +
    +
  8. +
  9. + Tax orders. +
      +
    • + DESTROY orders are processed. +
    • +
    • + PILLAGE orders are processed. +
    • +
    • + TAX orders are processed. +
    • +
    • + GUARD 1 orders are processed. +
    • +
    +
  10. +
  11. + Instant Magic +
      +
    • + Old spells are cancelled. +
    • +
    • + Spells are CAST (except for Teleportation + spells). +
    • +
    +
  12. +
  13. + Market orders. +
      +
    • + SELL orders are processed. +
    • +
    • + BUY orders are processed. +
    • +
    • + FORGET orders are processed. +
    • +
    • + QUIT and RESTART orders + are processed. +
    • +
    • + WITHDRAW orders are processed. +
    • +
    +
  14. +
  15. + Movement orders. +
      +
    • + ADVANCE, MOVE and SAIL orders are processed phase by phase + (including any combat resulting from these orders). +
    • +
    +
  16. +
  17. + Month long orders. +
      +
    • + TEACH orders are processed. +
    • +
    • + STUDY orders are processed. +
    • +
    • + Manufacturing PRODUCE orders (those that + produce items from other items, such as using the weaponsmith + skill to make swords out of iron) are processed. +
    • +
    • + BUILD orders are processed. +
    • +
    • + Primary PRODUCE orders (those that produce + items from region resources, such as using the mining skill to + produce iron) are processed. +
    • +
    • + ENTERTAIN orders are processed. +
    • +
    • + WORK orders are processed. +
    • +
    +
  18. +
  19. + Teleportation spells are CAST. +
  20. +
  21. + TRANSPORT and DISTRIBUTE orders are processed. +
  22. +
  23. + Maintenance costs are assessed. +
  24. +
+

+ Where there is no other basis for deciding in which order units will be + processed within a phase, units that appear higher on the report get + precedence. +

+ +
+ +
+

+ Report Format +

+

+ The most important sections of the turn report are the "Events During + Turn" section which lists what happened last month, and the "Current + Status" section which gives the description of each region in which you + have units. +

+

+ Your units in the Current Status section are flagged with a "*" + character. Units belonging to other factions are flagged with a "-" + character. You may be informed which faction they belong to, if you have + high enough Observation skill or they are revealing that information. +

+

+ Objects are flagged with a "+" character. The units listed under an + object (if any) are inside the object. The first unit listed under an + object is its owner. +

+

+ If you can see a unit, you can see any large items it is carrying. This + means all items other than silver, herbs, and other small items (which + are of zero size units, and are small enough to be easily concealed). + Items carried by your own units of course will always be listed. +

+

+ At the bottom of your turn report is an Orders Template. This template + gives you a formatted orders form, with all of your units listed. You + may use this to fill in your orders, or write them on your own. The OPTION order gives you the option of giving more or + less information in this template, or turning it off altogether. You can + precede orders with an '@' sign in your orders, in which case they will + appear in your template on the next turn's report. +

+ +
+ +
+

+ Hints for New Players +

+

+ Make sure to use the correct #ATLANTIS and UNIT lines in your orders. +

+

+ Always have a month's supply of spare cash in every region in which you + have units, so that even if they are deprived of income for a month (due + to a mistake in your orders, for example), they will not starve to + death. It is very frustrating to have half your faction wiped out + because you neglected to provide enough money for them to live on. +

+

+ Be conservative with your money. Leaders especially are very hard to + maintain, as they cannot usually earn enough by WORKing to pay their maintenance fee. Even once you + have recruited men, notice that it is expensive for them to STUDY (and become productive units), so be sure to + save money to that end. +

+

+ Don't leave it until the last minute to send orders. If there is a + delay in the mailer, your orders will not arrive on time, and turns will + NOT be rerun, nor will it be possible to change the data file for the + benefit of players whose orders weren't there by the deadline. If you + are going to send your orders at the last minute, send a preliminary set + earlier in the week so that at worst your faction will not be left with + no orders at all. +

+ +
+ +
+

+ Credits +

+

+ Atlantis was originally created and programmed by Russell Wallace. + Russell Wallace created Atlantis 1.0, and partially designed Atlantis + 2.0 and Atlantis 3.0. +

+

+ Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 up + through version 4.0.4 and created the Atlantis Project to freely release + and maintain the Atlantis source code. +

+

+ Larry Stanbery created the Atlantis 4.0.4+ derivative. +

+

+ JT Traub took over the source + code and merged the then forking versions of 4.0.4c and 4.0.4+ back into + 4.0.5 along with modifications of his own and has been maintaining the + code. +

+

+ Development of the code is open and there is a egroup devoted to it + located at The + YahooGroups AtlantisDev egroup. Please join this egroup if you work + on the code and share your changes back into the codebase as a whole +

+

+ Please see the CREDITS file in the source distribution for a complete + (hopefully) list of all contributors. +

+ + diff --git a/snapshot-tests/rules/standard.html b/snapshot-tests/rules/standard.html new file mode 100644 index 00000000..a30e2c55 --- /dev/null +++ b/snapshot-tests/rules/standard.html @@ -0,0 +1,7872 @@ + + + + + + + Wyreth 2.0.0 Rules + + + +
+

+ Rules for Wyreth 2.0.0 +

+

+ Based on Atlantis v5.2.5 +

+

+ Copyright 1996 by Geoff Dunbar +

+

+ Based on Russell Wallace's Draft Rules +

+

+ Copyright 1993 by Russell Wallace +

+

+ Last Change: __STRIPPED_FOR_COMPARISON__ +

+
+
+ +
+

+ Note: This document is subject to change, as errors are found and + corrected, and rules sometimes change. Be sure you have the latest + available copy. +

+ +
+ +
+

+ Table of Contents +

+

+ Thanks to Kenneth Casey for + putting together this table of contents. +

+

+ +

+ +

+ Index of Tables +

+

+ +

+ + +
+ +
+

+ Introduction +

+

+ In the beginning were the Two Hundred Elder Gods. They ruled the + cosmos and the world of Wyreth with an iron grip, subjugating man and + animal alike to their whims. +

+

+ Some of the men were given powers making them like gods themselves. + The sorcerors, the necromancers, the wizards and the priests. Mages + of all ilk were the favored of the gods, since they had the powers to + drain power from their fellow beings and channel that energy to their + patron. +

+

+ In the Year of Redemption, one Mage, Alterion The Just, threw off the + yoke of his patron and with the help of the Council of Twenty cast the + Elder Gods into the Abyss. +

+

+ Much time has passed since the Year of Redemption, and much of the old + knowledge has been lost. +

+

+ Long lost scrolls fortold the return of the Elder Gods, but these + prophecies had been forgotton in the annals of history save by a + select few. +

+

+ The time of prophecy has come. The initial signs of the return of + the Elder Gods have appeared. First came the famine that raged + through the world and killed off most of the population. Then came + the pestilence. And finally, the Blood Moon. Now warlords and mages + have arisen to try to give some semblance of order to the chaotic + world. +

+

+ You are one of these new leaders, cast adrift in a hostile world. + Will you work to keep the elder gods contained by finding and slaying + their earthly avatars and guarding the Black Keep which is spoken of + in the ancient scrolls? Or will you return to the worship of the + Elder Gods of your ancestors and seek to protect them and slay those + who would banish them? Will you ignore the entire struggle in favor + of your own personal pursuit of knowledge, power or glory. The choice + is yours. +

+

+ This instance of Atlantis is a semi-open-ended computer moderated + fantasy game for any number of players. Players may attempt to carve + out huge empires, become master magicians, intrepid explorers, rich + traders or any other career that comes to mind. Should any player + find the Black Keep, slay all of the avatars of the Elder Gods, and + guard the hex containing the keep, that faction will be declared the + winner and cause the ending of the game (While only one faction may + actually claim the title of 'winner', it is expected that the defeat + of the avatars of the Elder Gods will require the effort of an + alliance of factions). However, each player can set their own + objectives and it is truly up to the player if they wish to help, + hinder, or ignore the struggle to contain the Elder Gods. Players + may (of course) join at any time. +

+ + +
+ +
+

+ Playing Atlantis +

+

+ Atlantis (as you undoubtedly already know) is a play by email game. + When you sign up for Atlantis, you will be sent a turn report (via + email). Your report completely details your position in the game. + After going over this report, and possibly communicating with other + players in the game, you determine your course of action, and create a + file of "orders", which you then send back to the Atlantis server. Then, + at a regular interval (often one week), Atlantis collects all the + orders, runs another turn (covering one month in game time), and sends + all the players another report. +

+ +

+ Factions: +

+

+ A player's position is called a "faction". Each faction has a name and + a number (the number is assigned by the computer, and used for entering + orders). Each player is allowed to play one and ONLY one faction at any + given time. Each faction is composed of a number of "units", each unit + being a group of one or more people loyal to the faction. You start the + game with a single unit consisting of one character, plus a sum of + money. More people can be hired during the course of the game, and + formed into more units. (In these rules, the word "character" generally + refers either to a unit consisting of only one person, or to a person + within a larger unit.) +

+

+ A faction is considered destroyed, and the player knocked out of the + game, if ever all its people are killed or disbanded (i.e. the faction + has no units left). The program does not consider your starting + character to be special; if your starting character gets killed, you + will probably have been thinking of that character as the leader of your + faction, so some other character can be regarded as having taken the + dead leader's place (assuming of course that you have at least one + surviving unit!). As far as the computer is concerned, as long as any + unit of the faction survives, the faction is not wiped out. (If your + faction is wiped out, you can rejoin the game with a new starting + character.) +

+

+ Each faction has a type; this is decided by the player, and determines + what the faction may do. The faction has 5 Faction Points, which may be + spent on any of the 3 Faction Areas, War, Trade, and Magic. The faction + type may be changed at the beginning of each turn, so a faction can + change and adapt to the conditions around it. Faction Points spent on + War determine the number of regions in which factions can obtain income + by taxing or pillaging. Faction Points spent on Trade determine the + number of regions in which a faction may conduct trade activity. Trade + activity includes producing goods and materials, building ships and + buildings. Faction Points spent on Magic determine the number of mages + the faction may have (more information on all of the faction activities + is in further sections of the rules). Here is a chart detailing the + limits on factions by Faction Points: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Faction Points + + War (max tax regions) + + Trade (max trade regions) + + Magic (max mages) +
+ 0 + + 0 + + 0 + + 0 +
+ 1 + + 10 + + 10 + + 1 +
+ 2 + + 24 + + 24 + + 2 +
+ 3 + + 40 + + 40 + + 3 +
+ 4 + + 60 + + 60 + + 5 +
+ 5 + + 100 + + 100 + + 7 +
+
+

+

+ For example, a well rounded faction might spend 1 point on Magic, 2 + points on Trade, 2 points on War. This faction's type would appear as + "Magic 1 Trade 2 War 2", and would be able to tax 24 regions, perform + trade in 24 regions, and have 1 mage. +

+

+ As another example, a specialized faction might spend all 5 points on + War. This faction's type would appear as "War 5", and would be able to + tax 100 regions, but could not perform trade in any regions, and could + not possess any mages. +

+

+ Note that it is possible to have a faction type with less than 5 points + spent. In fact, a starting faction has one point spent on each of War, + Trade, Magic, leaving 2 points unspent. +

+

+ When a faction starts the game, it is given a one-man unit and 5020 + silver in unclaimed money. Unclaimed money is cash that your whole + faction has access to, but cannot be taken away in battle (silver in a + unit's possessions can be taken in battle). This allows a faction to + get started without presenting an enticing target for other factions. + Units in your faction may use the CLAIM order to + take this silver, and use it to buy goods or recruit men, or use the WITHDRAW order to withdraw goods directly. +

+

+ An example faction is shown below, consisting of a starting character, + Merlin the Magician, who has formed two more units, Merlin's Guards and + Merlin's Workers. Each unit is assigned a unit number by the computer + (completely independent of the faction number); this is used for + entering orders. Here, the player has chosen to give his faction the + same name ("Merlin the Magician") as his starting character. + Alternatively, you can call your faction something like "The Great + Northern Mining Company" or whatever. +

+

+ +

+
+* Merlin the Magician (17), Merlin (27), leader [LEAD].  Skills: none.
+* Merlin's Guards (33), Merlin (27), 20 vikings [VIKI], 20 swords
+  [SWOR]. Skills: none.
+* Merlin's Workers (34), Merlin (27), 50 vikings [VIKI].  Skills:
+  none.
+    
+ +

+ Units: +

+

+ A unit is a grouping together of people, all loyal to the same faction. + The people in a unit share skills and possessions, and execute the same + orders each month. The reason for having units of many people, rather + than keeping track of individuals, is to simplify the game play. The + computer does not keep track of individual names, possessions, or skills + for people in the same unit, and all the people in a particular unit + must be in the same place at all times. If you want to send people in + the same unit to different places, you must split up the unit. Apart + from this, there is little difference between having one unit of 50 + people, or 50 units of one person each, except that the former is very + much easier to handle. +

+

+ There are different races that make up the population of Atlantis. (See + the section on skills for a list of these.) In addition, there are + "leaders", who are presumed to be of one of the other races, but are all + the same in game terms. Units made up of normal people may only know one + skill, and cannot teach other units. Units made up of leaders may know + as many skills as desired, and may teach other units to speed the + learning process. Leaders and normal people may not be mixed in the same + unit. However, leaders are more expensive to recruit and maintain (more + information is in the section on skills). A unit is treated as the least + common denominator of the people within it, so a unit made up of two + races with different strengths and weaknesses will have all the + weaknesses, and none of the strengths of either race. +

+ +

+ Turns: +

+

+ Each turn, the Atlantis server takes the orders file that you mailed to + it, and assigns the orders to the respective units. All units in your + faction are completely loyal to you, and will execute the orders to the + best of their ability. If the unit does something unintended, it is + generally because of incorrect orders; a unit will not purposefully + betray you. +

+

+ A turn is equal to one game month. A unit can do many actions at the + start of the month, that only take a matter of hours, such as buying and + selling commodities, or fighting an opposing faction. Each unit can + also do exactly one action that takes up the entire month, such as + harvesting resources or moving from one region to another. The orders + which take an entire month are ADVANCE, BUILD, ENTERTAIN, MOVE, PRODUCE, SAIL, STUDY, TEACH and WORK. +

+ +
+ +
+

+ The World +

+

+ The Atlantis world is divided for game purposes into hexagonal regions. + Each region has a name, and one of the following terrain types: Ocean, + Plain, Forest, Mountain, Swamp, Jungle, Desert, or Tundra (there may be + other types of terrain to be discovered as the game progresses). Regions + can contain units belonging to players; they can also contain structures + such as buildings and fleets. Two units in the same region can normally + interact, unless one of them is concealed in some way. Two units in + different regions cannot normally interact. NOTE: Combat is an + exception to this. +

+ +

+ Regions: +

+

+ Here is a sample region, as it might appear on your turn report: +

+

+ +

+
+plain (172,110) in Turia, 500 peasants (vikings), $2500.
+------------------------------------------------------
+  The weather was clear last month; it will be clear next month.
+  Wages: $15 (Max: $833).
+  Wanted: none.
+  For Sale: 50 vikings [VIKI] at $60, 10 leaders [LEAD] at $120.
+  Entertainment available: $125.
+  Products: 23 grain [GRAI], 37 horses [HORS].
+
+Exits:
+  North : ocean (172,108) in Atlantis Ocean.
+  Northeast : ocean (173,109) in Atlantis Ocean.
+  Southeast : ocean (173,111) in Atlantis Ocean.
+  South : plain (172,112) in Turia.
+  Southwest : plain (171,111) in Turia.
+  Northwest : plain (171,109) in Turia.
+
+* Hans Shadowspawn (15), Merry Pranksters (14), leader [LEAD], 500
+  silver [SILV]. Skills: none.
+- Vox Populi (13), leader [LEAD].
+    
+

+ This report gives all of the available information on this region. The + region type is plain, the name of the surrounding area is Turia, and the + coordinates of this region are (172,110). The population of this region + is 500 nomads, and there is $2500 of taxable income currently in this + region. Then, under the dashed line, are various details about items + for sale, wages, etc. Finally, there is a list of all visible units. + Units that belong to your faction will be so denoted by a '*', whereas + other faction's units are preceded by a '-'. +

+

+ Since Atlantis is made up of hexagonal regions, the coordinate system is + not always exactly intuitive. Here is the layout of Atlantis regions: +

+

+ +

+
+   ____        ____
+  /    \      /    \
+ /(0,0) \____/(2,0) \____/
+ \      /    \      /    \     N
+  \____/(1,1) \____/(3,1) \_   |
+  /    \      /    \      /    |
+ /(0,2) \____/(2,2) \____/     |
+ \      /    \      /    \   W-O-E
+  \____/(1,3) \____/(3,3) \_   |
+  /    \      /    \      /    S
+ /(0,4) \____/(2,4) \____/
+ \      /    \      /    \
+  \____/      \____/
+  /    \      /    \
+    
+

+ Note that the are "holes" in the coordinate system; there is no region + (1,2), for instance. This is due to the hexagonal system of regions. +

+

+ Most regions are similar to the region shown above, but the are certain + exceptions. Oceans, not surprisingly, have no population. Some regions + will contain villages, towns, and cities. More information on these is + available in the section on the economy. +

+ +

+ Region resources: +

+

+ Here is list of resources you can find in regions: +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Region type + + Resources +
+ ocean + + fish (100%), giant turtle (30%). +
+ plain + + horse (100%), winged horse (20%). +
+ forest + + wood (100%), fur (100%), ironwood (20%), yew (25%). +
+ mountain + + iron (100%), stone (100%), mithril (35%), rootstone (35%), + admantium (15%). +
+ swamp + + wood (100%), floater hide (40%), herb (100%), mushroom (30%). +
+ jungle + + wood (100%), herb (100%), mushroom (35%), ironwood (35%), fur + (80%). +
+ desert + + iron (100%), stone (100%), rootstone (30%), camel (80%), mithril + (20%). +
+ tundra + + fur (100%), herb (100%), mushroom (35%), iron (30%). +
+ volcano + + stone (100%), mithril (50%), rootstone (50%), admantium (50%), + iron (100%). +
+
+ +

+ Structures: +

+

+ Regions may also contain structures, such as buildings or fleets. These + will appear directly below the list of units. Here is a sample + structure: +

+

+ +

+
++ Temple of Agrik [3] : Tower.
+  - High Priest Chafin (9), leader [LEAD], sword [SWOR]
+  - Rowing Doom (188), 10 nomads [NOMA], 10 swords [SWOR].
+    
+

+ The structure lists the name, the number, and what type of structure it + is (more information of the types of structures can be found in the + section on the economy). Following this is a list of units inside the + structure. Units within a structure are always visible, even if they + would otherwise not be seen. +

+

+ Units inside structures are still considered to be in the region, and + other units can interact with them; however, they may gain benefits, + such as defensive bonuses in combat from being inside a building. The + first unit to enter an object is considered to be the owner; only this + unit can do things such as renaming the object, or permitting other + units to enter. The owner of an object can be identified on the turn + report, as it is the first unit listed under the object. Only units + with men in them can be structure owners, so newly created units cannot + own a structure until they contain men. +

+ +

+ Atlantis Nexus: +

+

+ Note: the following section contains some details that you may wish to + skip over until you have had a chance to read the rest of the rules, and + understand the mechanics of Atlantis. However, be sure to read this + section before playing, as it will affect your early plans in Atlantis. +

+

+ When a faction first starts in Atlantis, it begins with one unit, in a + special region called the Atlantis Nexus. This region exists outside of + the normal world of Atlantis, and as such has no products or + marketplaces; it merely serves as the magical entry into Atlantis. +

+

+ From the Atlantis Nexus, there are six exits into the starting cities of + Atlantis. Units may move through these exits as normal, but once + through an exit, there is no return path to the Nexus. It is also + possible to use Gate Lore to get out of the Nexus (but not to return). + The six starting cities offer much to a starting faction; until someone + conquers the guardsmen, there are unlimited amounts of many materials + and men (though the prices are often quite high). In addition, the + starting cities are guarded by strong guardsmen, keeping any units + within the city much safer from attack. See the section on Non-Player + Units for more information on city guardsmen. As a drawback, these + cities tend to be extremely crowded, and most factions will wish to + leave the starting cities when possible. +

+

+ It is always possible to enter any starting city from the nexus, even if + that starting city has been taken over and guarded by another faction. + This is due to the transportation from the Nexus to the starting city + being magical in nature. Once in the starting city however, no guarantee + of safety is given. +

+

+ There are three methods of departing the starting cities. The first is + by land, but keep in mind that the lands immediately surrounding the + starting cities will tend to be highly populated, and possibly quite + dangerous to travel. The second is by sea; all of the starting cities + lie against an ocean, and a faction may easily purchase wood and + construct a ship to SAIL away. Be wary of pirates + seeking to prey on new factions, however! And last, rumors of a magical + Gate Lore suggest yet another way to travel from the starting cities. + The rumors are vague, but factions wishing to travel far from the + starting cities, taking only a few men with them, might wish to pursue + this method. +

+ +
+ +
+

+ Movement +

+

+ There are two main methods of movement in Atlantis. The first is done + using the MOVE order (or the ADVANCE order), and moves units individually from + one region to another. The other method is done using the SAIL order, which can sail a fleet, including all of + its occupants from one region to another. Certain powerful mages may + also teleport themselves, or even other units, but the knowledge of the + workings of this magic is carefully guarded. +

+ +

+ Normal Movement: +

+

+ In one month, a unit can issue a single MOVE order, + using one or more of its movement points. There are three modes of + travel: walking, riding and flying. Walking units have two movement + points, riding units have four, and flying units have four. A unit will + automatically use the fastest mode of travel it has available. The ADVANCE order is the same as MOVE, except that it implies attacks on units which try + to forbid access; see the section on combat for details. +

+

+ Note that depending on game settings certain races might be able to swim + or fly and there are items that can enable your units to fly or walk on + water. +

+

+ Flying units are not initially available to starting players. A unit can + ride provided that the carrying capacity of its horses is at least as + great as the weight of its people and all other items. A unit can walk + provided that the carrying capacity of its people, horses, and wagons is + at least as great as the weight of all its other items, and provided + that it has at least as many horses as wagons (otherwise the excess + wagons count as weight, not capacity). Otherwise the unit cannot issue a + MOVE order. Most people weigh 10 units and have a + capacity of 5 units; data for items is as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Weight + + Capacity +
+ silver + + 0 + +   +
+ grain + + 5 + +   +
+ livestock + + 50 + + 0 +
+ iron + + 5 + +   +
+ wood + + 5 + +   +
+ stone + + 50 + +   +
+ fur + + 1 + +   +
+ fish + + 1 + +   +
+ herb + + 0 + +   +
+ horse + + 50 + + 20 +
+ sword + + 1 + +   +
+ crossbow + + 1 + +   +
+ longbow + + 1 + +   +
+ chain armor + + 1 + +   +
+ plate armor + + 3 + +   +
+ wagon + + 50 + + 200 (with horse) +
+ pick + + 1 + +   +
+ spear + + 1 + +   +
+ axe + + 1 + +   +
+ hammer + + 1 + +   +
+ net + + 1 + +   +
+ lasso + + 1 + +   +
+ bag + + 1 + +   +
+ spinning wheel + + 1 + +   +
+ leather armor + + 1 + +   +
+ cloth armor + + 1 + +   +
+ lance + + 2 + +   +
+ javelin + + 1 + +   +
+ pike + + 1 + +   +
+
+

+ A unit which can fly is capable of travelling over water, but if the + unit ends its turn over a water hex then it will drown.. +

+

+ Since regions are hexagonal, each region has six neighbouring regions to + the north, northeast, southeast, south, southwest and northwest. Moving + from one region to another normally takes one movement point, except + that the following terrain types take two movement points for riding or + walking units to enter: Forest, Mountain, Swamp, Jungle, and Tundra. + Also, during certain seasons (depending on the latitude of the region), + all units (including flying ones) have a harder time and travel will + take twice as many movement points as normal, as freezing weather makes + travel difficult; in the tropics, seasonal hurricane winds and + torrential rains have a similar effect. Units may not move through ocean + regions without using the SAIL order unless they are + capable of flight, and even then, flying units must end their movement + on land or else drown. +

+

+ Units may also enter or exit structures while moving. Moving into or + out of a structure does not use any movement points at all. Note that a + unit can also use the ENTER and LEAVE orders to move in and out of structures, without + issuing a MOVE order. The unit can also use the MOVE order to enter or leave a structure. +

+

+ Example: One man with a horse, sword, and chain mail wants to move + north, then northeast. The capacity of the horse is 20 and the weight + of the man and other items is 12, so he can ride. The month is April, so + he has four movement points. He issues the order MOVE NORTH NORTHEAST. + First he moves north, into a plain region. This uses one movement + point. Then he moves northeast, into a forest region. This uses two + movement points, so the movement is completed with one to spare. +

+ +

+ Sailing: +

+

+ Movement by sea is in some ways similar. It does not use the MOVE order however. Instead, the owner of a fleet must + issue the SAIL order, and other units wishing to + help sail the fleet must also issue the SAIL order. + The fleet will then, if possible, make the indicated movement, carrying + all units on the fleet with it. Units on board the fleet, but not + aiding in the sailing of the fleet, may execute other orders while the + fleet is sailing. A unit which does not wish to travel with the fleet + should leave the fleet in a coastal region, before the SAIL order is processed. (A coastal region is defined + as a non-ocean region with at least one adjacent ocean region.) +

+

+ Note that a unit on board a fleet while it is sailing may not MOVE later in the turn, even if he doesn't issue the SAIL order; sailing is considered to take the whole + month. Also, units may not remain on guard while on board a sailing + fleet; they will have to reissue the GUARD 1 order + to guard a region after sailing. +

+

+ Most ships get four movement points per turn. A fleet can move from an + ocean region to another ocean region, or from a coastal region to an + ocean region, or from an ocean region to a coastal region. Ships can + only be constructed in coastal regions. For a fleet to enter any region + only costs one movement point; the cost of two movement points for + entering, say, a forest coastal region, does not apply. Ships do, + however, only get half movement points during the winter months (or + monsoon months in the tropical latitudes). +

+

+ A fleet can only move if the total weight of everything aboard does not + exceed the fleet's capacity (the rules do not prevent an overloaded + fleet from staying afloat, only from moving). Also, there must be + enough sailors aboard (using the SAIL order), to + sail the fleet, or it will not go anywhere. Note that the sailing skill + increases the usefulness of a unit proportionally; thus, a 1 man unit + with level 5 sailing skill can sail a longboat alone. (See the section + on skills for further details on skills.) The capacities (and costs in + labor units) of the various basic ship types are as follows: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The skill column is the level of shipbuilding skill required to build + that ship type. +

+ +

+ Order of Movement: +

+

+ This section is probably unimportant to beginning players, but it can be + helpful for more experienced players. +

+

+ Movement in Atlantis is processed one hex of movement at a time, region + by region. Atlantis cycles through all of the regions; for each region, + it finds any units that are due to move, and moves them (if they can + move) one hex (and only one hex). After processing all the regions, it + conducts any battles that result from these movements. After it has gone + through all of the regions, units will have moved at most one hex, so it + goes back and does the whole process again. This is repeated until all + units have had the opportunity to move their allowed distance. Units' + movement is spread out over these phases proportionally to their speed, + so a unit riding at speed 4 would move twice as often as one walking at + speed 2. If the unit requires more than one move to enter a particular + region, then it will move once it has accumulated enough movement points + to do so. Note that these movement points can be carried over from one + month to another if a MOVE (or ADVANCE) command did not complete in the + month - for example, a unit on foot trying to move into a mountain + region in winter would not have enough movement points to enter in one + turn, but if it continues the same move on the next turn, it would use + the accumulated points from the last month and manage to enter the + mountains at last. +

+

+ Sailing is handled the same way, with one minor difference: where units + using MOVE or ADVANCE will be prevented from entering a GUARDed region + (where the guards are unfriendly or worse to the moving unit), fleets + will instead enter the region and then be stopped by the guards. +

+

+ The following table shows when exactly units will move, given their base + movement speed. The "x"s mark the phases in which a unit of that speed + will move. If you wish to make units of different speeds move together + (for example, to coordinate an attack), you may need to tell the faster + units to PAUSE in their movement. See the MOVE + order for details. +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + Movement Phase +
+ 1 + + 2 + + 3 + + 4 + + 5 + + 6 + + 7 + + 8 +
+ Speed + + 1 + + x + + + + + + + + + + + + + + +
+ 2 + + x + + + + + + + + x + + + + + + +
+ 3 + + x + + + + x + + + + + + x + + + + +
+ 4 + + x + + + + x + + + + x + + + + x + + +
+ 5 + + x + + x + + + + x + + x + + + + x + + +
+ 6 + + x + + x + + x + + + + x + + x + + x + + +
+ 7 + + x + + x + + x + + x + + x + + x + + x + + +
+ 8 + + x + + x + + x + + x + + x + + x + + x + + x +
+
+ +
+ +
+

+ Skills +

+

+ The most important thing distinguishing one character from another in + Atlantis is skills. The following skills are available: mining, + lumberjack, quarrying, hunting, fishing, herb lore, horse training, + weaponsmith, armorer, carpenter, building, shipbuilding, entertainment, + tactics, combat, riding, crossbow, longbow, stealth, observation, + healing, sailing, farming, and ranching. When a unit possesses a skill, + he also has a skill level to go with it. Generally, the effectiveness + of a skill is directly proportional to the skill level involved, so a + unit with level 2 in a skill is twice as good as a unit with level 1 in + the same skill. +

+ +

+ Limitations: +

+

+ A unit made up of leaders may know one or more skills; for the rest of + this section, the word "leader" will refer to such a unit. Other units, + those which contain non-leaders, will be refered to as normal units. A + normal unit may only know one skill. +

+

+ Skills may be learned up to a maximum level depending on the race of the + studying unit (remembering that for units containing more than one race, + the maximum is determined by the least common denominator). Every race + has a normal maximum skill level, and a list of skills that they + specialize in, and can learn up to higher level. Leaders, being more + powerful, can learn skills to even higher levels. Here is a list of the + races (including leaders) and the information on normal skill levels and + specialized skills. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Race/Type + + Specilized Skills + + Max Level (specialized skills) + + Max Level (non-specialized skills) +
+ leaders + + None. + + -- + + 5 +
+ vikings + + shipbuilding, sailing, lumberjack, combat + + 3 + + 2 +
+ barbarians + + mining, hunting, weaponsmith, combat + + 3 + + 2 +
+ plainsmen + + horse training, farming, carpenter, entertainment + + 3 + + 2 +
+ eskimos + + herb lore, fishing, hunting, healing + + 3 + + 2 +
+ nomads + + horse training, ranching, crossbow + + 3 + + 2 +
+ tribesmen + + herb lore, healing, farming, lumberjack + + 3 + + 2 +
+ darkmen + + quarrying, building, mining, armorer + + 3 + + 2 +
+ wood elves + + lumberjack, carpenter, longbow, entertainment + + 3 + + 2 +
+ sea elves + + shipbuilding, sailing, fishing, longbow + + 3 + + 2 +
+ high elves + + healing, farming, entertainment, horse training + + 3 + + 2 +
+ tribal elves + + herb lore, healing, ranching, longbow + + 3 + + 2 +
+ ice dwarves + + fishing, building, crossbow, shipbuilding + + 3 + + 2 +
+ hill dwarves + + mining, weaponsmith, armorer, combat + + 3 + + 2 +
+ under dwarves + + mining, quarrying, crossbow, armorer + + 3 + + 2 +
+ desert dwarves + + quarrying, building, armorer, crossbow + + 3 + + 2 +
+ orcs + + combat + + 4 + + 1 +
+ gnomes + + shipbuilding, weaponsmith, building, carpenter + + 3 + + 2 +
+
+

+ If units are merged together, their skills are averaged out. No rounding + off is done; rather, the computer keeps track for each unit of how many + total months of training that unit has in each skill. When units are + split up, these months are divided as evenly as possible among the + people in the unit; but no months are ever lost. +

+ +

+ Studying: +

+

+ For a unit to gain level 1 of a skill, they must gain one months worth + of training in that skill by issuing the STUDY + order. To raise this skill level to 2, the unit must add an additional + two months worth of training. Then, to raise this to skill level 3 + requires another three months worth of training, and so forth. A month + of training is gained when a unit uses the STUDY + order. Note that study months do not need to be consecutive; for a unit + to go from level 1 to level 2, he can study for a month, do something + else for a month, and then go back and complete the rest of his studies. +

+

+ Most skills cost $10 per person per month to study (in addition to + normal maintenance costs). The exceptions are Stealth and Observation + (both of which cost $50), Magic skills (which cost $100), and Tactics + (which costs $200). +

+ +

+ Teaching: +

+

+ A unit with a teacher can learn up to twice as fast as normal. The TEACH order is used to spend the month teaching one or + more other units (your own or another factions). The unit doing the + teaching must have a skill level greater than the unit doing the + studying. (Note: for all skill uses, it is skill level, not number of + months of training, that counts. Thus, a unit with 1 month of training + is effectively the same as a unit with 2 months of training, since both + have a skill level of 1.) The units being taught simply issue the STUDY order normally (also, his faction must be + declared Friendly by the teaching faction). Each person can only teach + up to 10 students in a month; additional students dilute the training. + Thus, if 1 teacher teaches 20 men, each man being taught will gain 1 1/2 + months of training, not 2 months. +

+

+ Note that it is quite possible for a single unit to teach two or more + other units different skills in the same month, provided that the + teacher has a higher skill level than each student in the skill that + that student is studying, and that there are no more than 10 students + per teacher. +

+

+ Note: Only leaders may use the TEACH order. +

+ +

+ Skill Reports: +

+

+ When a faction learns a new skill level for this first time, it will be + given a report on special abilities that a unit with this skill level + has. This report can be shown again at any time (once a faction knows + the skill), using the SHOW order. For example, when + a faction learned the skill Shoemaking level 3 for the first time, it + might receive the following (obviously farcical) report: +

+

+ +

+
+Shoemaking [SHOE] 3: A unit with this skill may PRODUCE Sooper Dooper
+  Air Max Winged Sandals.
+    
+ +
+ +
+

+ The Economy +

+

+ The unit of currency in Atlantis is the silver piece. Silver is a normal + item, with zero weight, appearing in your unit's reports. Silver is used + for such things as buying items, and unit's maintenance. +

+ +

+ Maintenance Costs: +

+

+ IMPORTANT: Each and every character in Atlantis requires a maintenance + fee each month. Anyone who ends the month without this maintenance cost + has a 33 percent chance of starving to death. It is up to you to make + sure that your people have enough money available. Money will be shared + automatically between your units in the same region, if one is starving + and another has more than enough; but this will not happen between units + in different regions (this sharing of money applies only for maintenance + costs, and does not occur for other purposes). If you have silver in + your unclaimed fund, then that silver will be automatically claimed by + units that would otherwise starve. Lastly, if a faction is allied to + yours, their units will provide surplus cash to your units for + maintenance, as a last resort. +

+

+ This fee is generally 10 silver for a normal character, and 20 silver + for a leader. Units may substitute one unit of , grain, livestock or + fish for each 10 silver of maintenance owed. A unit may use the CONSUME order to specify that it wishes to use food + items in preference to silver. Note that these items are worth more + when sold in towns, so selling them and using the money is more + economical than using them for maintenance. +

+ +

+ Recruiting: +

+

+ People may be recruited in a region. The total amount of recruits + available per month in a region, and the amount that must be paid per + person recruited, are shown in the region description. The BUY order is used to recruit new people. New recruits + will not have any skills or items. Note that the process of recruiting + a new unit is somewhat counter-intuitive; it is necessary to FORM an empty unit, GIVE the empty + unit some money, and have it BUY people; see the + description of the FORM order for further details. +

+ +

+ Items: +

+

+ A unit may have a number of possessions, referred to as "items". Some + details were given above in the section on Movement, but many things + were left out. Here is a table giving some information about common + items in Atlantis: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+   + + Skill (min level) + + Material + + Production time + + Weight (capacity) + + Extra Information +
+ silver + + + + +   + + 0 + + +
+ grain + + farming (1) + + + + 1 month + + 5 + + +
+ livestock + + farming (1) + + + + 1 month + + 50 (0) + + +
+ iron + + mining (1) + + + + 1 month + + 5 + + +
+ wood + + lumberjack (1) + + + + 1 month + + 5 + + +
+ stone + + quarrying (1) + + + + 1 month + + 50 + + +
+ fur + + hunting (1) + + + + 1 month + + 1 + + +
+ fish + + fishing (1) + + + + 1 month + + 1 + + +
+ herb + + herb lore (1) + + + + 1 month + + 0 + + +
+ horse + + horse training (1) + + + + 1 month + + 50 (20) + + Gives a riding bonus with the riding skill.
+
+ sword + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+ crossbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives +0 on attack and +0 on defense (needs + crossbow skill).
Gives 1 attack every 3 rounds.
+
+ longbow + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense (needs + longbow skill).
+
+ chain armor + + armorer (1) + + 1 iron + + 1 month + + 1 + + Gives a 33 in 100 chance to survive a normal hit.
+
+ plate armor + + armorer (3) + + 3 iron + + 3 months + + 3 + + Gives a 67 in 100 chance to survive a normal hit.
+
+ wagon + + carpenter (1) + + 1 wood + + 1 month + + 50 (200 with horse) + + +
+ pick + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing iron.
+1 bonus when producing stone.
+
+ spear + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing furs.
+
+ axe + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing wood.
+1 bonus when producing crossbows.
+1 bonus when producing longbows.
+1 bonus when producing + wagons.
+1 bonus when producing spears.
+1 bonus when + producing spinning wheels.
+1 bonus when producing lances.
+1 bonus when producing javelins.
+1 bonus when producing + pikes.
+
+ hammer + + weaponsmith (1) + + 1 iron + + 1 month + + 1 + + Weapon which gives +1 on attack and +1 on defense.
+1 bonus + when producing swords.
+1 bonus when producing chain + armor.
+1 bonus when producing plate armor.
+1 bonus + when producing picks.
+1 bonus when producing axes.
+1 + bonus when producing hammers.
+
+ net + + fishing (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing fish.
+
+ lasso + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +1 bonus when producing livestock.
+1 bonus when producing + horses.
+
+ bag + + herb lore (1) + + 1 herb + + 1 month + + 1 + + +2 bonus when producing grain.
+2 bonus when producing + herbs.
+
+ spinning wheel + + carpenter (1) + + 1 wood + + 1 month + + 1 + + +2 bonus when producing nets.
+2 bonus when producing + lassoes.
+2 bonus when producing bags.
+2 bonus when + producing leather armor.
+2 bonus when producing cloth + armor.
+
+ leather armor + + armorer (1) + + 1 fur + + 1 month + + 1 + + Gives a 30 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ cloth armor + + armorer (1) + + 1 herb + + 1 month + + 1 + + Gives a 16 in 100 chance to survive a normal hit.
May be used + during assassinations.
+
+ lance + + weaponcraft (1) + + 2 wood + + 2 months + + 2 + + Weapon which gives +4 on attack and +0 on defense (needs riding + skill).
+
+ javelin + + weaponsmith (1) + + 1 wood + + 1 month + + 1 + + Ranged weapon which gives -1 on attack and +0 on defense.
Gives 1 attack every 2 rounds.
+
+ pike + + weaponsmith (2) + + 1 wood + + 1 month + + 1 + + Weapon which gives +2 on attack and +2 on defense.
+
+
+

+ All items except silver and trade goods are produced with the PRODUCE order. Producing items will always produce + as many items as during a month up to the limit of the supplies carried + by the producing unit. The required skills and raw materials required to + produce one output item are in the table above. +

+

+ If an item requires raw materials, then the specified amount of each + material is consumed for each item produced. The higher the skill of the + unit, the more productive each man-month of work will be. Thus, five + men at skill level one are exactly equivalent to one guy at skill level + 5 in terms of base output. Items which require multiple man-months to + produce will take still benefit from higher skill level units, just not + as quickly. For example, if a unit of six level one men wanted to + produce something which required three man-months per item, that unit + could produce two of them in one month. If their skill level was raised + to two, then they could produce four of them in a month. At level three, + they could then produce 6 per month. +

+

+ Some items may allow each man to produce multiple output items per raw + material or have other differences from these basic rules. Those items + will explain their differences in the description of the item. +

+

+ Only Trade factions can issue PRODUCE orders + however, regardless of skill levels. +

+

+ Items which increase production may increase production of advanced + items in addition to the basic items listed. Some of them also increase + production of other tools. Read the skill descriptions for details on + which tools aid which production when not noted above. +

+

+ If an item does not list a raw material it may be produced directly from + the land. Each region generally has at least one item that can be + produced there. Shown on the description of a region is a list of the + items that can be produced, and the amount of each that can be produced + per month. This amount depends on the region type. It also varies from + region to region of the same type. If the units in a region attempt to + produce more of a commodity than can be produced that month, then the + amount available is distributed among the producers +

+ +

+ Villages, Towns, and Cities: +

+

+ Some regions in Atlantis contain villages, towns, and cities. Villages + add to the wages, population, and tax income of the region they are in. + Also, villages will have an additional market for grain, livestock, and + fish. As the village's demand for these goods is met, the population + will increase. When the population reaches a certain threshold, the + village will turn into a town. A town will have some additional + products that it demands, in addition to what it previously wanted. + Also a town will sell some new items as well. A town whose demands are + being met will grow, and above another threshold it will become a + full-blown city. A city will have additional markets for common items, + and will also have markets for less common, more expensive trade items. +

+

+ Trade items are bought and sold only by cities, and have no other + practical uses. However, the profit margins on these items are usually + quite high. +

+ +

+ Buildings and Trade Structures: +

+

+ Construction of buildings and ships goes as follows: each unit of work + on a building requires a unit of the required resource and a man-month + of work by a character with the appropriate skill and level; higher + skill levels allow work to proceed faster (still using one unit of the + required resource per unit of work done). Again, only Trade factions can + issue BUILD orders. Here is a table of the various + building types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Size + + Cost + + Material + + Skill (min level) +
+ Tower + + 10 + + 10 + + stone + + building (1) +
+ Fort + + 50 + + 40 + + stone + + building (1) +
+ Castle + + 300 + + 300 + + stone + + building (2) +
+ Citadel + + 1000 + + 800 + + stone + + building (3) +
+ Stockade + + 50 + + 60 + + wood + + building (1) +
+
+

+ Size is the number of people that the building can shelter. Cost is both + the number of man-months of labor and the number of units of material + required to complete the building. There are possibly other buildings + which can be built that require more advanced resources, or odd skills + to construct. The description of a skill will include any buildings + which it allows to be built. +

+

+ There are other structures that increase the maximum production of + certain items in regions; for example, a Mine will increase the amount + of iron that is available to be mined in a region. To construct these + structures requires a high skill level in the production skill related + to the item that the structure will help produce. (Inns are an exception + to this rule, requiring the Building skill, not the Entertainment + skill.) This bonus in production is available to any unit in the region; + there is no need to be inside the structure. +

+

+ The first structure built in a region will increase the maximum + production of the related product by 25%; the amount added by each + additional structure will be half of the the effect of the previous one. + (Note that if you build enough of the same type of structure in a + region, the new structures may not add _any_ to the production level). +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (level) + + Production Aided +
+ Mine + + 10 + + wood or stone + + mining (3) + + iron +
+ Farm + + 10 + + wood or stone + + farming (3) + + grain +
+ Ranch + + 10 + + wood or stone + + farming (3) + + livestock +
+ Timber Yard + + 10 + + wood or stone + + lumberjack (3) + + wood +
+ Inn + + 10 + + wood or stone + + building (3) + + entertainment +
+ Quarry + + 10 + + wood or stone + + quarrying (3) + + stone +
+ Temple + + 10 + + stone + + building (3) + + herbs +
+ Trapping Hut + + 10 + + wood or stone + + hunting (3) + + furs +
+
+

+ Note that these structures will not increase the availability of an item + in a region which does not already have that item available. Also, Trade + structures do not offer defensive bonuses (which is why they do not have + a size associated with them). As with regular buildings, the Cost is + the number of man-months of labor and also the number of units of raw + material required to complete the structure. You can use two different + materials (wood or stone) to construct most trade structures. It is + possible that there are structures not listed above which require either + advanced resources to build or which increase the production of advanced + resources. The skill description for a skill will always note if new + structures may be built based on knowing that skill. +

+ +

+ Roads: +

+

+ There is a another type of structure called roads. They do not protect + units, nor aid in the production of resources, but do aid movement, and + can improve the economy of a hex. +

+

+ Roads are directional and are only considered to reach from one hexside + to the center of the hex. To gain a movement bonus, there must be two + connecting roads, one in each adjacent hex. Only one road may be built + in each direction. If a road in the given direction is connected, units + move along that road at half cost to a minimum of 1 movement point. +

+

+ For example: If a unit is moving northwest, then hex it is in must have + a northwest road, and the hex it is moving into must have a southeast + road. +

+

+ To gain an economy bonus, a hex must have roads that connect to roads in + at least two adjoining hexes. The economy bonus for the connected roads + raises the wages in the region by 1 point. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + Cost + + Material + + Skill (min level) +
+ Road N + + 75 + + stone + + building (3) +
+ Road NW + + 75 + + stone + + building (3) +
+ Road NE + + 75 + + stone + + building (3) +
+ Road SW + + 75 + + stone + + building (3) +
+ Road SE + + 75 + + stone + + building (3) +
+ Road S + + 75 + + stone + + building (3) +
+
+ +

+ Ships: +

+

+ Ships are constructed similarly to buildings, with a few small + differences. Firstly, they tend to be constructed out of wood, not + stone. Secondly, their construction tends to depend on the Shipbuilding + skill, not the Building skill. Thirdly, while unfinished buildings + appear in the region, and may be entered by other units, unfinished + ships appear only in their builder's inventory until they are complete. + If the builder MOVEs or they are in a fleet that SAILs while they have an unfinished ship in their + possession, the ship will be discarded and lost. Finally, ships are + never interacted with as objects directly, but when completed are placed + in Fleet objects. Fleets may contain one or more ships, and may be + entered like other buildings. +

+

+ Only factions with at least one faction point spent on trade can issue + BUILD orders. Here is a table of the various ship + types: +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Class + + Capacity + + Cost + + Sailors + + Skill +
+ Longship + + 150 + + 10 + + 4 + + 1 +
+ Raft + + 450 + + 10 + + 2 + + 1 +
+ Cog + + 750 + + 25 + + 6 + + 2 +
+ Galleon + + 2700 + + 75 + + 15 + + 3 +
+
+

+ The capacity of a ship is the maximum weight that the ship may have + aboard and still move. The cost is both the man-months of labor and the + number of units of material required to complete the ship. The sailors + are the number of skill levels of the Sailing skill that must be aboard + the ship (and issuing the SAIL order) in order for + the ship to sail. +

+

+ When a ship is built, if its builder is already the owner of a fleet + object, then the ship will be added to that fleet; otherwise a new fleet + will be created to hold the ship. A fleet has the combined capacity and + sailor requirement of its constituent vessels, and moves at the speed of + its slowest ship. +

+ +

+ Advanced Items: +

+

+ There are also certain advanced items that highly skilled units can + produce. These are not available to starting players, but can be + discovered through study. When a unit is skilled enough to produce one + of these items, he will receive a skill report describing the production + of this item. Production of advanced items is generally done in a manner + similar to the normal items. +

+ +

+ Income: +

+

+ Units can earn money with the WORK order. This + means that the unit spends the month performing manual work for wages. + The amount to be earned from this is usually not very high, so it is + generally a last resort to be used if one is running out of money. The + current wages are shown in the region description for each region. All + units may WORK, regardless of skills or faction + type. +

+ +

+ Entertainment: +

+

+ Units with the Entertainment skill can use it to earn money. A unit + with Entertainment level 1 will earn 20 silver per man by issuing the ENTERTAIN order. The total amount of money that + can be earned this way is shown in the region descriptions. Higher + levels of Entertainment skill can earn more, so a character with + Entertainment skill 2 can earn twice as much money as one with skill 1 + (and uses twice as much of the demand for entertainment in the region). + Note that entertainment income is much less, per region, than the income + available through working or taxing. All factions may have entertainers, + regardless of faction type. +

+ +

+ Taxing/Pillaging: +

+

+ War factions may collect taxes in a region. This is done using the TAX order (which is not a full month order). The amount + of tax money that can be collected each month in a region is shown in + the region description. A unit may TAX if it has + Combat skill of at least level 1 or has a weapon and the appropriate + skill to use it. Each taxing character can collect $50, though if the + number of taxers would tax more than the available tax income, the tax + income is split evenly among all taxers. +

+

+ War factions may also pillage a region. To do this requires the faction + to have enough combat ready men in the region to tax half of the + available money in the region. The total amount of money that can be + pillaged will then be shared out between every combat ready unit that + issues the PILLAGE order. The amount of money + collected is equal to twice the available tax money. However, the + economy of the region will be seriously damaged by pillaging, and will + only slowly recover over time. Note that PILLAGE + comes before TAX, so a unit performing TAX will collect no money in that region that month. +

+

+ It is possible to safeguard one's tax income in regions one controls. + Units which have the Guard flag set (using the GUARD order) will block TAX orders + issued by other factions in the same region, unless you have declared + the faction in question Friendly. Units on guard will also block PILLAGE orders issued by other factions in the same + region, regardless of your attitude towards the faction in question, and + they will attempt to prevent Unfriendly units from entering the region. + Only units which are able to tax may be on guard. Units on guard are + always visible regardless of Stealth skill, and will be marked as being + "on guard" in the region description. +

+ +
+ +
+

+ Combat +

+

+ Combat occurs when one unit attacks another. The computer then gathers + together all the units on the attacking side, and all the units on the + defending side, and the two sides fight until an outcome is reached. +

+ +

+ Attitudes: +

+

+ Which side a faction's units will fight on depends on declared + attitudes. A faction can have one of the following attitudes towards + another faction: Ally, Friendly, Neutral, Unfriendly or Hostile. Each + faction has a general attitude, called the "Default Attitude", that it + normally takes towards other factions; this is initially Neutral, but + can be changed. It is also possible to DECLARE + attitudes to specific factions, e.g. DECLARE 27 + ALLY will declare the Ally attitude to faction 27. (Note that this does + not necessarily mean that faction 27 has decided to treat you as an + ally.) +

+

+ Ally means that you will fight to defend units of that faction whenever + they come under attack, if you have non-avoiding units in the region + where the attack occurs. You will also attempt to prevent any theft or + assassination attempts against units of the faction, if you are capable + of seeing the unit which is attempting the crime. It also has the + implications of the Friendly attitude. +

+

+ Friendly means that you will accept gifts from units of that faction. + This includes the giving of items, units of people, and the teaching of + skills. You will also admit units of that faction into buildings or + fleets owned by one of your units, and you will permit units of that + faction to collect taxes (but not pillage) in regions where you have + units on guard. +

+

+ Unfriendly means that you will not admit units of that faction into any + region where you have units on guard. You will not, however, + automatically attack unfriendly units which are already present. +

+

+ Hostile means that any of your units which do not have the Avoid Combat + flag set (using the AVOID order) will attack any + units of that faction wherever they find them. +

+

+ If a unit can see another unit, but does not have high enough + Observation skill to determine its faction, it will treat the unit using + the faction's default attitude, even if the unit belongs to an + Unfriendly or Hostile faction, because it does not know the unit's + identity. However, if your faction has declared an attitude of Friendly + or Ally towards that unit's faction, the unit will be treated with the + better attitude; it is assumed that the unit will produce proof of + identity when relevant. (See the section on stealth for more information + on when units can see each other.) +

+

+ If a faction declares Unfriendly or Hostile as default attitude (the + latter is a good way to die fast), it will block or attack all + unidentified units, unless they belong to factions for which a Friendly + or Ally attitude has been specifically declared. Units which cannot be + seen at all cannot be directly blocked or attacked, of course. +

+ +

+ Attacking: +

+

+ A unit can attack another by issuing an ATTACK + order. A unit that does not have Avoid Combat set will automatically + attack any Hostile units it identifies as such. When a unit issues the + ATTACK order, or otherwise decides to attack + another unit, it must first be able to attack the unit. There are two + conditions for this; the first is that the attacking unit must be able + to see the unit that it wishes to attack. More information is available + on this in the stealth section of the rules. +

+

+ Secondly, the attacking unit must be able to catch the unit it wishes to + attack. A unit may only catch a unit if its effective Riding skill is + greater than or equal to the target unit's effective Riding skill; + otherwise, the target unit just rides away from the attacking unit. + Effective Riding is the unit's Riding skill, but with a potential + maximum; if the unit can not ride, the effective Riding skill is 0; if + the unit can ride, the maximum effective Riding is 3; if the unit can + fly, the maximum effective Riding is 5. Note that the effective Riding + also depends on whether the unit is attempting to attack or defend; for + attack purposes, only one man in the unit needs to be able to ride or + fly (generally, this means one of the men must possess a horse, or other + form of transportation), whereas for defense purposes the entire unit + needs to be able to ride or fly (usually meaning that every man in the + unit must possess a horse or other form of speedier transportation). + Also, note that for a unit to be able to use its defensive Riding + ability to avoid attack, the unit cannot be in a building, fleet, or + structure of any type. +

+

+ A unit which is on guard, and is Unfriendly towards a unit, will deny + access to units using the MOVE order to enter its + region. Note that to deny access to a unit, at least one unit from the + same faction as the unit guarding the hex must satisfy the above + requirements. A unit using ADVANCE instead of MOVE to enter a region, will attack any units that + attempt to deny it access. If the advancing unit loses the battle, it + will be forced to retreat to the previous region it moved through. If + the unit wins the battle and its army doesn't lose any men, it is + allowed to continue to move, provided that it has enough movement + points. +

+

+ Note that these restrictions do not apply for sea combat, as units + within a fleet are always visible, and Riding does not play a part in + combat on board fleets. +

+ +

+ The Muster: +

+

+ Once the attack has been made, the sides are gathered. Although the ATTACK order takes a unit rather than a faction as + its parameter (mainly so that unidentified units can be attacked), an + attack is basically considered to be by an entire faction, against an + entire faction and its allies. +

+

+ On the attacking side are all units of the attacking faction in the + region where the fight is taking place, except those with Avoid Combat + set. A unit which has explicitly (or implicitly via ADVANCE) issued an ATTACK + order will join the fight anyway, regardless of whether Avoid Combat is + set. +

+

+ Also on the attacking side are all units of other factions that attacked + the target faction (implicitly or explicitly) in the region where the + fight is taking place. In other words, if several factions attack one, + then all their armies join together to attack at the same time (even if + they are enemies and will later fight each other). +

+

+ On the defending side are all identifiable units belonging to the + defending faction. If a unit has Avoid Combat set and it belongs to the + target faction, it will be uninvolved only if its faction cannot be + identified by the attacking faction. A unit which was explicitly + attacked will be involved anyway, regardless of Avoid Combat. (This + means that Avoid Combat is mostly useful for high stealth scouts.) Also, + all non-avoiding units located in the target region belonging to + factions allied with the defending unit will join in on the defending + side. +

+

+ Units in adjacent regions can also become involved. This is the + exception to the general rule that you cannot interact with units in a + different region. +

+

+ If a faction has at least one unit involved in the initial region, then + any units in adjacent regions will join the fight, if they could reach + the region and do not have Avoid Combat set. There are a few flags that + units may set to affect this; a unit with the Hold flag (set using the + HOLD order) will not join battles in adjacent + regions. This flag applies to both attacking and defending factions. A + unit with the Noaid flag (set using the NOAID + order) will receive no aid from adjacent hexes when attacked, or when it + issues an attack. +

+

+ Example: A fight starts in region A, in the initial combat phase + (before any movement has occurred). The defender has a unit of soldiers + in adjacent region B. They have 2 movement points at this stage. They + will buy horses later in the turn, so that when they execute their MOVE order they will have 4 movement points, but right + now they have 2. Region A is forest, but fortunately it is summer, so + the soldiers can join the fight. +

+

+ It is important to note that the units in nearby regions do not actually + move to the region where the fighting happens; the computer only checks + that they could move there. (In game world terms, presumably they did + move there to join the fight, and then moved back where they started.) + The computer checks for weight allowances and terrain types when + determining whether a unit could reach the scene of the battle. Note + that the use of fleets is not allowed in this virtual movement. +

+

+ If you order an attack on an ally (either with the ATTACK order, or if your ally has declared you + Unfriendly, by attempting to ADVANCE into a + region which he is guarding), then your commander will decide that a + mistake has occurred somewhere, and withdraw your troops from the + fighting altogether. Thus, your units will not attack that faction in + that region. Note that you will always defend an ally against attack, + even if it means that you fight against other factions that you are + allied with. +

+ +

+ The Battle: +

+

+ The troops having lined up, the fight begins. The computer selects the + best tactician from each side; that unit is regarded as the leader of + its side. If two or more units on one side have the same Tactics skill, + then the one with the lower unit number is regarded as the leader of + that side. If one side's leader has a better Tactics skill than the + other side's,then that side gets a free round of attacks. +

+

+ In each combat round, the combatants each get to attack once, in a + random order. (In a free round of attacks, only one side's forces get to + attack.) Each combatant will attempt to hit a randomly selected enemy. + If he hits, and the target has no armor, then the target is + automatically killed. Armor may provide extra defense against otherwise + successful attacks. +

+

+ The basic skill used in battle is the Combat skill; this is used for + hand to hand fighting. If one soldier tries to hit another using most + weapons, there is a 50% chance that the attacker will get an opportunity + for a lethal blow. If the attacker does get that opportunity, then + there is a contest between his combat skill (modified by weapon attack + bonus) and the defender's combat skill (modified by weapon defense + bonus). Some weapons may not allow combat skill to affect defense (e.g. + bows), and others may allow different skills to be used on defense (or + offense). +

+

+ If the skills are equal, then there is a 1:1 (i.e. 50%) chance that the + attack will succeed. If the attacker's skill is 1 higher then there is + a 2:1 (i.e. 66%) chance, if the attacker's skill is 2 higher then there + is a 4:1 (i.e. 80%) chance, 3 higher means an 8:1 (i.e. 88%) chance, and + so on. Similarly if the defender's skill is 1 higher, then there is only + a 1:2 (i.e. 33%) chance, etc. +

+

+ There are a variety of weapons in the world which can increase a + soldier's skill on attack or defense. Better weapons will generally + convey better bonuses, but not all weapons are as good in all + situations. Specifics about the bonuses conferred by specific weapons + can be found both in these rules (for most basic weapons), and in the + descriptions of the weapons themselves. Troops which are fighting + hand-to-hand without specific weapons are assumed to be irregularly + armed with makeshift weapons such as clubs, pitchforks, torches, etc. +

+

+ Possession of a mount, and the appropriate skill to use that mount will + also confer a bonus to the effective Combat skill. The amount of the + bonus will depend on the level of the appropriate skill and the mount in + question. Some mounts are better than others, and may provide better + bonus, but may also require higher levels of skill to get any bonus at + all. Some terrain might not allow mounts to give a combat advantage. +

+

+ Certain weapons may provide different attack and defense bonuses, or + have additional attack bonuses against mounted opponents or other + special characteristics. These bonuses will be listed in the item + descriptions in the turn reports. +

+

+ Some melee weapons may be defined as Long or Short (this is relative to + a normal weapon, e.g. the sword). A soldier wielding a longer weapon + than his opponent gets a +1 bonus to his attack skill. +

+

+ Ranged weapons are slightly different from melee weapons. The target + will generally not get any sort of combat bonus to defense against a + ranged attack. +

+

+ Some weapons, including some ranged weapons, may only attack every other + round, or even less frequently. When a weapon is not able to attack + every round, this will be specified in the item description. +

+

+ Weapons may have one of several different attack types: Slashing, + Piercing, Crushing, Cleaving and Armor Piercing. Different types of + armor may give different survival chances against a successful attack of + different types. +

+

+ A soldier attacking with a ranged weapon will generally be treated as if + they have a Combat skill of 0, even if they have an actual Combat skill. + This is the trade off for being able to hit from the back line of + fighting. +

+

+ Being inside a building confers a bonus to defense. This bonus is + effective against ranged as well as melee weapons. The number of men + that a building can protect is equal to its size. The size of the + various common buildings was listed in the Table of Buildings earlier. +

+

+ If there are too many units in a building to all gain protection from + it, then those units who have been in the building longest will gain + protection. (Note that these units appear first on the turn report.) If + a unit of 200 men is inside a Fort (capacity 50), then the first 50 men + in the unit will gain the full bonus, and the other 150 will gain no + protection. +

+

+ Units which have the Behind flag set are at the rear and cannot be + attacked by any means until all non-Behind units have been wiped out. + On the other hand, neither can they attack with melee weapons, but only + with ranged weapons or magic. Once all front-line units have been wiped + out, then the Behind flag no longer has any effect. +

+ +

+ Victory! +

+

+ Combat rounds continue until one side has accrued 50% losses (or more). + The victorious side is then awarded one free round of attacks, after + which the battle is over. If both sides have more than 50% losses, the + battle is a draw, and neither side gets a free round. +

+

+ Units with the Healing skill have a chance of being able to heal + casualties of the winning side, so that they recover rather than dying. + Each character with this skill can attempt to heal 5 casualties per + skill level. Each attempt however requires one unit of Herbs, which is + thereby used up. Each attempt has a some chance of healing one casualty; + only one attempt at Healing may be made per casualty. Healing occurs + automatically, after the battle is over, by any living healers on the + winning side. +

+

+ Any items owned by dead combatants on the losing side have a 50% chance + of being found and collected by the winning side. Each item which is + recovered is picked up by one of the survivors able to carry it (see the + SPOILS command) at random, so the winners + generally collect loot in proportion to their number of surviving men. +

+

+ If you are expecting to fight an enemy who is carrying so much equipment + that you would not be able to move after picking it up, and you want to + move to another region later that month, it may be worth issuing some + orders to drop items (with the GIVE 0 order) or to + prevent yourself picking up certain types of spoils (with the SPOILS order) in case you win the battle! Also, note + that if the winning side took any losses in the battle, any units on + this side will not be allowed to move, or attack again for the rest of + the turn. +

+ +
+ +
+

+ Stealth and Observation +

+

+ The Stealth skill is used to hide units, while the Observation skill is + used to see units that would otherwise be hidden. A unit can be seen + only if you have at least one unit in the same region, with an + Observation skill at least as high as that unit's Stealth skill. If your + Observation skill is equal to the unit's Stealth skill, you will see the + unit, but not the name of the owning faction. If your Observation skill + is higher than the unit's Stealth skill, you will also see the name of + the faction that owns the unit. +

+

+ Regardless of Stealth skill, units are always visible when participating + in combat; when guarding a region with the Guard flag; or when in a + building or aboard a fleet. However, in order to see the faction that + owns the unit, you will still need a higher Observation skill than the + unit's Stealth skill. +

+ +

+ Stealing: +

+

+ The STEAL order is a way to steal items from other + player factions without a battle. The order can only be issued by a + one-man unit. The order specifies a target unit; the thief will then + attempt to steal the specified item from the target unit. +

+

+ If the thief has higher Stealth than any of the target faction's units + have Observation (i.e. the thief cannot be seen by the target faction), + the theft will succeed. The target faction will be told what was stolen, + but not by whom. If the specified item is silver, then $200 or half the + total available, whichever is less, will be stolen. If it is any other + item, then only one will be stolen (if available). +

+

+ Any unit with high enough Observation to see the thief will see the + attempt to steal, whether the attempt is successful or not. Allies of + the target unit will prevent the theft, if they have high enough + Observation to see the unit trying to steal. +

+ +

+ Assassination: +

+

+ The ASSASSINATE order is a way to kill + another person without attacking and going through an entire battle. + This order can only be issued by a one-man unit, and specifies a target + unit. If the target unit contains more than one person, then one will + be singled out at random. +

+

+ Success for assassination is determined as for theft, i.e. the assassin + will fail if any of the target faction's units can see him. In this + case, the assassin will flee, and the target faction will be informed + which unit made the attempt. As with theft, allies of the target unit + will prevent the assassination from succeeding, if their Observation + level is high enough. +

+

+ If the assassin has higher stealth than any of the target faction's + units have Observation, then a one-on-one fight will take place between + the assassin and the target character. The assassin automatically gets + a free round of attacks; after that, the battle is handled like a normal + fight, with the exception that neither assassin nor victim can use any + armor except leather armor, or cloth armor. Most armor is forbidden for + the assassin because it would make it too hard to sneak around, and for + the victim because he was caught by surprise with his armor off. If the + assassin wins, the target faction is told merely that the victim was + assassinated, but not by whom. If the victim wins, then the target + faction learns which unit made the attempt. (Of course, this does not + necessarily mean that the assassin's faction is known.) The winner of + the fight gets 50% of the loser's property as usual. +

+

+ STEAL and ASSASSINATE + are not full month orders, and do not interfere with other activities, + but a unit can only issue one STEAL order or one ASSASSINATE order in a month. +

+ +
+ +
+

+ Magic +

+

+ A character enters the world of magic in Atlantis by beginning study on + one of the Foundation magic skills. Only one man units, with the man + being a leader, are permitted to study these skills. The number of these + units (known as "magicians" or "mages") that a faction may own is + determined by the faction's type. Any attempt to gain more, either + through study, or by transfer from another faction, will fail. In + addition, mages may not GIVE men at all; once a unit + becomes a mage (by studying one of the Foundations), the unit number is + fixed. (The mage may be given to another faction using the GIVE UNIT order.) +

+ +

+ Magic Skills: +

+

+ Magic skills are the same as normal skills, with a few differences. The + basic magic skills, called Foundations, are force, pattern, and spirit. + To become a mage, a unit undertakes study in one of these Foundations. + As a unit studies the Foundations, he will be able to study deeper into + the magical arts; the additional skills that he may study will be + indicated on your turn report. +

+

+ There are two major differences between Magic skills and most normal + skills. The first is that the ability to study Magic skills sometimes + depends on lower level Magic skills. Magic skills cannot be learnt to a + higher level than the skills they depend upon. For example, if a Magic + skill requires Spirit 2 to begin to study, then it can never be studied + to a level higher than the mage's Spirit skill, so in order to increase + that skill to level 3, his Spirit skill would first have to be increased + to level 3. The Magic skills that a mage may study are listed on his + turn report, so he knows which areas he may pursue. Studying higher in + the Foundation skills, and certain other Magic skills, will make other + skills available to the mage. Secondly, study into a magic skill above + level 2 requires that the mage be located in some sort of building which + can offer protection. Trade structures do not count. If the mage is not + in such a structure, his study rate is cut in half, as he does not have + the proper environment and equipment for research. +

+ +

+ Foundations: +

+

+ The three Foundation skills are called force, pattern, and spirit. Force + indicates the quantity of magical energy that a mage is able to channel + (a Force rating of 0 does not mean that the mage can channel no magical + energy at all, but only a minimal amount). Pattern indicates ability to + handle complex patterns, and is important for things like healing and + nature spells. Spirit deals with meta-effects that lie outside the + scope of the physical world. +

+ +

+ Further Magic Study: +

+

+ Once a mage has begun study of one or more Foundations, more skills that + he may study will begin to show up on his report. These skills are the + skills that give a mage his power. As with normal skills, when a mage + achieves a new level of a magic skill, he will be given a skill report, + describing the new powers (if any) that the new skill confers. The SHOW order may be used to show this information on + future reports. +

+ +

+ Using Magic: +

+

+ A mage may use his magical power in three different ways, depending on + the type of spell he wants to use. Some spells, once learned, take + effect automatically and are considered always to be in use; these + spells do not require any order to take effect. +

+

+ Secondly, some spells are for use in combat. A mage may specify that he + wishes to use a spell in combat by issuing the COMBAT order. A combat spell specified in this way + will only be used if the mage finds himself taking part in a battle. +

+

+ The third type of spell use is for spells that take an entire month to + cast. These spells are cast by the mage issuing the CAST order. Because CAST takes an + entire month, a mage may use only one of this type of spell each turn. + Note, however, that a CAST order is not a full month + order; a mage may still MOVE, STUDY, or use any other month long order. The + justification for this (as well as being for game balance) is that a + spell drains a mage of his magic power for the month, but does not + actually take the entire month to cast. +

+

+ The description that a mage receives when he first learns a spell + specifies the manner in which the spell is used (automatic, in combat, + or by casting). +

+ +

+ Magic in Combat: +

+

+ NOTE: This section is rather vague, and quite advanced. You may want to + wait until you have figured out other parts of Atlantis before trying to + understand exactly all of the rules in this section. +

+

+ Although the magic skills and spells are unspecified in these rules, + left for the players to discover, the rules for combat spells' + interaction are spelled out here. There are five major types of + attacks, and defenses: Combat, Ranged, Energy, Weather, and Spirit. + Every attack and defense has a type, and only the appropriate defense is + effective against an attack. +

+

+ Defensive spells are cast at the beginning of each round of combat, and + will have a type of attack they deflect, and skill level (Defensive + spells are generally called Shields). Every time an attack is launched + against an army, it must first attack the highest level Shield of the + same type as the attack, before it may attack a soldier directly. Note + that an attack only has to attack the highest Shield, any other Shields + of the same type are ignored for that attack. +

+

+ An attack spell (and any other type of attack) also has an attack type, + and attack level, and a number of blows it deals. When the attack spell + is cast, it is matched up against the most powerful defensive spell of + the appropriate type that the other army has cast. If the other army + has not cast any applicable defensive spells, the attack goes through + unmolested. Unlike normal combat however, men are at a disadvantage to + defending against spells. Men which are in the open (not protected by + a building) have an effective skill of -2 unless they have a shield or + some other defensive magic. Some monsters have bonuses to resisting + some attacks but are more susceptible to others. The skill level of the + attack spell and the effective skill for defense are matched against + each other. The formula for determining the victor between a defensive + and offensive spell is the same as for a contest of soldiers; if the + levels are equal, there is a 1:1 chance of success, and so on. If the + offensive spell is victorious, the offensive spell deals its blows to + the defending army, and the Shield in question is destroyed (thus, it + can be useful to have more than one of the same type of Shield in + effect, as the other Shield will take the place of the destroyed one). + Otherwise, the attack spell disperses, and the defending spell remains + in place. +

+

+ Some spells do not actually kill enemies, but rather have some negative + effect on them. These spells are treated the same as normal spells; if + there is a Shield of the same type as them, they must attack the Shield + before attacking the army. Physical attacks that go through a defensive + spell also must match their skill level against that of the defensive + spell in question. However, they do not destroy the defensive spell + when they are successful. +

+ +
+ +
+

+ Non-Player Units +

+

+ There are a number of units that are not controlled by players that may + be encountered in Atlantis. Most information about these units must be + discovered in the course of the game, but a few basics are below. +

+ +

+ City and Town Guardsmen: +

+

+ All cities and towns begin with guardsmen in them. These units will + defend any units that are attacked in the city or town, and will also + prevent theft and assassination attempts, if their Observation level is + high enough. They are on guard, and will prevent other units from taxing + or pillaging. The guards may be killed by players, although they will + form again if the city is left unguarded. +

+

+ Note that the city guardsmen in the starting cities of Atlantis possess + plate armor in addition to being more numerous and are therefore harder + to kill. Additionally, in the starting cities, Mage Guards will be + found. These mages are adept at the fire spell making any attempt to + control a starting city a much harder proposition. +

+ +

+ Wandering Monsters: +

+

+ There are a number of monsters who wander free throughout Atlantis. + They will occasionally attack player units, so be careful when wandering + through the wilderness. +

+

+ Some monsters live in lairs, caves, and other structures players cannot + enter. Such monsters will never leave their habitat and will never + wander around, but they can attack player units present in the region. + The willingness to attack is dependent on the monster's aggression + level. It is worth reminding that monsters inside the lair will always + be visible to the player regardless of their stealth score as any other + unit in the structure. Empty lairs will spawn new monsters regularly if + old ones are killed. Players can guard regions with lairs, and monsters + will not spawn there. +

+

+ Other monsters do not live in lairs but wander freely. Wandering + monsters can spawn in any unguarded region regardless of whether there + is a lair. Guarding will prevent monsters from spawning in a particular + region. Their willingness to attack depends on their aggression level, + and monsters can advance to neighboring regions while moving. Some + monsters could have preferred terrains that they like more than others, + and then they will be willing to enter such regions more likely than + others. At the same time, some terrains could be so uncomfortable that + monsters will never enter them. If a monster has particular terrain + preferences, he will try to be close to the habitat he likes, and he + will not go deeper into the territory that is not connected with his + preferred terrain. +

+

+ A small tip to the players about guarding: guarding will prevent + monsters from spawning and attacking player units, but in such a way + players will not get any loot from monsters too. Monster hunting is a + desirable activity because it is fun, and you can get a great reward + like silver, magical items, weapons, etc. +

+

+ Monster movement probability table +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ Directions + + Prefered + + Neutral + + Move Preferred + + Move Neutral + + Stay +
+ 1 + + 1 + + 0 + + 33% + + 0% + + 66% +
+ 1 + + 0 + + 1 + + 0% + + 20% + + 80% +
+ 2 + + 2 + + 0 + + 50% + + 0% + + 50% +
+ 2 + + 1 + + 1 + + 28% + + 14% + + 57% +
+ 2 + + 0 + + 2 + + 0% + + 33% + + 66% +
+ 3 + + 3 + + 0 + + 60% + + 0% + + 40% +
+ 3 + + 2 + + 1 + + 44% + + 11% + + 44% +
+ 3 + + 1 + + 2 + + 25% + + 25% + + 50% +
+ 3 + + 0 + + 3 + + 0% + + 42% + + 57% +
+ 4 + + 4 + + 0 + + 66% + + 0% + + 33% +
+ 4 + + 3 + + 1 + + 54% + + 9% + + 36% +
+ 4 + + 2 + + 2 + + 40% + + 20% + + 40% +
+ 4 + + 1 + + 3 + + 22% + + 33% + + 44% +
+ 4 + + 0 + + 4 + + 0% + + 50% + + 50% +
+ 5 + + 5 + + 0 + + 71% + + 0% + + 28% +
+ 5 + + 4 + + 1 + + 61% + + 7% + + 30% +
+ 5 + + 3 + + 2 + + 50% + + 16% + + 33% +
+ 5 + + 2 + + 3 + + 36% + + 27% + + 36% +
+ 5 + + 1 + + 4 + + 20% + + 40% + + 40% +
+ 5 + + 0 + + 5 + + 0% + + 55% + + 44% +
+ 6 + + 6 + + 0 + + 75% + + 0% + + 25% +
+ 6 + + 5 + + 1 + + 66% + + 6% + + 26% +
+ 6 + + 4 + + 2 + + 57% + + 14% + + 28% +
+ 6 + + 3 + + 3 + + 46% + + 23% + + 30% +
+ 6 + + 2 + + 4 + + 33% + + 33% + + 33% +
+ 6 + + 1 + + 5 + + 18% + + 45% + + 36% +
+ 6 + + 0 + + 6 + + 0% + + 60% + + 40% +
+ +

+ Controlled Monsters: +

+

+ Through various magical methods, you may gain control of certain types + of monsters. These monsters are just another item in a unit's inventory, + with a few special rules. Monsters will be able to carry things at their + speed of movement; use the SHOW ITEM order to + determine the carrying capacity and movement speed of a monster. + Monsters will also fight for the controlling unit in combat; their + strength can only be determined in battle. Also, note that a monster + will always fight from the front rank, even if the controlling unit has + the behind flag set. Whether or not you are allowed to give a monster to + other units depends on the type of monster; some may be given freely, + while others must remain with the controlling unit. +

+ +
+ +
+

+ Orders +

+

+ To enter orders for Atlantis, you should send a mail message to the + Atlantis server, containing the following: +

+

+ +

+
+#ATLANTIS faction-no 
+
+UNIT unit-no
+...orders...
+
+UNIT unit-no
+...orders...
+
+#END
+    
+

+ For example, if your faction number (shown at the top of your report) is + 27, your password if "foobar", and you have two units numbered 5 and 17: +

+

+ +

+
+#ATLANTIS 27 "foobar"
+
+UNIT 5
+...orders...
+
+UNIT 17
+...orders...
+
+#END
+    
+

+ Thus, orders for each unit are given separately, and indicated with the + UNIT keyword. (In the case of an order, such as the command to rename + your faction, that is not really for any particular unit, it does not + matter which unit issues the command; but some particular unit must + still issue it.) +

+

+ IMPORTANT: You MUST use the correct #ATLANTIS line or else your orders + will be ignored. +

+

+ If you have a password set, you must specify it on you #atlantis line, + or the game will reject your orders. See the PASSWORD order for more details. +

+

+ Each type of order is designated by giving a keyword as the first + non-blank item on a line. Parameters are given after this, separated by + spaces or tabs. Blank lines are permitted, as are comments; anything + after a semicolon is treated as a comment (provided the semicolon is not + in the middle of a word). +

+

+ The parser is not case sensitive, so all commands may be given in upper + case, lower case or a mixture of the two. However, when supplying names + containing spaces, the name must be surrounded by double quotes, or else + underscore characters must be used in place of spaces in the name. + (These things apply to the #ATLANTIS and #END lines as well as to order + lines.) +

+

+ You may precede orders with the at sign (@), in which case they will + appear in the Template at the bottom of your report. This is useful for + orders which your units repeat for several months in a row. +

+ +

+ Abbreviations: +

+

+ All common items and skills have abbreviations that can be used when + giving orders, for brevity. Any time you see the item on your report, + it will be followed by the abbreviation. Please be careful using these, + as they can easily be confused. +

+ +
+ +
+

+ Order Summary +

+

+ To specify a [unit], use the unit number. If specifying a unit that + will be created this turn, use the form "NEW #" if the unit belongs to + your faction, or "FACTION # NEW #" if the unit belongs to a different + faction. See the FORM order for a more complete + description. [faction] means that a faction number is required; + [object] means that an object number (generally the number of a building + or fleet) is required. [item] means an item (like wood or longbow) that + a unit can have in its possession. [flag] is an argument taken by + several orders, that sets or unsets a flag for a unit. A [flag] value + must be either 1 (set the flag) or 0 (unset the flag). Other parameters + are generally numbers or names. +

+

+ IMPORTANT: Remember that names containing spaces (e.g., "Plate Armor"), + must be surrounded by double quotes, or the spaces must be replaced with + underscores "_" (e.g., Plate_Armor). +

+

+ Also remember that anything used in an example is just that, an example + and makes no guarantee that such an item, structure, or skill actually + exists within the game. +

+
+ +
+ +

+ ADDRESS [new address] +

+

+ Change the email address to which your reports are sent. +

+

+ Example: +

+

+ Change your faction's email address to atlantis@rahul.net. +

+

+ +

+
+ADDRESS atlantis@rahul.net
+    
+
+ +
+ +

+ ADVANCE [dir] ... +

+

+ This is the same as the MOVE order, except that it + implies attacks on units which attempt to forbid access. See the MOVE order for details. +

+

+ Examples: +

+

+ Move north, then northwest, attacking any units that forbid access to + the regions. +

+

+ +

+
+ADVANCE N NW
+    
+

+ In order, move north, then enter structure number 1, move through an + inner route, and finally move southeast. Will attack any units that + forbid access to any of these locations. +

+

+ +

+
+ADVANCE N 1 IN SE
+    
+
+ +
+ +

+ ARMOR [item1] [item2] [item3] [item4] +

+

+ ARMOR +

+

+ This command allows you to set a list of preferred armor for a unit. + After searching for armor on the preferred list, the standard armor + precedence takes effect if an armor hasn't been set. The second form + clears the preferred armor list. +

+

+ Examples +

+

+ Set the unit to select chain armor before plate armor. +

+

+ +

+
+ARMOR CARM PARM
+    
+

+ Clear the preferred armor list. +

+

+ +

+
+ARMOR
+    
+
+ +
+ +

+ ASSASSINATE [unit] +

+

+ Attempt to assassinate the specified unit, or one of the unit's people + if the unit contains more than one person. The order may only be issued + by a one-man unit. +

+

+ A unit may only attempt to assassinate a unit which is able to be seen. +

+

+ Example: +

+

+ Assassinate unit number 177. +

+

+ +

+
+ASSASSINATE 177
+    
+
+ +
+ +

+ ATTACK [unit] ... +

+

+ Attack a target unit. If multiple ATTACK orders are given, all of the + targets will be attacked. +

+

+ Example: +

+

+ To attack units 17, 431, and 985: +

+

+ +

+
+ATTACK 17
+ATTACK 431 985
+    
+

+ or: +

+

+ +

+
+ATTACK 17 431 985
+    
+
+ +
+ +

+ AUTOTAX [flag] +

+

+ AUTOTAX 1 causes the unit to attempt to tax every turn (without + requiring the TAX order) until the flag is unset. AUTOTAX 0 unsets the + flag. +

+

+ Example: +

+

+ To cause the unit to attempt to tax every turn. +

+

+ +

+
+AUTOTAX 1
+    
+
+ +
+ +

+ AVOID [flag] +

+

+ AVOID 1 instructs the unit to avoid combat wherever possible. The unit + will not enter combat unless it issues an ATTACK order, or the unit's + faction is attacked in the unit's hex. AVOID 0 cancels this. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Set the unit to avoid combat when possible. +

+

+ +

+
+AVOID 1
+    
+
+ +
+ +

+ BEHIND [flag] +

+

+ BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 + cancels this. +

+

+ Example: +

+

+ Set the unit to be in front in combat. +

+

+ +

+
+BEHIND 0
+    
+
+ +
+ +

+ BUILD +

+

+ BUILD [object type] +

+

+ BUILD HELP [unit] +

+

+ BUILD given with no parameters causes the unit to perform work on an + unfinished ship it possesses, or on the object that it is currently + inside. BUILD given with an [object type] (such as "Tower" or + "Galleon") instructs the unit to begin work on a new object of the type + given. The final form instructs the unit to assist the target unit in + its current building task, even if that task was begun this same turn. + This help will be rejected if the unit you are trying to help does not + consider you to be friendly. +

+

+ Examples: +

+

+ To build a new tower. +

+

+ +

+
+BUILD Tower
+    
+

+ To help unit 5789 build a structure. +

+

+ +

+
+BUILD HELP 5789
+    
+
+ +
+ +

+ BUY [quantity] [item] +

+

+ BUY ALL [item] +

+

+ Attempt to buy a number of the given item from a city or town + marketplace, or to buy new people in any region where people are + available for recruiting. If the unit can't afford as many as + [quantity], it will attempt to buy as many as it can. If the demand for + the item (from all units in the region) is greater than the number + available, the available items will be split among the buyers in + proportion to the amount each buyer attempted to buy. When buying + people, specify the race of the people as the [item], or you may use + PEASANT or PEASANTS to recruit whichever race is present in the region. + If the second form is specified, the unit will attempt to buy as many as + it can afford. +

+

+ Examples: +

+

+ Buy one plate armor from the city market. +

+

+ +

+
+BUY 1 "Plate Armor"
+    
+

+ Recruit 5 barbarians into the current unit. (This will dilute the skills + that the unit has.) +

+

+ +

+
+BUY 5 barbarians
+    
+
+ +
+ +

+ CAST [skill] [arguments] +

+

+ Cast the given spell. Note that most spell names contain spaces; be + sure to enclose the name in quotes! [arguments] depends on which spell + you are casting; when you are able to cast a spell, the skill + description will tell you the syntax. +

+

+ Examples: +

+

+ Cast the spell called "Super Spell". +

+

+ +

+
+CAST "Super Spell"
+    
+

+ Cast the fourth-level spell in the "Super Magic" skill. +

+

+ +

+
+CAST Super_Magic 4
+    
+
+ +
+ +

+ CLAIM [amount] +

+

+ Claim an amount of the faction's unclaimed silver, and give it to the + unit issuing the order. The claiming unit may then spend the silver or + give it to another unit. +

+

+ Example: +

+

+ Claim 100 silver. +

+

+ +

+
+CLAIM 100
+    
+
+ +
+ +

+ COMBAT [spell] +

+

+ Set the given spell as the spell that the unit will cast in combat. + This order may only be given if the unit can cast the spell in question. +

+

+ Example: +

+

+ Instruct the unit to use the spell "Super Spell", when the unit is + involved in a battle. +

+

+ +

+
+COMBAT "Super Spell"
+    
+
+ +
+ +

+ CONSUME UNIT +

+

+ CONSUME FACTION +

+

+ CONSUME +

+

+ The CONSUME order instructs the unit to use food items in preference to + silver for maintenance costs. CONSUME UNIT tells the unit to use food + items that are in that unit's possession before using silver. CONSUME + FACTION tells the unit to use any food items that the faction owns (in + the same region as the unit) before using silver. CONSUME tells the unit + to use silver before food items (this is the default). +

+

+ Example: +

+

+ Tell a unit to use food items in the unit's possession for maintenance + costs. +

+

+ +

+
+CONSUME UNIT
+    
+
+ +
+ +

+ DECLARE [faction] [attitude] +

+

+ DECLARE [faction] +

+

+ DECLARE DEFAULT [attitude] +

+

+ The first form of the DECLARE order sets the attitude of your faction + towards the given faction. The second form cancels any attitude towards + the given faction (so your faction's attitude towards that faction will + be its default attitude). The third form sets your faction's default + attitude. +

+

+ Examples: +

+

+ Declare your faction to be hostile to faction 15. +

+

+ +

+
+DECLARE 15 hostile
+    
+

+ Set your faction's attitude to faction 15 to its default attitude. +

+

+ +

+
+DECLARE 15
+    
+

+ Set your faction's default attitude to friendly. +

+

+ +

+
+DECLARE DEFAULT friendly
+    
+
+ +
+ +

+ DESCRIBE UNIT [new description] +

+

+ DESCRIBE SHIP [new description] +

+

+ DESCRIBE BUILDING [new description] +

+

+ DESCRIBE OBJECT [new description] +

+

+ DESCRIBE STRUCTURE [new description] +

+

+ Change the description of the unit, or of the object the unit is in (of + which the unit must be the owner). Descriptions can be of any length, up + to the line length your mailer can handle. If no description is given, + the description will be cleared out. The last four are completely + identical and serve to modify the description of the object you are + currently in. +

+

+ Example: +

+

+ Set the unit,s description to read "Merlin's helper". +

+

+ +

+
+DESCRIBE UNIT "Merlin's helper"
+    
+
+ +
+ +

+ DESTROY +

+

+ Destroy the object you are in (of which you must be the owner). The + order cannot be used at sea. +

+

+ Example: +

+

+ Destroy the current object +

+

+ +

+
+DESTROY
+    
+
+ +
+ +

+ ENTER [object] +

+

+ Attempt to enter the specified object. If issued from inside another + object, the unit will first leave the object it is currently in. The + order will only work if the target object is unoccupied, or is owned by + a unit in your faction, or is owned by a faction which has declared you + Friendly. +

+

+ Example: +

+

+ Enter fleet number 114. +

+

+ +

+
+ENTER 114
+    
+
+ +
+ +

+ ENTERTAIN +

+

+ Spend the month entertaining the populace to earn money. +

+

+ Example: +

+

+ Entertain for money. +

+

+ +

+
+ENTERTAIN
+    
+
+ +
+ +

+ EVICT [unit] ... +

+

+ Evict the specified unit from the object of which you are currently the + owner. If multiple EVICT orders are given, all of the units will be + evicted. +

+

+ Example: +

+

+ Evict units 415 and 698 from an object that this unit owns. +

+

+ +

+
+EVICT 415 698
+    
+

+ or +

+

+ +

+
+EVICT 415
+EVICT 698
+    
+
+ +
+ +

+ EXCHANGE [unit] [quantity given] [item given] [quantity expected] [item + expected] +

+

+ This order allows any two units that can see each other, to trade items + regardless of faction stances. The orders given by the two units must + be complementary. If either unit involved does not have the items it is + offering, or if the exchange orders given are not complementary, the + exchange is aborted. Men may not be exchanged. +

+

+ Example: +

+

+ Exchange 10 LBOW for 10 SWOR with unit 1310 +

+

+ +

+
+EXCHANGE 1310 10 LBOW 10 SWOR
+    
+

+ Unit 1310 would issue (assuming the other unit is 3453) +

+

+ +

+
+EXCHANGE 3453 10 SWOR 10 LBOW
+    
+
+ +
+ +

+ FACTION [type] [points] ... +

+

+ Attempt to change your faction's type. In the order, you can specify up + to three faction types (WAR, TRADE, and MAGIC) and the number of faction + points to assign to each type; if you are assigning points to only one + or two types, you may omit the types that will not have any points. +

+

+ Changing the number of faction points assigned to MAGIC may be tricky. + Increasing the MAGIC points will always succeed, but if you decrease the + number of points assigned to MAGIC, you must make sure that you have + only the number of magic-skilled leaders allowed by the new number of + MAGIC points BEFORE you change your point distribution. For example, if + you have 3 mages (3 points assigned to MAGIC), but want to use one of + those points for WAR or TRADE (change to MAGIC 2), you must first get + rid of one of your mages by either giving it to another faction or + ordering it to FORGET all its magic skills. If you + have too many mages for the number of points you try to assign to MAGIC, + the FACTION order will fail. +

+

+ Examples: +

+

+ Assign 2 faction points to WAR, 2 to TRADE, and 1 to MAGIC. +

+

+ +

+
+FACTION WAR 2 TRADE 2 MAGIC 1
+    
+

+ Become a pure magic faction (assign all points to magic). +

+

+ +

+
+FACTION MAGIC 5
+    
+
+ +
+ +

+ FIND [faction] +

+

+ FIND ALL +

+

+ Find the email address of the specified faction or of all factions. +

+

+ Example: +

+

+ Find the email address of faction 4. +

+

+ +

+
+FIND 4
+    
+
+ +
+ +

+ FORGET [skill] +

+

+ Forget the given skill. This order is useful for normal units who wish + to learn a new skill, but already know a different skill. It can also be + used for a mage who wish to become a normal unit. A common reason for + this is to be able to change faction points. +

+

+ Example: +

+

+ Forget knowledge of Mining. +

+

+ +

+
+FORGET Mining
+    
+
+ +
+ +

+ FORM [alias] +

+

+ Form a new unit. The newly created unit will be in your faction, in the + same region as the unit which formed it, and in the same structure if + any. It will start off, however, with no people or items; you should, + in the same month, issue orders to transfer people into the new unit, or + have it recruit members. The new unit will inherit its flags from the + unit that forms it, such as avoiding, behind, revealing and sharing, + with the exception of the guard and autotax flags. If the new unit + wants to guard or automatically tax then those flags will have to be + explicitly set in its orders. +

+

+ The FORM order is followed by a list of orders for the newly created + unit. This list is terminated by the END keyword, after which orders + for the original unit resume. +

+

+ The purpose of the "alias" parameter is so that you can refer to the new + unit. You will not know the new unit's number until you receive the next + turn report. To refer to the new unit in this set of orders, pick an + alias number (the only restriction on this is that it must be at least + 1, and you should not create two units in the same region in the same + month, with the same alias numbers). The new unit can then be referred + to as NEW in place of the regular unit number. +

+

+ You can refer to newly created units belonging to other factions, if you + know what alias number they are, e.g. FACTION 15 NEW 2 will refer to + faction 15's newly created unit with alias 2. +

+

+ Note: If a unit moves out of the region in which it was formed (by the + MOVE order, or otherwise), the alias will no longer + work. This is to prevent conflicts with other units that may have the + same alias in other regions. +

+

+ If the demand for recruits in that region that month is much higher than + the supply, it may happen that the new unit does not gain all the + recruits you ordered it to buy, or it may not gain any recruits at all. + If the new units gains at least one recruit, the unit will form + possessing any unused silver and all the other items it was given. If + no recruits are gained at all, the empty unit will be dissolved, and the + silver and any other items it was given will revert to the first unit + you have in that region. +

+

+ Example: +

+

+ This set of orders for unit 17 would create two new units with alias + numbers 1 and 2, name them Merlin's Guards and Merlin's Workers, set the + description for Merlin's Workers, have both units recruit men, and have + Merlin's Guards study combat. Merlin's Workers will have the default + order WORK, as all newly created units do. The unit + that created these two then pays them enough money (using the NEW + keyword to refer to them by alias numbers) to cover the costs of + recruitment and the month's maintenance. +

+

+ +

+
+UNIT 17
+FORM 1
+    NAME UNIT "Merlin's Guards"
+    BUY 5 Plainsmen
+    STUDY COMBAT
+END
+FORM 2
+    NAME UNIT "Merlin's Workers"
+    DESCRIBE UNIT "wearing dirty overalls"
+    BUY 15 Plainsmen
+END
+CLAIM 2500
+GIVE NEW 1 1000 silver
+GIVE NEW 2 2000 silver
+
+    
+
+ +
+ +

+ GIVE [unit] [quantity] [item] +

+

+ GIVE [unit] ALL [item] +

+

+ GIVE [unit] ALL [item] EXCEPT [quantity] +

+

+ GIVE [unit] ALL [item class] +

+

+ GIVE [unit] UNIT +

+

+ The first form of the GIVE order gives a quantity of an item to another + unit. The second form of the GIVE order will give all of a given item to + another unit. The third form will give all of an item except for a + specific quantity to another unit. The fourth form will give all items + of a specific type to another unit. The final form of the GIVE order + gives the entire unit to the specified unit's faction. +

+

+ The classes of items which are acceptable for the fourth form of this + order are, NORMAL, ADVANCED, TRADE, MAN or MEN, MONSTER or MONSTERS, + MAGIC, WEAPON or WEAPONS, ARMOR, MOUNT or MOUNTS, BATTLE, SPECIAL, TOOL + or TOOLS, FOOD, SHIP or SHIPS and ITEM or ITEMS (which is the + combination of all of the previous categories). +

+

+ A unit may only give items, including silver, to a unit which it is able + to see, unless the faction of the target unit has declared you Friendly + or better. If the target unit is not a member of your faction, then its + faction must have declared you Friendly, with a couple of exceptions. + First, silver may be given to any unit, regardless of factional + affiliation. Secondly, men may not be given to units in other factions + (you must give the entire unit); the reason for this is to prevent + highly skilled units from being sabotaged with a GIVE order. +

+

+ Unfinished ships are given like other items, although a unit may only + have one unfinished ship of a given type at a time. To give unfinished + ships, add the "UNFINISHED" keyword to the beginning of the [item] + specifier. +

+

+ Completed ships which are part of a fleet may be given too; the owner of + the fleet they are currently in must issue the GIVE + order, and give the ships to the owner of the fleet that should receive + the ships. If the recipient is not the owner of a fleet, then a new + fleet will be created owned by the recipient. +

+

+ There are also a few restrictions on orders given by units who been + given to another faction. If the receiving faction is not allied to the + giving faction, the unit may not issue the ADVANCE order, or issue any more GIVE orders. Both of these rules are to prevent unfair + sabotage tactics. +

+

+ If 0 is specified as the unit number, then the items are discarded. +

+

+ Examples: +

+

+ Give 10 swords to unit 4573. +

+

+ +

+
+GIVE 4573 10 swords
+    
+

+ Give 5 chain armor to the new unit, alias 2, belonging to faction 14. +

+

+ +

+
+GIVE FACTION 14 NEW 2 5 "Chain armor"
+    
+

+ Give control of this unit to the faction owning unit 75. +

+

+ +

+
+GIVE 75 UNIT
+    
+

+ Give our unfinished Longboat to unit 95. +

+

+ +

+
+GIVE 95 1 UNFINISHED Longboat
+    
+

+ Transfer 2 Longboats to the fleet commanded by unit 83. +

+

+ +

+
+GIVE 83 2 Longboats
+    
+
+ +
+ +

+ GUARD [flag] +

+

+ GUARD 1 sets the unit issuing the order to prevent non-Friendly units + from collecting taxes in the region, and to prevent any units not your + own from pillaging the region. Guarding units will also attempt to + prevent Unfriendly units from entering the region. GUARD 0 cancels + Guard status. +

+

+ The Guard and Avoid Combat flags are mutually exclusive; setting one + automatically cancels the other. +

+

+ Example: +

+

+ Instruct the current unit to be on guard. +

+

+ +

+
+GUARD 1
+    
+
+ +
+ +

+ HOLD [flag] +

+

+ HOLD 1 instructs the issuing unit to never join a battle in regions the + unit is not in. This can be useful if the unit is in a building, and + doesn't want to leave the building to join combat. HOLD 0 cancels + holding status. +

+

+ Example: +

+

+ Instruct the unit to avoid combat in other regions. +

+

+ +

+
+HOLD 1
+    
+
+ +
+ +

+ JOIN [unit] +

+

+ JOIN [unit] NOOVERLOAD +

+

+ JOIN [unit] MERGE +

+

+ Attempt to enter the building or fleet that the specified unit is + currently inside. This is particularly useful if you don't know what + the building or fleet number will be, as is the case when a new fleet is + created. +

+

+ If the target unit is not inside a building or fleet, then the unit + issuing the JOIN command will leave any building or fleet that they + happen to be inside, to be with the target. +

+

+ If the NOOVERLOAD flag is specified, and the target unit ends up on + board a fleet, then the unit issuing the JOIN command will only attempt + to board the fleet if the fleet would be able to sail with the issuing + units' weight loaded on board. +

+

+ The MERGE flag may only be used by the owner of a fleet, and will cause + the entire fleet they command to join the fleet owned by the specified + unit - the units on board will move to the other fleet, and all the + ships of the fleet will be given to the target fleet. This command will + fail if any unit in the fleet to be merged would be denied entry to the + target fleet. +

+

+ Example: +

+

+ Instruct the unit to enter the building or fleet that unit 17 is in. +

+

+ +

+
+JOIN 17
+    
+
+ +
+ +

+ LEAVE +

+

+ Leave the object you are currently in. If a unit is capable of swimming + or flying then this order is usable to leave a boat while at sea. +

+

+ Example: +

+

+ Leave the current object +

+

+ +

+
+LEAVE
+    
+
+ +
+ +

+ MOVE [dir] ... +

+

+ Attempt to move in the direction(s) specified. If more than one + direction is given, the unit will move multiple times, in the order + specified by the MOVE order, until no more directions are given, or + until one of the moves fails. A move can fail because the units runs + out of movement points, because the unit attempts to move into the + ocean, or because the units attempts to enter a structure, and is + rejected. +

+

+ Valid directions are: +

+

+ 1) The compass directions North, Northwest, Southwest, South, Southeast, + and Northeast. These can be abbreviated N, NW, SW, S, SE, NE. +

+

+ 2) A structure number. +

+

+ 3) OUT, which will leave the structure that the unit is in. +

+

+ 4) IN, which will move through an inner passage in the structure that + the unit is currently in. +

+

+ 5) PAUSE, which will instruct the unit to spend one movement point + admiring the scenery, presumably to coordinate with slower moving + companions. This can be abbreviated P. +

+

+ Multiple MOVE orders given by one unit will chain together. +

+

+ Note that MOVE orders can lead to combat, due to hostile units meeting, + or due to an advancing unit being forbidden access to a region. Combat + occurs after an antire movement phase has been completed for all + regions. +

+

+ Example 1: Units 1 and 2 are in Region A, and unit 3 is in Region B. + Units 1 and 2 are hostile to unit 3. Both units 1 and 2 move into + region B, and attack unit 3. Since combat happens after all movement + has been done for the phase, they attack unit 3 at the same time, and + the battle is between units 1 and 2, and unit 3. +

+

+ Example 2: Same as example 1, except unit 2 is in Region C, instead of + region A. Both units move into Region B, and attack unit 3. Because + combat happens after all movement has been done for the phase, they + still attack unit 3 at the same time, and the battle is still between + units 1 and 2, and unit 3. +

+

+ Examples: +

+

+ Move N, NE, enter structure 1 and use the passage there +

+

+ +

+
+MOVE N
+MOVE NE 1 IN
+    
+

+ or: +

+

+ +

+
+MOVE N NE 1 IN
+    
+
+ +
+ +

+ NAME UNIT [new name] +

+

+ NAME FACTION [new name] +

+

+ NAME OBJECT [new name] +

+

+ NAME CITY [new name] +

+

+ Change the name of the unit, or of your faction, or of the object the + unit is in (of which the unit must be the owner). Names can be of any + length, up to the line length your mailer can handle. Names may not + contain parentheses (square brackets can be used instead if necessary), + or any control characters. +

+

+ In order to rename a settlement (city, town or village), the unit + attempting to rename it must be the owner of a large enough structure + located in the city. It requires a tower or better to rename a village, + a fort or better to rename a town and a castle or a citadel to rename a + city. +

+

+ Example: +

+

+ Name your faction "The Merry Pranksters". +

+

+ +

+
+NAME FACTION "The Merry Pranksters"
+    
+
+ +
+ +

+ NOAID [flag] +

+

+ NOAID 1 indicates that if the unit attacks, or is attacked, it is not to + be aided by units in other hexes. NOAID status is very useful for scouts + or probing units, who do not wish to drag their nearby armies into + battle if they are caught. NOAID 0 cancels this. +

+

+ If multiple units are on one side in a battle, they must all have the + NOAID flag on, or they will receive aid from other hexes. +

+

+ Example: +

+

+ Set a unit to receive no aid in battle. +

+

+ +

+
+NOAID 1
+    
+
+ +
+ +

+ NOCROSS [flag] +

+

+ NOCROSS 1 indicates that if a unit attempts to cross a body of water + then that unit should instead not cross it, regardless of whether the + unit otherwise could do so. Units inside a fleet are not affected by + this flag (IE, they are able to sail within the fleet). This flag is + useful to prevent scouts from accidentally drowning when exploring in + games where movement over water is allowed. NOCROSS 0 cancels this. +

+

+ Example: +

+

+ Set a unit to not permit itself to cross water. +

+

+ +

+
+NOCROSS 1
+    
+
+ +
+ +

+ OPTION TIMES +

+

+ OPTION NOTIMES +

+

+ OPTION SHOWATTITUDES +

+

+ OPTION DONTSHOWATTITUDES +

+

+ OPTION TEMPLATE OFF +

+

+ OPTION TEMPLATE SHORT +

+

+ OPTION TEMPLATE LONG +

+

+ OPTION TEMPLATE MAP +

+

+ The OPTION order is used to toggle various settings that affect your + reports, and other email details. OPTION TIMES sets it so that your + faction receives the times each week (this is the default); OPTION + NOTIMES sets it so that your faction is not sent the times. +

+

+ OPTION SHOWATTITUDES will cause units shown in your report to have a + character placed before their name, which indicates your attitude + towards them. These characters are "!" for hostile, "%" for unfriendly, + "-" for neutral, ":" for friendly and "=" for allied. OPTION + DONTSHOWATTITUDES turns off this additional decoration. +

+

+ The OPTION TEMPLATE order toggles the length of the Orders Template that + appears at the bottom of a turn report. The OFF setting eliminates the + Template altogether, and the SHORT, LONG and MAP settings control how + much detail the Template contains. The MAP setting will produce an ascii + map of the region and surrounding regions in addition other details. +

+

+ For the MAP template, the region identifiers are (there might be + additional symbols for unusual/special terrain): +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ ~~~~ + + OCEAN HEX +
+ + + PLAINS HEX +
+ ^^^^ + + FOREST HEX +
+ /\/\ + + MOUNTAIN HEX +
+ vvvv + + SWAMP HEX +
+ @@@@ + + JUNGLE HEX +
+ .... + + DESERT HEX +
+ ,,,, + + TUNDRA HEX +
+ !!!! + + THE NEXUS +
+

+ Example: +

+

+ Set your faction to receive the map format order template +

+

+ +

+
+OPTION TEMPLATE MAP
+    
+
+ +
+ +

+ PASSWORD [password] +

+

+ PASSWORD +

+

+ The PASSWORD order is used to set your faction's password. If you have a + password set, you must specify it on your #ATLANTIS line for the game to + accept your orders. This protects you orders from being overwritten, + either by accident or intentionally by other players. PASSWORD with no + password given clears out your faction's password. +

+

+ IMPORTANT: The PASSWORD order does not take effect until the turn is + actually run. So if you set your password, and then want to re-submit + orders, you should use the old password until the turn has been run. +

+

+ Example: +

+

+ Set the password to "xyzzy". +

+

+ +

+
+PASSWORD xyzzy
+    
+
+ +
+ +

+ PILLAGE +

+

+ Use force to extort as much money as possible from the region. Note that + the TAX order and the PILLAGE order are mutually + exclusive; a unit may only attempt to do one in a turn. +

+

+ Example: +

+

+ Pillage the current hex. +

+

+ +

+
+PILLAGE
+    
+
+ +
+ +

+ PRODUCE [item] +

+

+ PRODUCE [number] [item] +

+

+ Spend the month producing the specified item. If a number is given then + the unit will attempt to produce exactly that number of items; if this + is not possible in one month then the order will carry over to + subsequent months. If no number is given then the unit will produce as + much as possible of the specified item. +

+

+ Examples: +

+

+ Produce as much wood as possible. +

+

+ +

+
+PRODUCE wood
+    
+

+ Produce exactly 3 crossbows. +

+

+ +

+
+PRODUCE 3 crossbows
+    
+
+ +
+ +

+ PROMOTE [unit] +

+

+ Promote the specified unit to owner of the object of which you are + currently the owner. The target unit must have declared you Friendly. +

+

+ Example: +

+

+ Promote unit 415 to be the owner of the object that this unit owns. +

+

+ +

+
+PROMOTE 415
+    
+
+ +
+ +

+ QUIT [password] +

+

+ Quit the game. On issuing this order, your faction will be completely + and permanently destroyed. Note that you must give your password for the + quit order to work; this is to provide some safety against accidentally + issuing this order. +

+

+ Note that although this order affects the faction as a whole, it + nevertheless needs to be issued by an individual unit, and so the email + containing the command to quit needs to include both #atlantis and unit + lines. +

+

+ Example: +

+

+ Quit the game for faction 27 if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+QUIT "foobar"
+#end
+    
+
+ +
+ +

+ RESTART [password] +

+

+ Similar to the QUIT order, this order will + completely and permanently destroy your faction. However, it will begin + a brand new faction for you (you will get a separate turn report for the + new faction). Note that you must give your password for this order to + work, to provide some protection against accidentally issuing this + order. +

+

+ Example: +

+

+ Restart faction 27 as a new faction if your password is foobar. +

+

+ +

+
+#atlantis 27 "foobar"
+unit 1234
+RESTART "foobar"
+#end
+    
+
+ +
+ +

+ REVEAL +

+

+ REVEAL UNIT +

+

+ REVEAL FACTION +

+

+ Cause the unit to either show itself (REVEAL UNIT), or show itself and + its faction affiliation (REVEAL FACTION), in the turn report, to all + other factions in the region. Used to reveal high stealth scouts, should + there be some reason to. REVEAL is used to cancel this. +

+

+ Examples: +

+

+ Show the unit to all factions. +

+

+ +

+
+REVEAL UNIT
+    
+

+ Show the unit and it's affiliation to all factions. +

+

+ +

+
+REVEAL FACTION
+    
+

+ Cancels revealing. +

+

+ +

+
+REVEAL
+    
+
+ +
+ +

+ SAIL [dir] ... +

+

+ SAIL +

+

+ The first form will sail the fleet, which the unit must be the owner of, + in the directions given. The second form will cause the unit to aid in + the sailing of the fleet, using the Sailing skill. See the section on + movement for more information on the mechanics of sailing. +

+

+ Example: +

+

+ Sail north, then northwest. +

+

+ +

+
+SAIL N NW
+    
+

+ or: +

+

+ +

+
+SAIL N
+SAIL NW
+    
+
+ +
+ +

+ SELL [quantity] [item] +

+

+ SELL ALL [item] +

+

+ Attempt to sell the amount given of the item given. If the unit does + not have as many of the item as it is trying to sell, it will attempt to + sell all that it has. The second form will attempt to sell all of that + item, regardless of how many it has. If more of the item are on sale (by + all the units in the region) than are wanted by the region, the number + sold per unit will be split up in proportion to the number each unit + tried to sell. +

+

+ Example: +

+

+ Sell 10 furs to the market. +

+

+ +

+
+SELL 10 furs
+    
+
+ +
+ +

+ SHARE [flag] +

+

+ SHARE 1 instructs the unit to share its possessions with any other unit + of your faction that needs them. Thus a unit with a supply of silver + could automatically provide silver if any of your other units in the + same region does not have enough to perform an action, such as studying, buying or producing. SHARE 0 returns a unit to its default + selfish state. +

+

+ This sharing does not extend to the heat of battle, only to economic + actions. So a unit that is sharing will provide silver for buying or + studying, and resources for production (for example, if a sharing unit + has wood in its inventory, and another unit is producing axes but has no + wood, then the sharing unit will automatically supply wood for that + production), but will not provide weapons to all units if combat occurs. +

+

+ Note that in the case of sharing silver, this can leave the sharing unit + without enough funds to pay maintenance, so sharing is to be used with + care. You may like to make sure that there is a unit with sufficient + funds for maintenance in the same region, and which is not sharing, as + those funds will be shared for maintenance, but not for less important + purposes. +

+

+ Example: +

+

+ Instruct the unit to share its possessions with other units of the same + faction. +

+

+ +

+
+SHARE 1
+    
+
+ +
+ +

+ SHOW SKILL [skill] [level] +

+

+ SHOW ITEM [item] +

+

+ SHOW OBJECT [object] +

+

+ The first form of the order shows the skill description for a skill that + your faction already possesses. The second form returns some information + about an item that is not otherwise apparent on a report, such as the + weight. The last form returns some information about an object (such as + a ship or a building). +

+

+ Examples: +

+

+ Show the skill report for Mining 3 again. +

+

+ +

+
+SHOW SKILL Mining 3
+    
+

+ Show the item information for swords again. +

+

+ +

+
+SHOW ITEM sword
+    
+

+ Show the information for towers again. +

+

+ +

+
+SHOW OBJECT tower
+    
+
+ +
+ +

+ SPOILS [type] +

+

+ SPOILS +

+

+ The SPOILS order determines which types of spoils the unit should take + after a battle. The valid values for type are 'NONE', 'WALK', 'RIDE', + 'FLY', 'SWIM', 'SAIL' or 'ALL'. The second form is equivalent to 'SPOILS + ALL'. +

+

+ When this command is issued, the unit is instructed to only pick up + combat spoils if they could use the chosen form of movement while + carrying the spoils. Thus a unit with SPOILS FLY selected would pick up + combat spoils until they reached their flying capacity. If the spoils + provide movement capacity themselves, this will be included in the + decision of whether or not to take the spoils - so a unit with SPOILS + RIDE would always pick up horses. SPOILS SAIL will use the capacity of + the fleet the unit is in to determine whether to take spoils or not. + SPOILS ALL will allow a unit to collect any spoils which are dropped + regardless of weight or capacity. SPOILS NONE will instruct the unit to + only collect weightless items, such as silver. +

+

+ Example: +

+

+ Set a unit to only pick up items that it can carry and continue to fly: +

+

+ +

+
+SPOILS FLY
+    
+
+ +
+ +

+ STEAL [unit] [item] +

+

+ Attempt to steal as much as possible of the specified item from the + specified unit. The order may only be issued by a one-man unit. +

+

+ A unit may only attempt to steal from a unit which is able to be seen. +

+

+ Examples: +

+

+ Steal silver from unit 123. +

+

+ +

+
+STEAL 123 SILVER
+    
+

+ Steal wood from unit 321. +

+

+ +

+
+STEAL 321 wood
+    
+
+ +
+ +

+ STUDY [skill] +

+

+ STUDY [skill] [level] +

+

+ Spend the month studying the specified skill. A level may be specified + which means that study will be continued from turn to turn until the + unit reaches that skill level. +

+

+ Example: +

+

+ Study horse training. +

+

+ +

+
+STUDY "Horse Training"
+    
+

+ Study combat to level 3. +

+

+ +

+
+STUDY combat 3
+    
+
+ +
+ +

+ TAKE FROM [unit] [quantity] [item] +

+

+ TAKE FROM [unit] ALL [item] +

+

+ TAKE FROM [unit] ALL [item] EXCEPT [quantity] +

+

+ TAKE FROM [unit] ALL [item class] +

+

+ The TAKE order works just like the GIVE order, + except that the direction of transfer is reversed, and with the extra + condition that a unit may only TAKE from another unit in the same + faction. Since that makes TAKE FROM [unit] UNIT pointless, that form of + the GIVE order is not supported. +

+

+ The TAKE order is primarily intended to make automated delivery caravans + less prone to generating errors, as they can use TAKE to collect the + appropriate goods only when they are in the right place to collect, so + the supplying unit doesn't need to keep trying to GIVE to a unit that is only there some of the time. + However, it can be used anywhere you wish to transfer items, ships or + men, just as GIVE can. +

+

+ Examples: +

+

+ Take 10 swords from unit 4573. +

+

+ +

+
+TAKE FROM 4573 10 swords
+    
+

+ See the TURN order for an example of a caravan using + TAKE FROM. +

+
+ +
+ +

+ TAX +

+

+ Attempt to collect taxes from the region. Only War factions may collect + taxes, and then only if there are no non-Friendly units on guard. Only + combat-ready units may issue this order. Note that the TAX order and the + PILLAGE order are mutually exclusive; a unit may + only attempt to do one in a turn. +

+

+ Example: +

+

+ Attempt to collect taxes. +

+

+ +

+
+TAX
+    
+
+ +
+ +

+ TEACH [unit] ... +

+

+ Attempt to teach the specified units whatever skill they are studying + that month. A list of several units may be specified. All units to be + taught must have declared you Friendly. Subsequent TEACH orders can be + used to add units to be taught. +

+

+ Example: +

+

+ Teach new unit 2 and unit 510 whatever they are studying. +

+

+ +

+
+TEACH NEW 2 510
+    
+

+ or: +

+

+ +

+
+TEACH NEW 2
+TEACH 510
+    
+
+ +
+ +

+ TURN +

+

+ The TURN order may be used to delay orders by one (or more) turns. By + making the TURN order repeating (via '@'), orders inside the + TURN/ENDTURN construct will repeat. Multiple TURN orders in a row will + execute on successive turns, and if they all repeat, they will form a + loop of orders. Each TURN section must be ended by an ENDTURN line. +

+

+ Examples: +

+

+ Study combat this month, move north next month, and then in two months, + pillage and advance north. +

+

+ +

+
+STUDY COMB
+TURN
+    MOVE N
+ENDTURN
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+MOVE N
+TURN
+    PILLAGE
+    ADVANCE N
+ENDTURN
+    
+

+ Set up a simple cash caravan. +

+

+ +

+
+MOVE N
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+    
+

+ After the turn, the orders for that unit would look as follows in the + orders template: +

+

+ +

+
+TAKE FROM 13794 1000 SILV
+MOVE S S S
+@TURN
+    GIVE 13523 1000 SILV
+    MOVE N N N
+ENDTURN
+@TURN
+    TAKE FROM 13794 1000 SILV
+    MOVE S S S
+ENDTURN
+    
+

+ The orders in a TURN block will be inserted into the unit's orders + template when there are no month-long orders remaining to be executed. + In particular, if the unit does not have enough movement points to cover + the full distance of a MOVE or SAIL command, the movement commands will + automatically be completed over multiple turns before executing the next + TURN block. +

+
+ +
+ +

+ WEAPON [item] ... +

+

+ WEAPON +

+

+ This command allows you to set a list of preferred weapons for a unit. + After searching for weapons on the preferred list, the standard weapon + precedence takes effect if a weapon hasn't been set. The second form + clears the preferred weapon list. +

+

+ Examples +

+

+ Set the unit to select double bows, then longbows then crossbows +

+

+ +

+
+WEAPON DBOW LBOW XBOW
+    
+

+ Clear the preferred weapon list. +

+

+ +

+
+WEAPON
+    
+
+ +
+ +

+ WITHDRAW [item] +

+

+ WITHDRAW [quantity] [item] +

+

+ Use unclaimed funds to acquire basic items that you need. If you do not + have sufficient unclaimed, or if you try withdraw any other than a basic + item, an error will be given. Withdraw CANNOT be used in the Nexus (to + prevent building towers and such there). The first form is the same as + WITHDRAW 1 [item] in the second form. +

+

+ Examples: +

+

+ Withdraw 5 stone. +

+

+ +

+
+WITHDRAW 5 stone
+    
+

+ Withdraw 1 iron. +

+

+ +

+
+WITHDRAW iron
+    
+
+ +
+ +

+ WORK +

+

+ Spend the month performing manual work for wages. +

+

+ Example: +

+

+ Work all month. +

+

+ +

+
+WORK
+    
+ +
+ +
+

+ Sequence of Events +

+

+ Each turn, the following sequence of events occurs: +

+
    +
  1. + Instant orders. + +
  2. +
  3. + Combat is processed. +
      +
    • + ATTACK orders are processed. +
    • +
    +
  4. +
  5. + Subterfuge orders. + +
  6. +
  7. + Give orders. +
      +
    • + GIVE and TAKE orders are + processed. +
    • +
    • + JOIN orders are processed. +
    • +
    • + EXCHANGE orders are processed. +
    • +
    +
  8. +
  9. + Tax orders. +
      +
    • + DESTROY orders are processed. +
    • +
    • + PILLAGE orders are processed. +
    • +
    • + TAX orders are processed. +
    • +
    • + GUARD 1 orders are processed. +
    • +
    +
  10. +
  11. + Instant Magic +
      +
    • + Old spells are cancelled. +
    • +
    • + Spells are CAST (except for Teleportation + spells). +
    • +
    +
  12. +
  13. + Market orders. +
      +
    • + SELL orders are processed. +
    • +
    • + BUY orders are processed. +
    • +
    • + FORGET orders are processed. +
    • +
    • + QUIT and RESTART orders + are processed. +
    • +
    • + WITHDRAW orders are processed. +
    • +
    +
  14. +
  15. + Movement orders. +
      +
    • + ADVANCE, MOVE and SAIL orders are processed phase by phase + (including any combat resulting from these orders). +
    • +
    +
  16. +
  17. + Month long orders. +
      +
    • + TEACH orders are processed. +
    • +
    • + STUDY orders are processed. +
    • +
    • + Manufacturing PRODUCE orders (those that + produce items from other items, such as using the weaponsmith + skill to make swords out of iron) are processed. +
    • +
    • + BUILD orders are processed. +
    • +
    • + Primary PRODUCE orders (those that produce + items from region resources, such as using the mining skill to + produce iron) are processed. +
    • +
    • + ENTERTAIN orders are processed. +
    • +
    • + WORK orders are processed. +
    • +
    +
  18. +
  19. + Teleportation spells are CAST. +
  20. +
  21. + Maintenance costs are assessed. +
  22. +
+

+ Where there is no other basis for deciding in which order units will be + processed within a phase, units that appear higher on the report get + precedence. +

+ +
+ +
+

+ Report Format +

+

+ The most important sections of the turn report are the "Events During + Turn" section which lists what happened last month, and the "Current + Status" section which gives the description of each region in which you + have units. +

+

+ Your units in the Current Status section are flagged with a "*" + character. Units belonging to other factions are flagged with a "-" + character. You may be informed which faction they belong to, if you have + high enough Observation skill or they are revealing that information. +

+

+ Objects are flagged with a "+" character. The units listed under an + object (if any) are inside the object. The first unit listed under an + object is its owner. +

+

+ If you can see a unit, you can see any large items it is carrying. This + means all items other than silver, herbs, and other small items (which + are of zero size units, and are small enough to be easily concealed). + Items carried by your own units of course will always be listed. +

+

+ At the bottom of your turn report is an Orders Template. This template + gives you a formatted orders form, with all of your units listed. You + may use this to fill in your orders, or write them on your own. The OPTION order gives you the option of giving more or + less information in this template, or turning it off altogether. You can + precede orders with an '@' sign in your orders, in which case they will + appear in your template on the next turn's report. +

+ +
+ +
+

+ Hints for New Players +

+

+ Make sure to use the correct #ATLANTIS and UNIT lines in your orders. +

+

+ Always have a month's supply of spare cash in every region in which you + have units, so that even if they are deprived of income for a month (due + to a mistake in your orders, for example), they will not starve to + death. It is very frustrating to have half your faction wiped out + because you neglected to provide enough money for them to live on. +

+

+ Be conservative with your money. Leaders especially are very hard to + maintain, as they cannot usually earn enough by WORKing to pay their maintenance fee. Even once you + have recruited men, notice that it is expensive for them to STUDY (and become productive units), so be sure to + save money to that end. +

+

+ Don't leave it until the last minute to send orders. If there is a + delay in the mailer, your orders will not arrive on time, and turns will + NOT be rerun, nor will it be possible to change the data file for the + benefit of players whose orders weren't there by the deadline. If you + are going to send your orders at the last minute, send a preliminary set + earlier in the week so that at worst your faction will not be left with + no orders at all. +

+ +
+ +
+

+ Special Commands +

+

+ These special commands have been added via the scripts processing the + email to help you interact with the game and submit times and rumors. + Please read over these new commands and their uses. Also note that all + commands sent to the server are logged, including orders submissions, so + if you have a problem, or if you attempt to abuse the system, it will + get noticed and it will be tracked down. +

+ +
+ +
+

+ #create "faction name" "password" +

+

+ This will create a new faction with the desired name and password, and + it will use the player's "from" address as the email address of record + (this, of course, can be changed from within the game). +

+

+ The "" characters are required. If they are missing, the server will not + create the faction. +

+

+ Example: +

+

+ Join the game as the faction named "Mighty Ducks" with the password of + "quack" +

+

+ +

+
+#create "Mighty Ducks" "quack"
+    
+ +
+ +
+

+ #resend [faction] "password" +

+

+ The faction number and your current password (if you have one) are + required. The most recent turn report will be sent to the address of + record. +

+

+ Example: +

+

+ You are faction 999 with password "quack" and need another copy of the + last turn (because your hard drive crashed) +

+

+ +

+
+#resend 999 "quack"
+    
+ +
+ +
+

+ #times [faction] "password" +

+ [body of article] +

+ #end +

+

+ Everything between the #times and #end lines is included in your + article. Your article will be marked as being sent by your faction, so + you need not include that attribution in the article. You will receive + $50 for submitting the article. +

+

+ Example: +

+

+ Faction 999 wants to declare war on everyone +

+

+ +

+
+#times 999 "quack"
+The Mighty Ducks declare war on the world!!
+Quack!
+#end
+    
+

+ And it would appear something like: +

+

+ +

+
+---------------------------------
+The Mighty Ducks declare war on the world!!
+Quack!
+
+[Article submitted by The Mighty Ducks (999)]
+---------------------------------
+    
+ +
+ +
+

+ #rumor [faction] "password" +

+ [body of rumor] +

+ #end +

+

+ Submit a rumor for publication in the next news. These articles are not + attributed (unlike times articles) and will appear in the rumor section + of the next news in a random order. +

+

+ Example: +

+

+ Start a malicious rumor +

+

+ +

+
+#rumor 999 "quack"
+Oleg is a running-dog lackey of Azthar Spleenmonger.
+#end
+    
+ +
+ +
+

+ #remind [faction] "password" +

+

+ This order will have the server find the most recent set of orders you + have submitted for the current turn and mail them back to your address + of record. +

+

+ Example: +

+

+ Remind faction 999 of its last order set. +

+

+ +

+
+#remind 999 "quack"
+    
+ +
+ +
+

+ #email [unit] +

+ [text of email] +

+ This command allows you to send email to the owner of a unit even when + you cannot see that unit's faction affiliation. You will not be told + who the unit belongs to, but will simply forward your email to them. + When you use this command, they will receive YOUR email and can contact + you if they choose. It is provided simply as a courtesy to players to + help with diplomacy in first contact situations. +

+

+ There is no need for a "#end" line (such as is used in times and rumor + submissions -- the entire email message you send will be forwarded to + the unit's master. +

+

+ Example: +

+

+ Send an email to the owner of unit 9999 +

+

+ +

+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+

+ Faction X, the owner of 9999 would receive: +

+

+ +

+
+From: Foo <foo@some.email>
+Subject:  Greetings!
+
+#email 9999
+Greetings.  You've entered the Kingdom of Foo.
+Please contact us.
+
+Lord Foo
+foo@some.email
+    
+ +
+ +
+

+ Credits +

+

+ Atlantis was originally created and programmed by Russell Wallace. + Russell Wallace created Atlantis 1.0, and partially designed Atlantis + 2.0 and Atlantis 3.0. +

+

+ Geoff Dunbar designed and programmed Atlantis 2.0, 3.0, and 4.0 up + through version 4.0.4 and created the Atlantis Project to freely release + and maintain the Atlantis source code. +

+

+ Larry Stanbery created the Atlantis 4.0.4+ derivative. +

+

+ JT Traub took over the source + code and merged the then forking versions of 4.0.4c and 4.0.4+ back into + 4.0.5 along with modifications of his own and has been maintaining the + code. +

+

+ Development of the code is open and there is a egroup devoted to it + located at The + YahooGroups AtlantisDev egroup. Please join this egroup if you work + on the code and share your changes back into the codebase as a whole +

+

+ Please see the CREDITS file in the source distribution for a complete + (hopefully) list of all contributors. +

+ + diff --git a/snapshot-tests/run-rules-snapshot.sh b/snapshot-tests/run-rules-snapshot.sh new file mode 100755 index 00000000..b72649e8 --- /dev/null +++ b/snapshot-tests/run-rules-snapshot.sh @@ -0,0 +1,57 @@ +#!/bin/bash + +game=$1 +if [[ $game = "" || $game = "standard" ]]; then + game=standard + executable=../standard/standard +else + executable=../$game/$game +fi + +if [[ ! -f $executable ]]; then + echo "Please build the $game executable before running the rules snapshot tests. Test failed." + exit 1 +fi + +cp $executable ./$game +chmod +x ./$game + +echo -n "Regenerating $game rules..." + +cp ../$game/${game}_intro.html . +./$game genrules ${game}_intro.html ${game}.css ${game}.html &> engine-output.txt +if [[ $? != 0 ]]; then + echo "executable crashed. -- Test failed." + cat engine-output.txt + rm -f ./engine-output.txt + rm -f ${game}_intro.html + rm -f ${game}.html + rm -f ./${game} + exit 1 +fi + +rm -f ./engine-output.txt + +# Clean up the Last Change: timestamp line so that comparisons can work +sed -e 's/Last Change:.*$/Last Change: __STRIPPED_FOR_COMPARISON__/' ${game}.html > ${game}.html.strip + +diff -ur ${game}.html.strip rules/${game}.html &> rules-difference.txt +if [[ $? != 0 ]]; then + echo "output differed. -- Test failed." + cat rules-difference.txt + rm -f rules-difference.txt + rm -f ${game}_intro.html + rm -f ${game}.html + rm -f ${game}.html.strip + rm -f ./${game} + exit 1 +fi + +echo "identical. -- Test succeeded." +rm -f rules-difference.txt +rm -f engine-output.txt +rm -f ${game}.html +rm -f ${game}_intro.html +rm -f ${game}.html.strip +rm -f ./$game +exit 0 diff --git a/snapshot-tests/run-snapshots.sh b/snapshot-tests/run-snapshots.sh index a1420690..4e494e7b 100755 --- a/snapshot-tests/run-snapshots.sh +++ b/snapshot-tests/run-snapshots.sh @@ -14,4 +14,30 @@ if [[ $? != 0 ]]; then failure=1 fi +echo "Running all rules snapshots" +./run-rules-snapshot.sh +if [[ $? != 0 ]]; then + failure=1 +fi +./run-rules-snapshot.sh basic +if [[ $? != 0 ]]; then + failure=1 +fi +./run-rules-snapshot.sh fracas +if [[ $? != 0 ]]; then + failure=1 +fi +./run-rules-snapshot.sh havilah +if [[ $? != 0 ]]; then + failure=1 +fi +./run-rules-snapshot.sh kingdoms +if [[ $? != 0 ]]; then + failure=1 +fi +./run-rules-snapshot.sh neworigins +if [[ $? != 0 ]]; then + failure=1 +fi + exit $failure diff --git a/unit.h b/unit.h index e5569c4d..037fb70b 100644 --- a/unit.h +++ b/unit.h @@ -43,7 +43,6 @@ class UnitId; #include "alist.h" #include "gameio.h" #include "orders.h" -#include "fileio.h" #include "skills.h" #include "items.h" #include "object.h" diff --git a/unittest/indent_formatter_test.cpp b/unittest/indent_formatter_test.cpp index 74e521ba..ca7affb3 100644 --- a/unittest/indent_formatter_test.cpp +++ b/unittest/indent_formatter_test.cpp @@ -33,6 +33,13 @@ ut::suite<"Indent Formatter"> indent_formatter_suite = [] expect(eq(ss.str(), string(" test\n test\n test\n"))); }; + "decreasing indent when it's already 0 leaves it at 0"_test = [] + { + stringstream ss; + ss << indent::wrap(20, 5, 0) << indent::decr << "test\n"; + expect(eq(ss.str(), string("test\n"))); + }; + "clear removes formatter"_test = [] { stringstream ss; @@ -79,6 +86,13 @@ ut::suite<"Indent Formatter"> indent_formatter_suite = [] expect(eq(ss.str(), string("t est\n tes\n tba\n r\n"))); }; + "wrap with different wrapped line indent works"_test = [] + { + stringstream ss; + ss << indent::wrap(5, 2, 1) << "t esttestbar\n"; + expect(eq(ss.str(), string("t est\n test\n bar\n"))); + }; + "comment prefixes line with semicolon"_test = [] { stringstream ss; @@ -100,4 +114,13 @@ ut::suite<"Indent Formatter"> indent_formatter_suite = [] ss.flush(); expect(eq(ss.str(), string(" test"))); }; + + "push and pop indent works"_test = [] + { + stringstream ss; + ss << indent::incr << "test\n"; + ss << indent::push_indent(0) << "test\n"; + ss << indent::pop_indent() << "test\n"; + expect(eq(ss.str(), string(" test\ntest\n test\n"))); + }; };