Atlantis New Players Guide
Getting Some Help
Starting Off and Setting Your Faction Points
Creating New Units and Sending Out Scouts
Taxation and Other Teams
Budgeting
The Other Bits
Useful Links
-----------------------
Produce From The Land
Friends and Enemies
The Reveal Flag
Avoiding Combat - The Avoid Flag
The Noaid Flag
The Behind Flag
The Hold Flag
Guarding and Taxing
The Autotax Flag
The Guard Flag
-----------------------
Tactics
Stealing and Assassination
Sequence of Orders
Building
Trade Structures
Ships, Sailing and Consuming
Advice On Building
Teaching
Final Comments
Hello, and thanks for spending the time to read this. I hope you find it useful. I would just like to say that I have completely ripped this off of Fuzzymans original guide (with his permission ;-) and I would like to thank him for letting me do so. Please check out his site. There is loads of interesting stuff on there.
If anything is wrong then please let me know.
Regards
Barry (Tsurani)
Section One
Atlantis is a PBEM - play by e-mail - game. You arrive in a fantasy world of
magic and the aim is to conquer and explore and build your kingdom. You issue
your 'subjects' commands by e-mail about once a week.
The game this tutorial refers to is StAtlantis and you can find the rules and
instructions on the website here
Writing articles is a good way of earning silver - the Atlantis currency - and
so having wasted a few turns through not properly understanding the rules I
sat down and read them properly. Having gone to all that effort, and to earn
a bit of silver I wrote this basic introduction for new players!!
First here's the brief introduction to Atlantis itself from the website...
Atlantis is set in the realm of fantasy; there you will find elves, dwarves,
humans, orcs, dragons, trolls, etc. Some of them you can recruit, some of them
will fight you. These creatures under your command will be able to learn how
to build roads, cut wood, forge weapons, remain unnoticed, become master strategists
and cast powerful spells among other things. There you will compete against
other human players for resources and become the most powerful military force
or the richest. It is all up to you. It is a mixture of Heroes of might and
Magic, Civilization and The Settlers all rolled into one but with a simplified
game play.
In several places in the following guide I have quoted passages from the Atlantis
rules. They are taken from the "Atlantis v4.0.6 Copyright 1996 by Geoff
Dunbar, Based on Russell Wallace's Draft Rules, Copyright 1993 by Russell Wallace".
Quoted passages are usually in italics. The only difference between that set
of rules and the most versions of Atlantis is that the guards in the starting
cities are usually invincible in... you have been warned...
Important : these guidelines are not an alternative to reading the rules !!
If you start relying on any information in here you ought to double check it with
the rules as well, especially command syntax and so on. If you do find any mistakes
please let me know. Having said that, you should find it helpful.
Getting Some Help
Having recently arrived in Atlantis I spent the first few turns missing orders
and then doing nothing in particular. The rules themselves can be a little confusing
and detailed, especially if all you want to do is dive in and play.
I have now studied the rules, except the detail of combat rules which seem
a little in depth until you start using them, and I've prepared this guide for
new players. We'll cover some of the more complicated rules later but hopefully
start nice and simple.
Before you go any further get yourself a copy of Atlantis Helper or the Atlantis
Crystal Ball. These are programs that read in your report and give you a nice
graphical view of what is going on. They show you where all your units are and
help you construct your orders.
I use Atlantis helper. They both have their quirks, it looks like crystal ball
has more features but helper is a bit easier to use!! (There is another one
floating around called Atlantis Advisor that looks very good. If you intend
to share reports with your allies it isn't so useful as you can only view data
from one faction at a time, but its much prettier than helper and like helper
will let you enter orders.)
For Atlantis helper - cut and paste the copy of your email into notepad and
save as a text file (name it something like "turn 1.rep" if you can
but helper will load .txt files no problem). Then load in the report. Be careful
not to leave any blank spaces at the start of the turn report or it will have
trouble recognising it.
At first the display will show the nexus level (which doesn't have a lot on
it) so you may need to move to the next map level - unless of course you are
still stuck on the nexus!! The surface (strangely enough...) will be called
the 'surface level', there may also be a map level called 'underworld' which
you won't be using for a while yet!!
Use the right hand mouse button to move around the map and the only thing to
note is once you have entered orders for a unit click in the character box,
or on the correct square in the map, to set them or you'll lose them and have
to type them again (oops - quirk)!! When you've finished it can save the orders
you've entered as a '.ord' file, which you can just send in as your turn...
although obviously its wise to always double check before hitting that send
button!!
Starting Off and Setting Your Faction Points
Obviously as a new character your initial aims are to explore as rapidly as possible,
assess the area and find possible places to start building your empire - if possible
with the help and friendship of nearby characters. You may want to specialize
in magic or trade, perhaps you dream of conquest or wish to earn a living by stealthily
stabbing other characters in the back!! However you decide to develop in the future
you will have to establish yourself first.
This means you'll need to send scouts out to explore, find out how to raise
income to support yourself and look at getting teams to produce items from the
local land. To really feel secure you'll need to develop combat ready troops
to discourage invaders and then start to produce the items necessary to support
an expanding kingdom. Obviously you'll have to have effective supply chains
to get the items you produce to where they're needed. This includes keeping
everyone with enough money to avoid them starving.
One of the first things to do is to look at your faction type.
You have five faction points and by default you have the three types WAR, MAGIC
and TRADE all set to one point each. This allows you one mage and trade and
tax in ten locations. You have two extra faction points to spend and there is
no point in not using them. Some games allow more than 5 faction points in which
case you will find the information in that specific rule set.
(It is possible the default is WAR 0, TRADE 0, MAGIC 1 in which case it is imperative
you set them as early as possible).
One quirk of this game is that 0 points in either TRADE or WAR allow one region
of trade/tax respectively.
What the faction points determine is how many mages you can have (MAGIC) and
how many regions you are allowed to TAX in (WAR) or conduct TRADE activities
in.
The faction command is set by giving your main leader the command FACTION WAR
2 TRADE 1 MAGIC 2 (for example). If you wish to specialise in magic then you
may want to set magic to 3 allowing 3 mages otherwise you have to choose between
TAX and TRADE.
Now, most of your income in the game will come through tax, but most of the
items you need will be produced (using the PRODUCE command) which counts as
trade. This makes it a bit of a balancing act in setting your faction points.
Actual trade itself, the buying and selling of items may become important to
you later but will probably only play a minor part in the early months of your
faction. This only 'counts' as trade if you are buying and selling special trade
items - like PEARLS or ROSES etc etc. Buying and selling of 'normal' items like
wagons and men and so on doesn't count against your allowance.
What do count as trade are regions where you are using the 'PRODUCE' command.
This means every region you mine for iron, or produce wood and so on counts
as one region for your trade allowance and every region you tax in counts as
one region against your war allowance. Setting WAR to 2 and TRADE to 1 is probably
the best offset initially as you will probably need to tax to earn income, but
you can always adjust it later on. Building ships and structures and so on also
counts as trade.
It is worth understanding though as if you create extra units and rely on their
income from taxing... when you are already taxing the maximum regions you are
allowed to... the order could fail, resulting in your men starving. This also
applies if you change your points during the game, suddenly you could have too
many men attempting to tax or produce. Also note the WAR and TRADE points relate
to how many regions you can tax/trade in. You can have several units in each
region - so carefully choosing the regions you tax or produce from is important.
(WORK and ENTERTAINMENT don't count against your TRADE or WAR regions and so
they are a useful form of income for units, just not as productive).
Creating New Units and Sending Out Scouts
In order to actually do anything you need to learn how to create new units. As
the rules say its a bit 'unintuitive' - but its not complicated really.
An existing unit has to create the new one - meaning you can only create new
units on locations you are at. This unit issues the FORM command. This forms
an EMPTY UNIT. You must also give it a temporary number - starting at any number
you like but don't duplicate them if creating lots of units in the same region!!
Then you have to give the unit some money to buy men with (empty units at the
end of a turn vanish) so either CLAIM some silver from your unclaimed bank or
get another unit to issue the give command (alternatively the other unit can
give some men). Men are always available for purchase at the starting city.
The total process looks something like this.
FORM 1
CLAIM 700
NAME UNIT "Battle Brigade"
BUY 10 BARBARIANS (or BARB for short)
STUDY COMBAT
END (to finish the new units commands)
You must give the unit enough silver to study that turn as well or they will
sit on their bums - alternatively you can set them to work, the location report
will tell you how much is to be gained by working in that area. It is useful
to also give them enough money for their maintenance, even if you intend for
them to use it from your 'unclaimed' allowance, that way you can make sure you
are keeping track of how much money you really have left.
The 'other' introductory guide to Atlantis recommends starting with a group
of entertainers. Now I used to recommend not bothering with the entertainers...
but its amazing how quickly the generous helping of cash you start with disappears
and you start to find the income useful. Perhaps you can afford to train them
up to level two though before they start entertaining as this doubles the income
they produce :-)
Initially you need some scouts - 1 man units to explore the region. As you
get more reports in Atlantis helper will build up a map of the area for you.
If you get them to buy horses as well (where available) they will be able to
move up to 4 squares in normal weather and two in winter - some areas are more
difficult to move through though. In difficult regions like forest and mountains
a horse can be essential, a walking unit won't be able to move at all through
squares like this in winter conditions!! Don't get stuck...
All your characters need money for maintenance as well - but *if* you have
enough unclaimed silver they can claim this and will do it automatically - don't
get caught out or they'll starve. It seems like you start with a fortune - but
it runs out very quickly.
The MOVE order (instead of study in the example above) should be used to send
your scouts off. MOVE and STUDY (like WORK and ENTERTAIN) take all month to
do so you can only issue one to a unit for that month.
Expect to get at least some of your orders wrong in the first few goes. You'll
learn quickly and its just one of those things.
Taxation and Other Teams
The main source of income is taxation. Each member of a taxing unit can earn up
to 50 bucks per turn (depending on how much the region will support and if there
are any other units taxing the square). But in order to tax you need combat ready
troops - troops with weapons or troops trained to, at least, combat level one.
Therefore, you need to prepare a unit to tax. Even in busy areas there should
be some areas to tax - unless you have ended up in the middle of an area controlled
by a fearsome faction - unlucky. Your character is probably safe in the starting
city - so it is up to your scouts to find a safe route out, or use a magical
gate!!
SO create a new unit and train them in combat - it's much cheaper than buying
swords, see the example above for the commands.
Every hex can provide some income from taxation - although in arid land like
tundra it might not be much. How much is shown as part of the description. Towns
and cities provide the best income - amounts that seem huge when you first start
playing. Unfortunately they are 'defended' by guards and so in order to start
'harvesting' the local tax income you'll need to prepare troops for the task.
Cities are valuable property and worth defending once you keep them - as you
can only tax so many areas (only 10 if you WAR is set to 1 point...) then they
are valuable hexes to control - and a likely point of conflict.
City guards are armed with swords and in order to get your faction to the point
where it is well enough resourced to even take a town it is likely you are going
to have to produce items first. For example to make swords yourself (which can
be very expensive to buy from your starting city...) you will need miners (and
land capable of yielding iron) and then weaponsmiths
Ordinary races, like vikings, barbarians, etc are an unskilled bunch. They
can only reach level 2 of most of the skills (which takes 3 months of study
to reach - 1 month will take you to level 1 and then another 2 to level 2) but
they do have some skills they can specialise in. Sea Elves for example can specialise
in Fishing, Shipbuilding, Longbow, and Sailing. In these skills they can reach
the giddy heights of level 3. Often at level 3 some new abilities appear that
become essential to the game - maybe the ability to make more powerful items,
or discover hidden resources. So proper training of troops and getting a variety
of races to do your dirty work is vital - no faction can live on fish alone!!
This means it is a shame to train, for example Sea Elves in weaponsmith - but
there are going to be some skills you need very soon and you may have to compromise.
Ordinary races can only know one skill - so invest carefully.
Leaders are much more versatile and can learn all skills up to level 5 (and
even be wizards) but they are a lot more expensive to buy and maintain. However
beyond level 3 further abilities often become available and some skills are
only open to leaders at all. This means that perhaps starting small teams of
leaders as early as possible might be a good idea.
If you wish to establish a new mage, the sooner the better from a training
point of view, then form an empty unit and give it enough money to buy a leader
and study magic. Studying magic costs 100 silver and will automatically make
the character a mage - if you have your faction points set correctly.
You then have to decide how you are going to establish yourself in the area.
This depends a little on the resources available and the races available to
train.
Raw materials are gained from the land by units with the right skills. They
can either be sold in cities or turned into useful items that in turn can often
be sold for more money. Growing towns and cities need many items to grow their
economy and selling ordinary items doesn't count against your trade allowance.
Before very long you will want items to arm your troops and build your kingdom.
Things you might consider are something like this.
Iron - is a valuable raw material - it can be used to make both swords and
armour and also a host of tools to aid production in other raw items. One of
the most valuable/useful raw commodities.
Weaponsmith - takes iron and makes swords or tools. Picks aid iron and stone
production, hammers aid weapons and armour making etc... Also takes wood and
makes bows and crossbows - which are fearsome weapons but need skill to use.
Armorer - takes furs and makes leather armour (the armour of choice of the
stealthy assassin) and uses iron to make chain mail. If you can get them to
level three they can make plate armour. Plate armour is very valuable to sell
and in battle.
Lumberjack - harvests wood that is used to make boats and trade structures
that increase production. Trade structures will come in useful before very long
at all (as you establish regular supply chains), boats will be needed to explore
further afield if you are in a coastal region. Wood also makes some weapons
and tools - another precious commodity.
Carpenters - make some tools and wagons. Wagons are valuable to sell and if
you have horses enable you to haul your produce in larger quantities with fewer
men. The tools they make will only be useful as you are established though.
and so on and so forth... there is a good table in the rules.
In order for your mages to study beyond level two they will need at least a
tower to study in. Your starting city could be a good safe place to do this
- however the number of skills you can study opens up very quickly as you study
the basic skills, so it could be some time before you need it. You will need
quarriers for stone and builders to build the structure.
You have to decide what priority to place on which resources. If you can find
a town or city to trade with then concentrate on producing resources that are
both usable and sellable, but remember the more you train your men the *much*
better they become at producing things and learn extra skills as well. Therefore
you may want to choose some basic skills you know will be useful and start training
teams as quickly as possible. You are *definitely* going to need some men to
tax however and until you know what land is around you won't know what skills
are going to be most useful.
Budgeting
This brings us onto the issue of money. Running out of money is a serious danger;
your men will starve (one third per turn - ouch). Careful budgeting is in order
- but on the other hand you have a wad of cash and must invest wisely. If you
wait too long before doing anything you just waste time and lose your advantage.
A small faction can easily be using 2500 silver per turn in maintenance and
study after only a few turns - that means you need 50 men taxing to stay self
sufficient, let alone grow - so do watch your silver supply.
This means its also important which regions you choose to tax, try and get
a combat ready team as quickly as possible and look for regions with a high
taxable income (I think I'm starting to sound more and more like a tory every
day...) Hmmm... and you have to watch your manufacturing industry as well!!
Don't expand too quickly with little units that stop you developing in more
useful regions. If you only have trade set to one that can become a problem
pretty quickly I guess.
Another useful way of earning money is writing articles for the times - any
extra silver at the beginning is well worth the effort.
Here's a good way to manage your budget for the first few turns.
Write a list of all your units - if you have several units the same you can
summarise like this...
4 scouts
2 mages
3 teams of ten men
2 leaders
Write next to them the cost of maintenance (10 per normal man and 20 per leader)
and the costs of studying for units that will study. (10 for normal skills per
man, 50 for stealth and observation a whopping 200 for tactics and 100 for magic).
It will look something like this
4 scouts maintenance 40
2 mages maintenance and study 240
3 teams maintenance and two teams study 500
2 leaders maintenance and study observation 120
Total cost 900 silver
Next write a list of units you INTEND to create this turn. It is useful to separate
the maintenance/studying costs of these units from the purchase costs. If you
add the study costs of these units to your existing units you know how much
you will need next turn for maintenance (making adjustments if you don't need
to train units again).
Then add the purchase costs for everything you are buying and the total is
the amount you wish to spend this turn
Create two teams of ten men and train them - maintenance and study 400 silver
So - assuming you do the same training next go your maintenance/study costs
next turn will be 1300 silver
Purchase two teams of barbarians 1200 silver
So your total costs for this turn are 2500 silver
Work out how much you want to leave in the kitty - say at least 2000 silver.
If you have 6000 silver - 1300 main/study - 1200 purchase costs - 2000 to save
= 1500 left over for you to use now *if* you want.
As your unclaimed silver runs out and you start earning money other ways then
it gets more complicated - you have to make sure your money gets to where it
is needed, perhaps have more scouts running money around, making sure they don't
get caught of course!
As you expand maintaining supply chains is important.
Similarly if you have miners and weaponsmith's you have to think about getting
your iron to the weaponsmith's and then getting the swords (for example) to
your troops. Your men may be taxing a location and to move them would cost valuable
income. Also if you are mining in mountains a walking unit may not be able to
move at all in winter - and units with wagons only move at walking pace. So
you might have to plan carefully how you will move stuff around - it can be
a lengthy process.
The Other Bits
As you move around you will meet other characters - but you won't always know
what faction they are from, and you may encounter wandering beasts as well. Its
a dangerous world so be careful - it couldn't hurt to make a few friends, but
can you trust people? The forum can be a good place to meet other players and
get advice.
Some people will have scouts trained up in stealth - you can do the same, but
other factions may regard this as untrustworthy behaviour. Training leaders
in observation is a good way to start guarding your borders and leaders you
train in this way can be trained in other skills as well. Also - many of the
characters you meet as you wander the realm of Atlantis may not be REVEALING
their faction. So unless you have some skill of observation - you won't know
who they belong too...
There seem to be lots of wandering monsters and hazards, so be careful - your
scouts may disappear!!
If you find a city that isn't occupied by another faction (it has a city guard
in it) then it is ripe for you plucking it as a base. You will need a force
of combat troops strong enough to overcome the guard (watch out for the ones
at your starting city - they're hard as nails, in fact invincible - so don't
even think about it!!). The combat skill of the town guards does vary on whether
its a city, town or village - I think it goes level 3 for city, 2 for town and
1 for village. Not forgetting that the city guards have swords... so you'll
need at least equal forces.
Having a leader trained in tactics along gives you a free attack - which if
you have enough troops could just give you the Battle and bring armour and weapons
to the party - and then you're ready to rake it in.
Magic is another very interesting area. As you advance in the game powerful
mages become important. Perhaps it could be useful to ally yourself with a faction
that is all or mainly magic. With you providing the income and defence the other
faction is free to concentrate on magic. Powerful spells can be used to summon
beasts and create magical items - even aid the economy of your cities and spy
on your enemies so it is certainly worth pursuing.
Theres plenty more to learn and do....... I hope to discover
them soon.
Fuzzy of the Fuzzymen (and Barry of the Tsurani)
Mail Fuzzyman
Mail
Barry
Voidspace
Void-Shockz
Group
Section Two
All of the above (section 1) is enough to get you started, but it won't be very
long before there are all sorts of other things you will want to know and issues
you have to decide. This section is a look at a few of those.
Once you have sent your scouts and units out you will start meeting other units,
not to mention the odd monster or two. As soon as your teams or lumberjacks
or miners venture forth from the safety of your starting city and into the world
then the fun starts... and the risk. Are other characters friendly or not? do
you want them to know who you are?, if you are taxing the land are you prepared
to share this resources with others or not?, if one of your characters is attacked
in a nearby region do you want this unit to rush to his aid? The game provides
various ways of deciding these factors. Most of these are settings for each
unit and which are controlled by issuing commands to the unit (like everything
else in Atlantis). The following section looks at these and what bearing they
have on the game - and along the way we might accidentally learn a few other
things as well.
Before we do that we'll have a quick look at how to tell what can be produced
from each hex.
Produce From The Land
Friends and Enemies
The Reveal Flag
Avoiding Combat - The Avoid Flag
The Noaid Flag
The Behind Flag
The Hold Flag
Guarding and Taxing
The Autotax Flag
The Guard Flag
Produce From The Land
A typical description of a hex would be something like this.
mountain (28,5) in Daledri, 345 peasants (hill dwarves), $1035.
------------------------------------------------------------
The weather was clear last month; it will be clear next month.
Wages: $13 (Max: $897).
Wanted: none.
For Sale: 69 hill dwarves [HDWA] at $52, 13 leaders [LEAD] at $104.
Entertainment available: $51.
Products: 23 grain [GRAI], 39 iron [IRON], 14 stone [STON].
There is no town or village here (presumably just scattered occupants) so we
don't have to worry about the economy or trade - there's nothing we can sell
here but still a few items we can buy.
The region 'Daledri' can be useful when describing areas - for example sending
rumours into the times - "The regions of Daledri and Sumbragora are crawling
with bandits and should be avoided at all costs".
The figure next to it is how much can be raised in TAX from this square - this
is an extremely important figure!! Each taxing 'man' can raise up to 50 silver
- so on this square 21 men would be using the full tax potential of this square.
If too many many tax at the same time then the income is divided between them.
To safeguard your income see the GUARD and AUTOTAX
flags described later.
The wages is the maximum a man will earn by the WORK order that month.
The 'wanted' might have items in it if we were in a village, town or city.
If you had them you could SELL them to the town, thus helping the economy and
helping it to grow. (As well as earning yourself money too...).
The other important detail though is the 'Products' line that tells us the
sort of raw materials that can be got from this hex using the PRODUCE command
- obviously by units with the appropriate skill. This particular hex is in the
mountains and so capable of producing a lot of iron and some stone... (and grain
as well oddly enough...). As you are only allowed to produce in a certain number
of regions (depending on how you have used your FACTION POINTS - remember) -
choosing the right places to establish your mines and so on is important. Later
on you can boost their production by building trade structures on the hex. At
the beginning, when you are not using your maximum capacity its not a problem
but its worth bearing in mind - or you might find produce orders start failing
and have to re-organise dramatically. Choose 'fertile' hexes capable of at least
two different items and have several teams on each one... that way you minimize
the number of regions you are using and minimize supply chain issues and having
to defend your workers.
There are also rumours flying around that giving your miners pickaxes and your
weaponsmiths hammers (which increase production) - also makes them combat ready...
so they can tax whilst producing... now that would be cool.
Friends and Enemies
In Atlantis you rapidly come into contact with other players and develop a relationship
with them - whether that is one of co-operation or enmity depends on how they
react to you and what attitude you have to them. Now you will want this 'attitude'
to be reflected in the way your characters behave.
To this end you can decide an attitude towards an entire faction. You also
have a 'DEFAULT' attitude set, which is the way you treat characters that you
don't know to which faction they belong. As we will see later, in the 'REVEAL'
section you don't always know who you are bumping into.
The possible attitudes are FRIENDLY, ALLY, NEUTRAL, UNFRIENDLY and HOSTILE.
So what difference does it make in practise?
In summary...
Ally means that you will fight to defend units of that faction whenever they
come under attack. This is in addition to the friendly definition. You will
also prevent stealing and assassination attempts against units of the faction,
if you spot them, that is. You will also give money to those that are in danger
of starving that month.
Friendly means that you will accept gifts from units of that faction. You will
also admit units of that faction into buildings or ships 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.
(The reason you only receive gifts from friends is to stop an enemy giving
you 300 units of stone to stop you moving, for example, or giving your crack
squad of longbowmen one Orc and bringing the skill level of the whole troop
down).
Unfriendly means that you will not admit units of that faction into any region
where you have units on 'GUARD (see later). 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 - see later) will
attack any units of that faction wherever they find them. Definitely a last
resort !!
An interesting point from above is that it is very unwise to mix races in units.
A unit of 100 Wood Elves can learn up to level 3 of the Longbow skill. But a
unit of 100 Wood Elves and 1 Orc can only learn up to level 1, which is the
maximum level the Orc can know of that skill. Best to keep them separate unless
the skill they have learned they can both be equally skilled at.
Factions that co-operate a lot will need to be at least FRIENDLY to each other
in order to share tax resources and pass items to each other. They will probably
want to be allies in order to defend each other in battle - but don't forget
if you are allied to a faction that runs out of money you may find they suddenly
start 'borrowing' from you without notice!! And of course in the world of Atlantis
anything is possible - you may not be able to trust that faction as much as
you think, so be careful who you DECLARE an ally.
The command to make a faction a FRIEND or otherwise is as follows:
DECLARE FACTION_NUMBER ATTITUDE
e.g. DECLARE 51 HOSTILE - declares faction 51 as an enemy.
There is also the command
DECLARE DEFAULT ATTITUDE
Which sets the way you behave towards people who you haven't specifically set
to an attitude. I would recommend leaving it as neutral however, unless you
have very good reason for changing it.
(* A quick note. Most of the following commands we are looking at are settings
that are inherited by any new units that a unit forms. This means unless you are
careful your units might do (or not do...) some unexpected things. So it is best
to understand them and check your units, they are also very useful. *)
Reveal
You will notice that as you stumble across characters of other factions, sometimes
you can tell who these characters belong to and sometimes you can't. If a particularly
warlike crew of men is advancing towards your land and your scout stumbles across
them... it might be useful to know who they belong to!! Similarly if you are sending
men into enemy territory, or even just unknown territory, you may decide it is
useful to hide the faction of your characters. In order to do this each unit has
a flag (meaning a setting that is either on or off) called 'revealing faction'
or reveal for short. This doesn't hide their name (or unit number) but does hide
who owns the faction.
If you look in the description of your units then the chances are that part
of the description says 'revealing faction'. This means that anyone they meet
will be able to see who they belong to. If you are a friendly sort and don't
want to offend other factions it can be useful to leave this on - some factions
don't take kindly to having 'unrevealed' units wandering round their land!!!
To switch revealing on the command is 'REVEAL FACTION', to switch it off again
the command is REVEAL.
The reveal command has another use though. We have already mentioned the skills
of STEALTH and OBSERVATION. There may be times when a unit that has trained
in the stealth skill wishes to become visible, but perhaps not display its faction
to everyone. Then the 'REVEAL UNIT' command is used, which just reveals the
unit and not your faction. To show itself and its Faction, 'REVEAL FACTION'
can be used as above.
Here's what the rules say about seeing units...
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 ship. 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.
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.)
So if you want to be able to see the faction of troops or units in squares
around you'll need higher powers of observation than the other units 'stealth'
ability. This means observation is a useful ability for scouts... but so is
stealth - even if one of their units has observation skills and can see you,
they may not have high enough skills to see your faction...
Obviously standard men, like barbarians and nomads, can only learn one skill.
SO if you come across 10 men called 'The Happy Miners' the chances are they
haven't trained in stealth as well. What it also means is that for scouts to
be *really* useful you will want to buy leaders. That way you can train them
in observation to spot enemy troops, stealth to avoid detection themselves and
perhaps entertainment so they can earn money as they go. This of course makes
them much more expensive to buy and train... so losing them in dangerous territory
becomes more painful as you have invested more in them. As in all things it
is a balancing act - normal men will be unable to get beyond level 2 in stealth
and observation and can learn only 1 skill at a time so you will have to choose...
Another useful thing you do with scouts is train them in combat, or provide
them with a sword. Not for the defensive capability it offers - lets face it,
even with a sword if you meet ten men who don't like the look of you you're
basically doomed - but because it allows you to tax. Now TAX unlike most of
the other orders that generate income or goods isn't a month long order. This
means, for example, you can tax and move (or work or study or produce or any
of the other month long orders). I guess the logic is that if you're waving
a big sword around it doesn't take too long to collect the money from the locals!!
What it means is that a scout who is combat ready (carrying a sword is enough)
can tax and move. That's up to fifty bucks per turn - more than enough to survive
on. It also means that if you are marching say a gang of miners from one region
to another a small troop of men who are taxing can provide income to maintain
them along the journey.
The best way to do this is to set the 'AUTOTAX' flag
which we will look at in a moment.
Obviously skills like stealth become essential as soon as you start investigating commands like STEAL and ASSASSINATE - very antisocial !!
At this point it is worth mentioning that most of the flags we will mention need a value to work. REVEAL is the exception to this. If you miss the value off the other commands (like I did for AUTOTAX *doh*) the order will be ignored.
Avoiding Combat - Avoid, Behind, Noaid and Hold
Now when combat happens its a messy thing and all sorts of people can get dragged
into it!! That's not just true in the Middle East but also in the world of Atlantis.
If a unit of yours (or of a faction you have declared as an ALLY) is attacked
then all of your factions in that square will rush to his defence, not only that
but *all* your units in surrounding hexes will join if they can.
The trouble is, this means one of your scouts could drag valuable units into
a battle when it might make more sense just to sacrifice the scout. Alternatively,
non-combat units like miners might be dragged into a battle with trained troops
and get massacred. The last possibility is that you have combat troops in a
region - but you don't want to risk having them moving into combat in another
region as you want them to stay there.
Atlantis provides commands for all of these. The first of these, and the most
useful, is called...
Avoid
This is for non-combat troops and means that unless they actually get the ATTACK
order they will not join any combat. They will not rush to the aid of your units,
they will not help your allies... they will calmly ignore battle... unless they
are attacked themselves of course.
Its a very useful flag to set for teams of men that you don't want to get dragged
into battle like production teams or mages and so. Here is the passage from
the rules that explains how to use it.
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 (which we will look at later) and Avoid Combat flags are mutually
exclusive; setting one automatically cancels the other.
Too Proud to be Helped - Noaid
The companion of the AVOID flag is the NOAID flag. This flag, when set, instructs
a unit not to call for help when attacked - meaning other units in surrounding
regions won't come to its aid. There are two schools of thought on it - some
people say it is better never to use it and others think it is useful for scouts...
Here's what the rules have to say on using it.
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.
Too Proud to be Helped - Noaid
The companion of the AVOID flag is the NOAID flag. This flag, when set, instructs
a unit not to call for help when attacked - meaning other units in surrounding
regions won't come to its aid. There are two schools of thought on it - some
people say it is better never to use it and others think it is useful for scouts...
Here's what the rules have to say on using it.
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.
Don`t Rush Into Combat - Hold
The last of these flags to do with avoiding combat is the HOLD flag. This instructs
a unit only to join in combat in the hex it is in. Again useful if you don't
want the unit to leave the region they are in.
HOLD 1 instructs the issuing unit to never join a battle in regions the unit
is not it. 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.
Hiding Behind the Others - Behind
Combat in Atlantis can seem very complicated with lots of units getting involved
- this is particularly true if you plan a campaign and have lots of combat units.
You might also bring along a leader trained in tactics and your combat mage
and units trained in crossbow skills. Some of these (like 1 leader with just
a tactics skill) are useful in combat but you don't want them wiped out. In
other words it would be nice if you could place them behind the other troops
so that the bigger units take the hits first. The way to do this is to use the
BEHIND flag.
BEHIND 1 sets the unit to be behind other units in combat. BEHIND 0 cancels
this.
Units that 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 (ordinary hand weapons), but only
with bows or magic. Once all front-line units have been wiped out, then the
Behind flag no longer has any effect.
Flag Summary
This is a neat summary of what the different flags do - and what sort of units
you might use them for.
Flags :
Behind - Archers (2nd row of comabt) or mages or non combat troops -
anyone you want to stay out of the front line of battle.
Avoid - non-combat troops. Normally a unit will rush to the aid of any
of its own faction or allies that are attacked. That potentially means
your farmers rushing into battle against balrogs. Avoid means they won't
go into battle, unless attacked themselves.
Hold - a sentry or something like that. Although they will fight they
won't leave the hex they are on if an ally is attacked in a neighbouring
hex. Anyone you don't want to leave their hex (or the building for
example they are in)...
Noaid - expendable units. Like a scout for example. If attacked you
don't want him dragging other troops into combat. When the balrogs are
stomping round you might set *everyone* to noaid - so the balrog has to
attack every unit separately...
Guarding and Taxing
Whilst we are on the subject of flags there are two more flags that are useful.
We have already talked about the TAX command itself - which must be issued each
go... but there are two related flags. One called AUTOTAX so that your unit will
automatically attempt to tax and the other called GUARD, which will help protect
your income from that region.
The Autotax Flag
Setting this flag means you don't have to remember to issue the tax command every
turn. This is useful for units left in a city taxing and also potentially for
scouts who can tax whilst moving. That will only work if you have enough spare
'WAR regions that you are allowed to tax in. (The maximum number of regions you
can tax in is determined by the number of FACTION POINTS you have allocated to
WAR). Some tools, like the hammer and the pickaxe also give a combat advantage
and means men carrying them can tax - useful for production teams to support themselves
(ARMORERS, MINERS, QUARRIERS, WEAPONSMITHS, etc.). If you haven't got spare regions
to tax in units can always WORK or even ENTERTAIN to earn money (if they have
the right skill that is!!) - the only difficulty is that TAX isn't a full month
order, whereas WORK and ENTERTAIN are... You can of course give the unit a sword
*and* train it as something else - meaning it can tax on the move and still have
a skill of observation, or stealth, or entertaining etc.
AUTOTAX 1 causes the unit to attempt to tax every turn (without requiring the
TAX order) until the flag is unset. AUTOTAX 0 is used to unset the flag.
The Guard Flag
Now the tax income from cities and regions is, arguably, the most important resource
in the game. You have only a limited number of regions you can gain income from
and the towns and cities produce vastly more income than the other regions. This
means you are likely to want to protect the income from cities where you have
conquered the city guard and are gathering tax. This is what the GUARD flag is
for. Units on GUARD will prevent other units from taxing unless you have declared
their faction as FRIENDLY OR ALLY. You will also attempt to prevent units whose
faction you have declared UNFRIENDLY from entering the square. Units on guard
are always visible and cannot be set to avoid combat. (Though they can HOLD).
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
In the next section we will take a brief look at the subjects of building,
trade structures, teaching, magic and sailing.
Section 3
Tactics
Stealing and Assassination
Sequence of Orders
Building
Trade Structures
Ships, Sailing and Consuming
Advice On Building
Teaching
Final Comments
In this third and final section to the New Players Guide we will be looking
at such varied topics as tactics, stealing and assassination, the sequence orders
take place, building, trade structures, sailing and teaching *phew* with perhaps
a few other subjects thrown in for good measure and accidentally stumbled over.
Anything we haven't covered after this is your own problem!! Most of this tutorial
is based on standard runs of the Atlantis script. Be sure to check against the
rules of the game you are playing in. It is highly likely some information in
this is incorrect.
I am keen to make this as accurate and as readable as possible, so if you find
mistakes or feel bits are hard to understand then please email me or ask a question
on the forum. Suggestions and comments welcome. Some of the ideas for this were
copied from the other players, particularly the weirder ideas (like harvesting
city guards for swords... I ask you, or dragging boats over peninsulas - the
very idea!!) And I'm afraid I haven't always credited people... oops...
Tactics
One of the things we haven't covered adequately is tactics - that's not your
strategy in battle but the specific skill of tactics. In exploration you will
rapidly have learned the value of the skill of observation - as soon as you encounter
other troops you will need to know who they are. (If you suspect other units aren't
using the observation skill a stealth level of 1, which is easily obtained, becomes
enough to slip around scouts and guards). As soon as you enter into conflict you
will learn the value of the tactics skill - this applies just as much when attacking
a city or town guard as it does when attacking another faction.
When combat starts the *side* with the highest level of tactics skill amongst
them, 1 man is enough, gets a free round of attack. If you both have the same
level then neither side gets the free round. Often that first round is enough
to make the difference between winning and losing.
The first opponent that many people will come across (the lucky ones anyway)
is the guard in a town or city. Using that free round it can be possible to
take a town with no losses at all. I hope I don't give too much away by looking
at the strength of the guards...
Villages - 40 guards with Swords - Combat lvl 1
Towns - 80 guards with Swords - Combat lvl 2
Cities - 120 guards with Swords - Combat lvl 3
These don't have Tactics at all so if you have a leader with any skill level
at all in tactics you will automatically get the first attack. If you kill half
of the enemy they will rout (run away) and you get another free attack - so
the key to killing them all without losses is having a tactics level of at least
1 and enough troops to kill half of them in the first round.
Now a sword = +2 skill, so a soldier with Combat level 3 + Sword = soldier with
Combat level 5.
However, ignoring missile weapons, or having swords or horses/riding etc, then
360 troops with Combat 5 should take them out without damage.
360 troops at Combat 3 with swords should do the same.
360 troops at Combat 1 with Mithril swords should do the same.
Troops with longbows or crossbows should do it even easier (so you need lots
fewer), since the opponent's skill levels and armour have less impact on the
combat model. (In other words you can still kill them even though they have
a higher skill level...)
Warning - don't try this until you have enough trained and equipped troops
to make it effective. Losing lots of troops that you spent months getting trained
can be awfully depressing.
Now if you don't kill all the town/city guards and leave them for a few goes
they will start to rebuild in numbers (meaning you have to attack all over again)
but it does leave an interesting option for harvesting free swords...
Kill the guards, take their swords (you get 50% of them as spoils of the battle),
let them come back, kill them again, let them come back etc.
Its easier to just make the swords though...
Once you have routed the guards you can start taxing in the city, although
you will need to finish the job. Leaving at least one unit on guard in the city
is enough to stop the city guard reforming.
As far as tactics skill goes, Guardsmen do NOT have it, but many monsters do.
Lichs, Sphinxes, Dragons all do. Often at level 3+, ouch. If you have a kingdom
that stretches out with many borders then you will need several leaders with
tactics skills - don't forget to set them as 'behind' so they survive the battle...
training in tactics is expensive as well as time consuming.
We haven't mentioned the mechanics of battle much - and there are lots of angles
to it. The following is the *important* bit from the rules which covers the
basics.
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.
After that there is a chance for healing (magical or normal) to take place
and for the spoils to be gathered...
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 at random, so the winners generally collect
loot in proportion to their number of surviving men.
Stealing and Assassination
The only time when tactics isn't going to be relevant in combat is under the assassination
rules. If an assassination attempt is successful then the assassin and victim
(or assassin and one member of the unit he has chosen...) have a one on one fight
with the assassin automatically getting the free round of attack... so just because
the assassin sneaks past the guards (has a higher level of stealth than the victim
has observation...) doesn't mean he will kill the victim. Here's what the rules
say in full...
If the assassin has higher Stealth than any of the target faction's units or
its allies 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 chain mail or plate armor
(the assassin because he cannot sneak around wearing metal armor, 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.
This will be useful for taking out mages or one man units that do important
jobs (have high levels of tactics skill for example). Not much good as a method
of waging war though!! It could take a while to defeat a three hundred-man unit
with one assassin...
The rules for stealing are similar to the rules for assassination... if the
thief has higher stealth he succeeds...
The STEAL order is a way to steal items from other 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.
Useful for getting hold of magical items, I wonder what happens if a thief steals
too much to move??
Sequence of Orders
If you have looked towards the end of the rules you may have noticed a section
called sequence of events. This is the order that Atlantis processes your commands
in. Now at first that may seem like particularly esoteric information that is
of no practical use... but like many other things in the rules - it isn't long
before knowing the 'order of orders' is vital.
Take this as a straightforward example. You have a scout who is about to leave
on an exploration journey; he is currently on the same region as a taxing unit
who are to give him some money to support him on the journey (your scout has
observation skills and so without working he can't easily raise money). Now
if you give the taxers the GIVE order and the scout the MOVE order then it very
much matters which command is done first. If the MOVE order is done first then
when the taxers come to give the scout his pocket money... he will already be
long gone...
As it happens the GIVE order is processed before the MOVE order. So your scout
gratefully receives the money and disappears off to venture into the dark and
mysterious realms. As it happens GIVE also happens before TAX. So if your taxers
spent all their money last month they will have to wait until next month before
you can GIVE anything more away.
There are far too many possibilities for me to cover all of them, the STUDY
order for example happens after the TAX order - so a unit that is taxing can
happily give away all they have and still study that month (so long as they
raise enough to pay for their studies that is...) - if they use all their money
studying though they may starve as studying is done before the money is taken
for maintenance. Probably the easiest one to get wrong is give and buy. You
have a unit with loads of money, and you have a scout that needs a horse. You
might think having the tax unit buy the horse then give it to the scout would
be the best way, but it isn't. Buy happens after give, so you would need to
give your scout the money and he would have to go shopping himself.
You will probably have to refer to this section of the rules several times until
you are used to the basic order things happen in - but even experienced players
have to keep coming back to check every now and then.
Here is the complete sequence, copied from the rules.
Each turn, the following sequence of events occurs:
1. Instant orders.
FORM orders are processed.
ADDRESS, AUTOTAX, AVOID, BEHIND, CLAIM, COMBAT, CONSUME, DECLARE, DESCRIBE,
FACTION, GUARD 0, HOLD, NAME, NOAID, NOCROSS, OPTION, PASSWORD, REVEAL, and
SHOW orders are processed.
FIND orders are processed.
LEAVE orders are processed.
ENTER orders are processed.
PROMOTE orders are processed.
2. Combat is processed.
3. Steal orders.
STEAL and ASSASSINATE orders are processed.
4. Give orders.
DESTROY and GIVE orders are processed.
5. Tax orders.
PILLAGE orders are processed.
TAX orders are processed.
6.Instant Magic
Old spells are cancelled.
Spells are CAST (except for Teleportation spells).
7. Market orders.
GUARD 1 orders are processed.
SELL orders are processed.
BUY orders are processed.
QUIT and RESTART orders are processed.
FORGET orders are processed.
8. Movement orders.
SAIL orders are processed.
ADVANCE and MOVE orders are processed (including any combat resulting from these
orders).
9. Month long orders.
BUILD, ENTERTAIN, PRODUCE, STUDY, TEACH and WORK orders are processed.
Teleportation spells are CAST.
Costs associated with these orders (such as study fees) are collected.
10. Maintenance costs are assessed.
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.
Sometimes it might matter what order units will be processed in, in a region
- for example if two unfriendly units (or neutral ones) both set the GUARD flag
in the same region in the same month - but I'm afraid which one succeeds is
basically down to luck...
It is worth noticing that the FORGET order happens before the study order.
This means that if you accidentally set your scout to study something useless
like fishing and you'd far rather he knew COMBAT or OBSERVATION then you can
set him to FORGET FISH and STUDY COMB in the same turn...
The rules state that it is possible to work out which region gets processed
before which region... yeeowch... I imagine you have to be pretty far advanced
before that makes a difference - maybe enemy mages casting spells at each other
from remote locations...
Building
Now various things can be built in the Atlantis games. A quick summary looks something like this :
Defensive Fortifications
Trade Structures
Ships
Roads
Advice On Building
Defensive fortifications are fortified building which protect any troops who are
in them. They have a maximum capacity and various sizes can be built, obviously
the smaller ones are 'cheaper' to build but can hold less troops. Their other
use is as a safe and quiet place for your wizards to study. In order for a mage
to get beyond level two in any magical skill he will need to study in a tower
or other fortification. (Well, it is possible for them to study without this,
but they only learn at half the speed).
The main benefit of buildings though is the defensive bonus. Being inside a
building confers a +2 bonus to defence. This bonus is effective against bows
as well as melee (ordinary) weapons. The number of men that a building can protect
is equal to its size.
Be careful though... only trade factions (factions with at least one faction
point on trade) can build anything...
The sizes of the different types of buildings are shown as follows along with
the cost:
|
Size |
Cost |
Material |
Tower |
10 |
10 |
stone |
Fort |
50 |
40 |
stone |
Castle |
250 |
160 |
stone |
Citadel |
1250 |
640 |
stone |
The cost refers to how many 'man months' of labour are required and how many units
of stone are needed to build it. For example a tower, the basic building, takes
ten months and ten units of stone to complete. One 'man' with building skill one
will take ten months to complete it. Five men with building skill two can do it
in one month, and so on. When it is completed ten men will get a defensive bonus
from being 'inside' it.
The BUILD TOWER command would be used to start building a tower.
Now the chances are that your men won't finish the building in just one month.
(It's possible of course). In which case the way to get them to work on the
existing tower, rather than starting another one, is to ENTER the object and
then just issue the BUILD command with no extra parameters. If you look in your
turn report it will give a 'structure number' for the building - this is the
number you give as part of the command to enter. In actual fact your builders
*ought* to start the next turn already in the half finished structure - I got
rather confused by all of this and so at the end of this section I've included
the advice I got from a player called 'Rob of Hashfarn'...
Anyway - back to entering structures :
For example - if the description of a region included...
+ Tower of Oddness [1] : Tower.
Which would be followed by a list of all the units in the tower. The command
to enter the tower in that region would be ENTER 1. An unlimited amount of men
(apparently?!?) can attempt to squeeze into a building... but only the first
few will gain the protection from it. Here's what the rules have to say.
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 +2
bonus, and the other 150 will gain no protection.
A disadvantage of being inside a building is that *even* with the stealth skill
you are still visible...
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 ship. 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.
Watch out - for the next version of Atlantis (Atlantis 5) they're proposing
that defensive fortifications offer a much greater defensive bonus, but also
offering the opportunity of seiging to defeat them... I can't wait!!
Trade Structures
The next type of building is the trade structure. Trade structures don't give you any defensive bonus but instead are used to increase availability of raw materials in a region. For example, building a mine on a square will increase the amount of iron available per turn by 25 percent. (Building another mine would have half the effect).
They don't actually help you produce the raw item - if there are twenty iron
per turn available in a region and you have five level one miners (producing
five iron per turn) - building a mine wouldn't mean they produced any more iron.
It would mean they could produce up to 25 iron units per turn from that region...
but you'd need a few more miners to do it.
Virtually every raw material (including entertainment) has a trade structure
that can be built to improve production in this way. As you are only able to
gain produce in a limited number of regions, depending on how you spend your
faction points, getting the most possible out of each region is essential.
I don't propose to copy the entire list of trade structures and what they cost
to build - look in the rules. Although the command used to build trade structures
is the BUILD command the skill you need is usually level three of the raw material
in question. For example, you need level three of mining to build a mine. The
only exception is an inn (to increase availability of entertainment) needs level
three of the building skill rather than the ENTERTAIN skill. This means that
it is actually your miners who would build the mine. They will still need a
supply of the raw material to build it - which will *usually* be wood or stone
(you can choose) except for some of the fancy structures. Anyway - it's all
in the rules under "Building and Trade Structures".
Ships, Sailing and Consuming
This leads us neatly onto the third class of item that can be built - the ship.
The skill necessary for building ships is the Shipbuilding skill... Ships can
be used for exploration, carrying troops and trade. Again you'll need at least
one faction point on trade t o be able to build ships and for the ordinary three
vessels the basic material is wood. As you advance in the game war vessels can
be built of tougher wood and there are even rumours of flying ships that can float across land. For every ship you build though, you're going to need some sailors.
Like other skills - if a ship needs 10 sailors to sail it (like the clipper)
that can be either ten level one sailors or five level two sailors and so on.
Their maximum capacity is in units of weight. The rules have a big table of
how much everything weighs under the movement section. Your basic man (or leader)
weighs 10 units... so a longboat (the smallest boat) can carry up to 20 people.
That would cost 25 units of wood to build and take 25 'months' of labour.
One of the difficulties with sending off explorers on a boat is that unless
you fancy loading them up with silver before they go they are going to need
some way of feeding themselves. (I do wonder what they do with the silver though
- I can't imagine there are too many restaurants out in the ocean??). Ocean
regions have no money available from working and the only resource that can
be produced is fish. This means in order to support men for long sea journeys
or explorations you are going to need a team of fishermen on board.
There are various raw materials that can be used as food instead of using silver
for maintenance. Normally these items - grain, livestock and fish - are worth
more than the 10 or 20 silver maintenance they save. On a long journey though,
you might have a plentiful supply of fish and wish to save your silver for when
you arrive (to establish a taxing unit once you have landed for example). By
default your units will use silver first and only use FISH as a last resort
- but you can set the CONSUME flag to change this. The full order syntax is
as follows...
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).
So CONSUME UNIT sets the unit to use food before silver and CONSUME sets it
back again. Useful if your landing party starts farming livestock and then eating
the produce!!
Once you have built the ship and used the ENTER command (like entering a building)
the unit of sailors issue the SAIL command in the same way as the MOVE order.
(Another unit of sailors can assist the unit who owns the vessel by issuing
the SAIL command on its own...). Other people who are in the vessel are free
to study if they want - otherwise they will have to twiddle their thumbs for
the duration of the journey.
One interesting possibility is that ships may be able to cross small peninsulas.
A ship can actually sail into a coastal region as there is assumed to be a harbour
there. It may be able to sail off in a different direction to the one it arrived
from - if a thin strip of land (one hex only) separates two oceans a ship maybe
able to sail from one ocean to the other - presumable via something like the
Panama Canal!! The reason this ought to be true is because if you imagine building
a ship on that square - you must be free to sail in either direction, so unless
the game distinguishes between building a ship on a coastal square and landing
on a coastal square... you ought to be able to do this!! Try it out
To give a ship (or another building) to another unit the PROMOTE command is
used. The unit who issues the command must be the 'owner' of the object. The
owner of the object is the first unit on the list of those in the object. This
is particularly important for ships because only the 'owner' of the ship may
give the SAIL command with directions.
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.
And of course should you wish to dispose of the ship (or other structure),
rather than leaving it to be stolen (!) you can always issue the DESTROY command to get rid of it (not at sea though...!!).
Roads
Depending on the game you are playing roads can either be extremely useful,
or a waste of time and resource. In the StAtlantis game they can be useful.
This is because the maintenace feature is turned off. Can you imagine having
to send constant building parties around maintaining roads,
which costs one trade hex for each one!!
Roads halve the cost of movement (to a minimum of one)
if there is a connection into the region you are moving to. I.e. if you are
moving North you need a road North where you are AND a road South in the region
you are moving to.
If a region is connected to roads in two of the surrounding
regions the wages increase by one. I doubt there is a further increase if you
connect to four but it might be worth finding out.
Probably the main problem with roads is that you need
75 stone to build one, and as you will find out stone is very heavy and difficult
to move in great quantities; however, if you have a valuable trade rout into
mountains they are definitely worth the trouble.
Advice On Building from Rob
Building a mine:
Initially you order 'Build Mine' at the end of the turn, your unit is inside
the structure, whether it is finished or not. So next turn, if you need to continue
building, you order 'Build' and you continue with building the current structure
you are inside, in this case a mine.
You don't need specifically to enter it, as you never left it. Once you have
finished it, you need to either 'Move out' or 'Leave'. 'Leave' is preferable...
Building the trade structure increases the productivity of the hex. Any activity
in the hex can access that increased productivity, you don't have to be inside
the structure. If you have built 4 mines in a region (cumulative improvements
of 25% + 12.5% + 6.25% + 3.125% = 46.8% improvement) you do not need miners
to actually be inside each mine to gain that improvement.
Structures (towers, ships, mines etc) are owned by the unit who is at the top
of the list of the current occupants. Initially this will be the builder. If
you walk out of an object, then you don't own it any more and ownership drops
to the current person at the top of the stack of occupants. If the object has
no-one in it, then it is un-owned. If someone comes along and moves in, then
they own it. However, most reasonable players should be open to discussion on
this.
Promotion is mainly useful to move people around in the unit stack so that
the right people are in charge. For example, on a ship, if I have a fishing
unit, and a sailing unit, I need to promote the sailing unit into the top most
position otherwise they can't sail the ship and the ship stays in the same location
and a turn gets wasted.
Teaching
And finally... well, until I get inspired again that is or someone points out
something I've missed out... the subject of teaching. Its really very straightforward
- if you (or someone you have set as an ALLY or FRIENDLY) have a unit with a
high skill level in the same region as another unit that is studying that subject
then they can issue the teach order. Any studying done with a teacher counts
for double - the only condition is that the unit giving the teach command has
to have a higher skill level than the unit learning. Teaching is a month long
order so the unit that teaches can't STUDY or PRODUCE as well, they can however
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. Thus:
TEACH 1
TEACH 2
is equivalent to
TEACH 1 2
Example:
Teach new unit 2 and unit 5 whatever they are studying.
TEACH NEW 2 5
The main restriction on the TEACH command is that...
Each person can only teach up to 10 students in a month; addition students
dilute the training. Thus, if 1 teacher teaches a units of 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.
Final Comments
As final comments just to say that every game has its own quirks and differences.
In most games the e-mail commands are either disabled or completely different
to the ones at the bottom of a generic rulebook. If in doubt look at your games
rulebook, or ask a more experienced player in that game.
There we go... obviously if I think of anything more I'll add it - but I'm
far more interested in making this readable and useful. Please give me feedback,
even criticism appreciated!! Hopefully I didn't give away too much to spoil
your enjoyment of the game. Happy Atlantising!!
If anyone were to write an advanced guide it would have to explore specific
strategies and techniques of growth and warfare - for example advancing fighting
units in triangular phalanx (covering 3 regions) with a tactician behind...
or how to harvest balrogs or perhaps how best to defeat an attack by a dragon
mage. If anyone is interested in reading or writing such a tome then perhaps
they could contact me...
Fuzzyman (And Barry of the Tsurani)
Last Updated 28/05/05
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