Rules for Arno's Atlantis 4.1.0
Based on Atlantis v4.1.0
Copyright 1996 by Geoff Dunbar
Based on Russell Wallace's Draft Rules
Copyright 1993 by Russell Wallace
Last Change: November 18, 2008
Many thanks to Tomás Capapé for the conversion of the rules to pdf.
Available for download here.
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
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 4 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, building ships and buildings, and
buying trade items. Faction Points spent on Magic determines 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
|
War (max tax regions)
|
Trade (max trade regions)
|
Magic (max mages/apprentices)
|
0
|
0
|
0
|
3/6
|
1
|
8
|
8
|
3/6
|
2
|
20
|
20
|
3/6
|
3
|
28
|
28
|
3/6
|
4
|
28
|
28
|
3/6
|
For example, a well rounded faction might spend 1 point on War, 1 point
on Trade, and 2 points on Magic. This faction's type would appear as
"War 1 Trade 1 Magic 2", and would be able to tax 8 regions, perform
trade in 8 regions, and have 3 mages as well as 6 apprentices.
As another example, a specialized faction might spend all 4 points on
War. This faction's type would appear as "War 4", and it would be able
to tax 28 regions, but could not perform trade in any regions, could
only possess 3 mages, and could only possess 6 apprentices.
Note that it is possible to have a faction type with less than 4 points
spent. In fact, a starting faction has one point spent on each of War,
Trade, and Magic, leaving 1 point 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 no 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 and TEACH.
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 ships. 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 (nomads), $2500.
------------------------------------------------------
The weather was clear last month; it will be clear next month.
Wages: $15 (Max: $833).
Wanted: none.
For Sale: 50 nomads [NOMA] 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 ecomony.
Structures:
Regions may also contain structures, such as buildings or ships. 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 Nexus (but not to return). The
six starting cities offer much to a starting faction; there are
materials as well as a very large supply of 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 gaurentee
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 ship, 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 six. 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.
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
|
|
battle axe
|
2
|
|
camel
|
50
|
20
|
rough gem
|
2
|
|
quarterstaff
|
1
|
|
A unit which can fly, is capable of travelling over water. However, if
the unit ends its turn over a water hex that unit 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 ship must
issue the SAIL order, and other units wishing to
help sail the ship must also issue the SAIL order.
The ship will then, if possible, make the indicated movement, carrying
all units on the ship with it. Units on board the ship, but not aiding
in the sailing of the ship, may execute other orders while the ship is
sailing. A unit which does not wish to travel with the ship should
leave the ship 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 ship 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
ship; they will have to reissue the GUARD 1 order
to guard a region after sailing.
Ships get four movement points per turn. A ship 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 ship 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 ship can only move if the total weight of everything aboard does not
exceed the ship's capacity. (The rules do not prevent an overloaded
ship from staying afloat, only from moving.) Also, there must be enough
sailors aboard (using the SAIL order), to sail the
ship, 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:
|
Capacity
|
Cost
|
Sailors
|
Longboat
|
200
|
25
|
5
|
Clipper
|
800
|
50
|
10
|
Galleon
|
1800
|
75
|
15
|
Order of Movement:
This section is probably unimportant to beginning players, but it can be
helpful for more experienced players.
Normal movement in Atlantis, meaning ADVANCE and
MOVE orders, is processed one hex of movement at a
time, region by region. So, Atlantis cycles through all of the regions;
for each region, it finds any units that wish to move, and moves them
(if they can move) one hex (and only one hex). After processing one such
region, it initiates any battles that take place due to these movements,
and then moves on to the next region. After it has gone through all of
the regions, you will note that units have only moved one hex, so it
goes back and does the whole process again, except this time moving
units their second hex (if they have enough movement points left). This
continues until no units can move anymore.
Sailing is handled differently; Atlantis cycles through all of the ships
in Atlantis, moving them one at a time. When Atlantis sails a ship, it
sails it through its entire course, either to the end, or until the ship
enters a hex guarded against some unit on the ship, and then moves onto
the next ship.
Note that in either case, the order in which the regions are processed
is undefined by the rules. The computer generally does them in the same
order every time, but it is up to the wiles of the player to determine
(or not) these patterns. The order in which units or ships are moved
within a region is the order that they appear on a turn report.
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, camel training, gemcutting, and
monster training. 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, camel training
|
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
|
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. 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
his second month of study. 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 farsical) 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 counterintuitive; 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
|
ranching (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 2 rounds.
|
longbow
|
weaponsmith (1)
|
1 wood
|
1 month
|
1
|
Ranged weapon which gives -2 on attack and +0 on defense (needs
longbow skill).
|
chain armor
|
armorer (1)
|
1 iron
|
1 month
|
1
|
Gives a 100 in 300 chance to survive a normal hit.
|
plate armor
|
armorer (3)
|
3 iron
|
3 months
|
3
|
Gives a 200 in 300 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 quarterstaves.
|
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 battle axes.
|
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. +2 bonus when producing cloth
armor.
|
leather armor
|
armorer (1)
|
1 fur
|
1 month
|
1
|
Gives a 25 in 100 chance to survive a normal hit.
|
cloth armor
|
armorer (1)
|
1 herb
|
1 month
|
1
|
Gives a 1 in 6 chance to survive a normal hit. May be used
during assassinations.
|
battle axe
|
weaponsmith (2)
|
1 iron, 1 wood
|
2 months
|
2
|
Weapon which gives +4 on attack and +4 on defense. Gives 1
attack every 2 rounds.
|
camel
|
camel training (1)
|
|
1 month
|
50 (20)
|
Gives a riding bonus with the riding skill.
|
rough gem
|
mining (2)
|
|
1 month
|
2
|
|
quarterstaff
|
weaponsmith (1)
|
1 wood
|
1 month
|
1
|
Weapon which gives +1 on attack and +3 on defense.
|
All items except silver and trade goods are produced with the PRODUCE order. Example: PRODUCE SWORDS will produce
as many swords as possible during the month, provided that the unit has
adequate supplies of iron and has the weaponsmith skill. Required skills
and raw materials are in the table above.
If an item requires raw materials, then the specified amount of each
material is consumed for each item produced. Thus to produce 5 longbows
(a supply of arrows is assumed to be included with the bow), 5 units of
wood are required. The higher ones skill, the more productive each
man-month of work; thus, 5 longbows could be produced by a 5-man unit of
skill 1, or a 1-man unit of skill 5. (Plate armor is an exception; a
unit must have skill 3 to be able to produce it at all, and each man can
only produce 1 plate armor per month. Plate armor also takes 3 units of
iron to produce.) 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 theshold, 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. Buying of trade items in a region counts against a Trade
faction's quota of regions in which it may undertake trade activity
(note that buying and selling normal items does not, nor does selling of
Trade items).
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 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 (2)
|
Castle
|
250
|
160
|
stone
|
building (3)
|
Citadel
|
1250
|
640
|
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
|
ranching (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
|
camel training (3)
|
camels
|
Gem Appraiser
|
10
|
wood or stone
|
mining (3)
|
rough gems
|
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 (3)
|
Road NW
|
30
|
stone
|
building (3)
|
Road NE
|
30
|
stone
|
building (3)
|
Road SW
|
30
|
stone
|
building (3)
|
Road SE
|
30
|
stone
|
building (3)
|
Road S
|
30
|
stone
|
building (3)
|
Ships:
Ships are constructed similarly to buildings, except they tend to be
constructed out of wood, not stone, and their construction tends to
depend on the Shipbuilding skill, not the Building skill. Only faction
with at least one faction point spent on trade can issue BUILD orders. Here is a table on the various ship
types:
|
Capacity
|
Cost
|
Material
|
Sailors
|
Longboat
|
200
|
25
|
wood
|
5
|
Clipper
|
800
|
50
|
wood
|
10
|
Galleon
|
1800
|
75
|
wood
|
15
|
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).
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:
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 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 Combat skill of at least level 1
and a weapon which does not require any skill, Riding skill of at least
level 1 and a weapon which requires riding skill or a Bow (Longbow or
Crossbow) skill and a weapon which requires that skill. Each taxing
character can collect $35, though if the number of taxers would tax more
than the available tax income, the tax income is split evenly among all
taxers. In addition taxers can increase their tax income by certain
conditions.
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
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.
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, ship, 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 ship are always visible, and Riding does not play a part in
combat on board ships.
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 ships 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.
Possession of a sword confers a +2 bonus to Combat skill for attack and
a +2 bonus for defense. 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 horse,
and Riding skill, also confers a bonus to effective Combat skill equal
to the Riding skill level (up to a maximum of 3) provided that the
terrain allows horses to be used in combat. Winged horse are better yet,
but require more basic Riding skill to gain any 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. The skill check to hit with a long bow is made against an
effective defense of 2; i.e., a longbowman with a skill 1, having made
the 50% chance of getting an effective attack, has a 1:2 chance of
hitting a target. A crossbow is an easier weapon to use, so the chance
to hit is calculated against a defense of 0; on the other hand, a
crossbow can only fire once every 2 rounds, including the free round of
attacks if ones side has one.
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 sucessful 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 +2 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 +2 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 50% 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 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.
Stealing:
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.
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
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. 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. Also, study
into a magic skill above level 2 requires that the mage be located in
some sort of building which can offer specific protection to 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.
|
Mages
|
Tower
|
10
|
Fort
|
20
|
Castle
|
50
|
Citadel
|
100
|
Stockade
|
5
|
Foundations:
The 21 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.
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 ship) 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 gaurentee 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 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 enter the same building as
[unit] and to assist in building that structure, even if it is
a structure which was begun that same turn. This help will be
rejected if the unit you are helping 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]. 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 unit which has declared you Friendly.
Example:
Enter ship 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 multipe 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 and 2 to TRADE.
FACTION WAR 2 TRADE 2
Become a pure magic faction (assign all points to magic).
FACTION MAGIC 4
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.
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, and autotax.
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.
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 exceptable 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, 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.
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
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
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.
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. In this case, combat occurs each time all movement
out of a single region occurs.
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 unit 1
and 2 move into region B, and attack unit 3. Since both units
moved out of the same region, 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. Since unit 1 and unit 2 moved out of different
regions, their battles occur at different times. Thus, unit 1
attacks unit 3 first, and then unit 2 attacks unit 3 (assuming
unit 3 survives the first attack). Note that the order of
battles could have happened either way.
Examples:
Move N, NE and In
MOVE N
MOVE NE IN
or:
MOVE N NE 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 mystic fortress 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 of a
ship are not affected by this flag (IE, they are able to sail
within the ship). 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 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.
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 recieve 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]
Spend the month producing as much as possible of the specified
item.
Example:
Produce as many crossbows as possible.
PRODUCE 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.
Example:
Quit the game if your password is foobar.
QUIT "foobar"
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 as a new faction if your password is foobar.
RESTART "foobar"
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 revealling.
REVEAL
SAIL [dir] ...
SAIL
The first form will sail the ship, 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 ship, 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
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', or 'ALL'. The second form is
equivalent to 'SPOILS ALL'.
When this command is issued, only spoils with 0 weight (at
level NONE) or spoils which weigh less than or equal to their
capacity in the specified movement mode (at any level other
than ALL) will be picked up. SPOILS ALL will allow a unit to
collect any spoils which are dropped regardless of weight or
capacity.
Example:
Set a unit to only pick up items which have flying capacity
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]
Spend the month studying the specified skill.
Example:
Study horse training.
STUDY "Horse Training"
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, pillaging 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 (It's assumed here that someone
is funnelling cash into this unit.
MOVE N
@TURN
GIVE 13523 1000 SILV
MOVE S S S
ENDTURN
@TURN
MOVE N N N
ENDTURN
After the turn, the orders for that unit would look as follows
in the orders template:
GIVE 13523 1000 SILV
MOVE S S S
@TURN
MOVE N N N
ENDTURN
@TURN
GIVE 13523 1000 SILV
MOVE S S S
ENDTURN
If the unit does not have enough movement points to cover the
full distance, the MOVE 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 aquire 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
can NOT 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
Sequence of Events
Each turn, the following sequence of events occurs:
-
Instant orders.
-
TURN orders are processed.
-
FORM orders are processed.
-
ADDRESS, ARMOR, AUTOTAX,
AVOID, BEHIND, CLAIM,
COMBAT, CONSUME, DECLARE, DESCRIBE, FACTION, GUARD
0, HOLD, NAME,
NOAID, NOCROSS, OPTION, PASSWORD, REVEAL, SHOW, SPOILS, and WEAPON orders are processed.
-
FIND orders are processed.
-
LEAVE orders are processed.
-
ENTER orders are processed.
-
PROMOTE orders are processed.
-
Combat is processed.
-
Steal orders.
-
Give orders.
-
Tax orders.
-
PILLAGE orders are processed.
-
TAX orders are processed.
-
Instant Magic
-
Old spells are cancelled.
-
Spells are CAST (except for
Teleportation spells).
-
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.
-
Withdraw orders.
-
Movement orders.
-
SAIL orders are processed.
-
ADVANCE and MOVE orders are processed (including
any combat resulting from these orders).
-
Month long orders.
-
Teleportation spells are CAST.
-
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.
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 of 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.
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.
#newplayer
Factionname: [factionname]
Password: [password]
Email: [emailaddress]
This will create a new faction with the desired name, password and emailaddress.
Example:
Join the game as the faction named "Mighty Ducks" with the password of
"quack"
#newplayer
Factionname: Mighty Ducks
Password: quack
Email: MightyD@duckpond.com
#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 harddrive crashed)
#resend 999 "quack"
#AtlTimes [faction] "password"
[body of article]
#EndTimes
Everything between the #AtlTimes and #EndTimes lines is included in your
article. Your article will be marked as being sent by your fation, 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
#AtlTimes 999 "quack"
The Mighty Ducks declare war on the world!!
Quack!
#EndTimes
And it would appear something like:
---------------------------------
Mighty Ducks (999) writes:
The Mighty Ducks declare war on the world!!
Quack!
---------------------------------
#AtlRumors [faction] "password"
[body of rumor]
#EndRumors
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
#AtlRumors 999 "quack"
Oleg is a running-dog lackey of Azthar Spleenmonger.
#EndRumors
#Atlp2pMail [faction] "password" [receiving faction]
[text of email]
#Endmail
This command allows you to send an email to another player who's address
is yet unknown to you.
When you use this command, the recipient will recieve your message and
your factionname, but nothing else. If you want the recipient to have
your email address, you have to state it in your message.
Example:
Send an email to the owner of faction 888
#Atlp2pMail 999 "quack" 888
Greetings. You've entered the Kingdom of Foo.
Please contact us.
Lord Foo
foo@some.email
#Endmail
Faction 888 would receive:
From:st.atlantis@gmx.de
Subject:p2pMail from The Mighty Ducks
The Mighty Ducks writes:
Greetings. You've entered the Kingdom of Foo.
Please contact us.
Lord Foo
foo@some.email
#AtlUnitMail [faction] "password" [receiving unit]
[text of email]
#Endmail
This command allows you to send an 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 send your message to them.
When you use this command, they will recieve YOUR message and can contact
you if they choose. It is provided simply as a courtesy to players to
help with diplomacy in first contact situations.
Example:
Send an email to the owner of unit 9999
#AtlUnitMail 999 "quack" 9999
Greetings. You've entered the Kingdom of Foo.
Please contact us.
Lord Foo
foo@some.email
#Endmail
Faction X, the owner of 9999 would receive:
From:st.atlantis@gmx.de
Subject:UnitMail from The Mighty Ducks
The Mighty Ducks writes:
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 contributers.
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