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Atlantis v4.0.6
Copyright 1996 by Geoff Dunbar
Based on Russell Wallace's Draft Rules
Copyright 1993 by Russell Wallace
Last Change: July 4, 2001
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 ContentsThanks to Kenneth Casey for
putting together this table of contents.
These rules blatantly ripped off from raynet’s site.
As of last change, Raynernet is using version 4.0.6 of the Standard
Atlantis Ruleset.
Index of Tables.
Introduction It is a new world. An unclaimed world. Your
mission? To claim what you can, and build your empire. It's as
simple as that.It is up to you to build up your armies, collect taxes
from the peasants, build farms, castles, mines, lumber mills etc to
provision your armies, and forge your empire. All the necessities of
running an empire are at your fingertips. Are you capable? Do you
have what it takes to be a Great Emporer? Can you build your armies,
alliances, road networks, support economies to rule?
Playing Atlantis Atlantis (as you undoubtedly already know)
is a play by email game. When you sign up for Atlantis, you will be
sent a turn report (via email). Your report completely details your
position in the game. After going over this report, and possibly
communicating with other players in the game, you determine your
course of action, and create a file of "orders", which you then send
back to the Atlantis server. Then, at a regular interval (often one
week), Atlantis collects all the orders, runs another turn (covering
one month in game time), and sends all the players another report.
Factions: A player's position is called a "faction". Each
faction has a name and a number (the number is assigned by the
computer, and used for entering orders). Each player is allowed to
play one and ONLY one faction at any given time. Each faction is
composed of a number of "units", each unit being a group of one or
more people loyal to the faction. You start the game with a single
unit consisting of one character, plus a sum of money. More people
can be hired during the course of the game, and formed into more
units. (In these rules, the word "character" generally refers either
to a unit consisting of only one person, or to a person within a
larger unit.)
A faction is considered destroyed, and the player knocked out of
the game, if ever all its people are killed or disbanded (i.e. the
faction has no units left). The program does not consider your
starting character to be special; if your starting character gets
killed, you will probably have been thinking of that character as
the leader of your faction, so some other character can be regarded
as having taken the dead leader's place (assuming of course that you
have at least one surviving unit!). As far as the computer is
concerned, as long as any unit of the faction survives, the faction
is not wiped out. (If your faction is wiped out, you can rejoin the
game with a new starting character.)
Each faction has a type; this is decided by the player, and
determines what the faction may do. The faction has 5 Faction
Points, which may be spent on any of the 3 Faction Areas, War,
Trade, and Magic. The faction type may be changed at the beginning
of each turn, so a faction can change and adapt to the conditions
around it. Faction Points spent on War determine the number of
regions in which factions can obtain income by taxing or pillaging.
Faction Points spent on Trade determine the number of regions in
which a faction may conduct trade activity. Trade activity includes
producing goods, building ships and buildings, and buying and
selling trade items. Faction Points spent on Magic determines the
number of mages the faction may have. (More information on all of
the faction activities is in further sections of the rules). Here is
a chart detailing the limits on factions by Faction Points.
| Faction Points |
War (max taxable regions) |
Trade (max trade regions) |
Magic (max mages) |
| 1 |
10 |
10 |
1 |
| 2 |
24 |
24 |
2 |
| 3 |
40 |
40 |
3 |
| 4 |
60 |
60 |
5 |
| 5 |
100 |
100 |
7 |
For example, a well rounded faction might spent 2 points on War,
1 point on Trade, and 2 points on Magic. This faction's type would
appear as "War 2 Trade 1 Magic 2", and would be able to tax 24
regions, perform trade in 10 regions, and have 2 mages.
As another example, a specialized faction might spend all 5
points on War. This faction's type would appear as "War 5", and it
would be able to tax 100 regions, but could not perform trade in any
regions, nor could it possess any mages.
Note that it is possible to have a faction type with less than 5
points spent. In fact, a starting faction has one point spent on
each of War, Trade, and Magic, leaving 2 points unspent.
When a faction starts the game, it is given a one-man unit and
5000 silver in unclaimed money. Unclaimed money is cash that your
whole faction has access to, but cannot be taken away in battle
(silver in a unit's possessions can be taken in battle.) This allows
a faction to get started without presenting an enticing target for
other factions. Units in your faction may use the CLAIM
order to take this silver, and use it to buy goods or recruit
men.
An example faction is shown below, consisting of a starting
character, Merlin the Magician, who has formed two more units,
Merlin's Guards and Merlin's Workers. Each unit is assigned a unit
number by the computer (completely independent of the faction
number); this is used for entering orders. Here, the player has
chosen to give his faction the same name ("Merlin the Magician") as
his starting character. Alternatively, you can call your faction
something like "The Great Northern Mining Company" or whatever.
* Merlin the Magician (17), faction Merlin (27), has:
leader [LEAD]. Skills: none.
* Merlin's Guards (33), faction Merlin (27), has: 20
vikings [VIKI], 20 swords [SWOR]. Skills: none.
* Merlin's Workers (34), faction Merlin (27), has: 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 timber or moving from one region to
another. The orders which take an entire month are ADVANCE,
BUILD,
ENTERTAIN,
MOVE,
PRODUCE,
SAIL,
STUDY,
TEACH
and WORK.
The World The Atlantis world is divided for game purposes
into hexagonal regions. Each region has a name, and one of the
following terrain types: Ocean, Plain, Forest, Mountain, Swamp,
Jungle, Desert, or Tundra. (There may be other types of terrain to
be discovered as the game progresses.) Regions can contain units
belonging to players; they can also contain structures such as
buildings and 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 in Turia (11,15), 500 peasants (nomads), $2500.
------------------------------------------------------
Wages: $15.
Entertainment available: $125.
For Sale: 50 nomads [NOMA] at $60, 10 leaders [LEAD]
at $120.
Wanted: none.
Products: 37 horses [HORS].
* Hans Shadowspawn (15), faction Merry Pranksters (14),
has: 1 leader [LEAD], 500 silver [SILV]. Skills:
none.
- Vox Populi (13), has: 1 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 (11,15). The
population of this region are 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 above the list of
units. Here is a sample structure:
+ Temple of Agrik [3], tower.
- High Priest Chafin (9), has: leader
[LEAD], sword [SWOR].
- Rowing Doom (188), has: 10 ice dwarves
[IDWA], 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.
Atlantis Nexus: Note: the following section contains some
details that you may wish to skip over until you have had a chance
to read the rest of the rules, and understand the mechanics of
Atlantis. However, be sure to read this section before playing, as
it will affect your early plans in Atlantis.
When a faction first starts in Atlantis, it begins with one unit,
in a special region called the Atlantis Nexus. This region exists
outside of the normal world of Atlantis, and as such has no products
or marketplaces; it merely serves as the magical entry into
Atlantis.
From the Atlantis Nexus, there are six exits into the starting
cities of Atlantis. Units may move through these exits as normal,
but once through an exit, there is no return path to the Nexus. The
six starting cities offer much to a starting faction; there are
unlimited amounts of many materials and men (though the prices are
often quite high). In addition, 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. This is
due to the transportation from the Nexus to the starting city being
magical in nature.
There are three methods of departing the starting cities. The
first is by land, but keep in mind that the lands immediately
surrounding the starting cities will tend to be highly populated,
and possibly quite dangerous to travel. The second is by sea; all of
the starting cities lie against an ocean, and a faction may easily
purchase wood and construct a ship to SAIL
away. Be wary of pirates seeking to prey on new factions,
however! And last, rumors of a magical Gate Lore suggest yet another
way to travel from the starting cities. The rumors are vague, but
factions wishing to travel far from the starting cities, taking only
a few men with them, might wish to pursue this method.
Movement There are two main methods of movements 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 it's occupants,
from one regions to another. Certain powerful mages may also
teleport themselves, or even other units, but 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. People weigh 10 units and have a capacity of 5 units;
data for items is as follows:
A unit which can fly is capable of travelling over water.
However, if the unit ends it's turn over a water hex, that unit will
drown.
|
Weight |
Capacity |
| Silver |
0 |
| Grain |
5 |
| Livestock |
50 |
0 |
| Iron |
5 |
| Wood |
5 |
| Stone |
50 |
| Fur |
1 |
| Fish |
1 |
| Herbs |
0 |
| Horse |
50 |
20 |
| Sword |
1 |
| Crossbow |
1 |
| Longbow |
1 |
| Chain Mail |
1 |
| Plate Armor |
3 |
| Wagon |
50 |
200 |
| Pick |
1 |
| Spear |
1 |
| Axe |
1 |
| Hammer |
1 |
| Net |
1 |
| Lasso |
1 |
| Bag |
1 |
| Spinning Wheel |
1 |
| Leather Armor |
1 |
| Cloth Armor |
1 |
Since regions are hexagonal, each region has six neighbouring
regions to the north, northeast, southeast, south, southwest and
northwest. Moving from one region to another normally takes one
movement point, except that the following terrain types take two
movement points for riding or walking units to enter: Forest,
Mountain, Swamp, Jungle and Tundra. Also, during certain seasons
(depending on the latitude of the region), all units (including
flying ones) only have half their normal movement points, as
freezing weather makes travel difficult (in the tropics, seasonal
hurricane winds and torrential rains have a similar effect). Units
may not move through ocean regions without using the SAIL
order.
Units may also enter or exit structures while moving. Moving into
or out of a structure does not use any movement points at all. Note
that a unit can also use the ENTER
and LEAVE
orders to move in and out of structures, without issuing a MOVE
order.
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 sailing ship 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 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 un-important 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 it's entire course, 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: Farming, Ranching, Mining, Lumberjack, Quarrying,
Hunting, Fishing, Herb Lore, Horse Training, Weaponsmith, Armorer,
Carpenter, Building, Shipbuilding, Entertainment, Tactics, Combat,
Riding, Crossbow, Longbow, Stealth, Observation, Healing, and
Sailing. 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 level 2 horse trainer
is twice as good as a level 1 horse trainer.
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 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). The normal maximum skill level is 2, but every race
has a list of skills that they specialize in, and can learn up to
level 3. Leaders can learn every skill up to a maximum level of 5.
Here is a list of the races and the skills they specialize in:
|
Specialized Skills |
| Vikings |
Lumberjack, Shipbuilding, Combat, Sailing |
| Barbarians |
Mining, Hunting, Weaponsmith, Combat |
| Plainsmen |
Horse Training, Carpenter, Entertainment, Farming |
| Eskimos |
Hunting, Fishing, Herb Lore, Healing |
| Nomads |
Horse Training, Crossbow, Ranching |
| Tribesmen |
Lumberjack, Herb Lore, Healing, Farming |
| Darkmen |
Mining, Quarrying, Armorer, Building |
| Wood Elves |
Lumberjack, Carpenter, Entertainment, Longbow |
| Sea Elves |
Fishing, Shipbuilding, Longbow, Sailing |
| High Elves |
Horse Training, Entertainment, Healing, Farming |
| Tribal Elves |
Herb Lore, Longbow, Healing, Ranching |
| Ice Dwarves |
Fishing, Building, Shipbuilding, Crossbow |
| Hill Dwarves |
Mining, Weaponsmith, Armorer, Combat |
| Under Dwarves |
Mining, Quarrying, Armorer, Crossbow |
| Desert Dwarves |
Quarrying, Armorer, Building, Crossbow |
| Orcs |
Combat (4) |
Orcs are something of an exception; they can reach level 4 in
combat, but have a maximum level of 1 in all other skills.
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.
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 faction's). The unit doing the teaching
must have a skill level greater than the units 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 to
the teaching faction). Each person can only teach up to 10 students
in a month; addition students dilute the training. Thus, if 1
teacher teaches a units of 20 men, each man being taught will gain 1
1/2 months of training, not 2 months.
Note that it is quite possible for a single unit to teach two or
more other units different skills in the same month, provided that
the teacher has a higher skill level than each student in the skill
that that student is studying, and that there are no more than 10
students per teacher.
Note: Only leaders may use the TEACH
order.
Skill Reports: When a faction learns a new skill level for
this first time, it may 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
command. For example, when a faction learned the skill
Shoemaking level 3 for the first time, it might receive the
following (obviously farsical) report:
Shoemaking 3: A unit possessing this skill may produce
Sooper Dooper Air Max Winged Sandals. Use PRODUCE
Winged Sandals to produce this item.
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 one third chance of
starving to death. It is up to you to make sure that your people
have enough 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. If this is not available, units may substitute
one unit of grain, livestock, or fish for this maintenance (two
units for a leader). 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 |
Material |
Weight (Capacity) |
Extra information |
| Silver |
|
|
0 |
|
| Grain |
Farming |
|
5 |
|
| Livestock |
Ranching |
|
50 (0) |
|
| Iron |
Mining |
|
5 |
|
| Wood |
Lumberjack |
|
5 |
|
| Stone |
Quarrying |
|
50 |
|
| Fur |
Hunting |
|
1 |
|
| Fish |
Fishing |
|
1 |
|
| Herbs |
Herb Lore |
|
0 |
|
| Horse |
Horse Training |
|
50 (20) |
Bonus in some terrains with riding skill |
| Sword |
Weaponsmith |
Iron |
1 |
+2 to combat |
| Crossbow |
Weaponsmith |
Wood |
1 |
hit from range (with skill) |
| Longbow |
Weaponsmith |
Wood |
1 |
hit from range (with skill) |
| Chain Armor |
Armorer |
Iron |
1 |
1 in 3 chance to survive a hit |
| Plate Armor |
Armorer |
Iron |
3 |
2 in 3 chance to survive a hit |
| Wagon |
Carpenter |
Wood |
50 (200) |
|
| Pick |
Weaponsmith |
Iron |
1 |
+1 to combat +1 production for iron/stone |
| Spear |
Weaponsmith |
Wood |
1 |
+1 to combat +1 production for furs |
| Axe |
Weaponsmith |
Wood |
1 |
+1 to combat +1 production for wood |
| Hammer |
Weaponsmith |
Iron |
1 |
+1 to combat +1 skill to swords/chain armor |
| Net |
Fishing |
Herbs |
1 |
+2 production for fish |
| Lasso |
Herb Lore |
Herbs |
1 |
+1 production for livestock/horses |
| Bag |
Herb Lore |
Herbs |
1 |
+2 production for grain/herbs |
| Spinning Wheel |
Carpenter |
Wood |
1 |
+2 production for nets/lassos |
| Leather Armor |
Armorer |
Furs |
1 |
1 in 4 chance to survive a hit |
| Cloth Armor |
Armorer |
Herbs |
1 |
1 in 6 chance to survive a hit
|
All items except silver 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 material, then one unit of 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 one's 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. As noted above, all combat capable tools add 1 to production
while all non-combat capable tools add 2, with the exception of
lasso's which only add 1.
The first 9 items on the list do not require raw material; they
are 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 depends on the
region type; thus, mountains are the best places to quarry stone,
and herbs are most commonly found in forests and jungles. 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
workers.
Village, 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 the other common items.
Also, a town will sell some common 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 and selling of these 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).
Buildings and Trade Structures: Construction of buildings
and ships goes as follows: each unit of work on a building requires
a unit of stone and a man-month of work by a character with Building
skill at least 1; higher skill levels allow work to proceed faster
(still using one unit of stone 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 |
| Tower |
10 |
10 |
stone |
| Fort |
50 |
40 |
stone |
| Castle |
250 |
160 |
stone |
| Citadel |
1250 |
640 |
stone |
Size is the number of people that the building can shelter. Cost
is the number of person-months of labor and the number of units of
stone required to complete the building. The material for all
buildings is stone.
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 |
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 |
| Mystic Quarry |
20 |
rootstone |
Quarrying 3 |
rootstone |
| Arcane Mine |
20 |
mithril |
Mining 3 |
mithril |
| Forest Preserve |
20 |
ironwood |
Lumberjack 3 |
ironwood |
| Sacred Grove |
30 |
yew |
Lumberjack 5 |
yew |
Note that structures will not increase the availability of an
item in a region that does not already have the item available.
Also, Trade structures do not offer defensive bonuses (which is why
they do not have a size associated with them). As for regular
buildings, the Cost is the number of person-months of labor and also
the number of units of raw material required to complete a trade
structure. You can use two different materials (wood or stone) to
construct most trade structures.
Roads: There is a another type of structure called roads.
They require the building skill and 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 morving into must have
a southeast road.
To gain an economy bonus, a hex must have roads that connect to
roads in two adjoining hexes. The economy bonus for the connected
roads raises the wages in the region by 1 point.
There are six different road structures, one for each direction.
They each require 75 stone to build.
Unlike other structures, roads will decay over time if they are
not maintained. Difficult terrain and bad weather will speed this
decay. Maintnenance involves having units with the appropriate level
of building skill expend a small amount of stone and labor on a
fairly regular basis in the exactly same manner as they would finish
building it if it was not completed. In other words, enter the
structure and issue the BUILD command with no parameters.
Once a road decays, it will give no bonuses until it is repaired.
|
Cost |
Material |
Skill |
|
| Road N |
75 |
stone |
Building 3 |
| Road NW |
75 |
stone |
Building 3 |
| Road NE |
75 |
stone |
Building 3 |
| Road S |
75 |
stone |
Building 3 |
| Road SW |
75 |
stone |
Building 3 |
| Road SE |
75 |
stone |
Building 3 |
Ships: Ships are constructed similarly to buildings, except
that they are constructed of wood, not stone; and their construction
requires the Shipbuilding skill, not the Building skill. Only
factions 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 person-months of
labor and the number of units of wood 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 generally
receive a skill report describing the production of this item.
Production of advanced items is generally done in a manner similar
to the normal items.
Income: Units can earn money with the WORK
order. This means that the unit spends the month performing
manual work for wages. The amount to be earned from this is usually
not very high, so it is generally a last resort to be used if one is
running out of money. The current wages are shown in the region
description for each region. All units may WORK,
regardless of skills or faction type.
Entertainment: Units with the Entertainment skill can use
it to earn money. A unit with Entertainment level 1 will earn 20
silver per man by issuing the ENTERTAIN
order. The total amount of money that can be earned this way is
shown in the region descriptions. Higher levels of Entertainment
skill can earn more, so a character with Entertainment skill 2 can
earn twice as much money as one with skill 1 (and uses twice as much
of the demand for entertainment in the region). Note that
entertainment income is much less, per region, than the income
available through working or taxing. All factions may have
entertainers, regardless of faction type.
Taxing/Pillaging: War factions may collect taxes in a
region. This is done using the TAX
order (which is not a full month order). The amount of tax money
that can be collected each month in a region is shown in the region
description. Only combat ready units may TAX;
a unit is combat ready if it either: has Combat skill of at least 1,
has Longbow or Crossbow skill of at least 1 and also has the
appropriate bow in his possession, or has a weapon (such as a sword)
which requires no skill in his possession. Each taxing character can
collect $50, though if the number of taxers would tax more than the
available tax income, the tax income is split evenly.
War factions may also pillage a region. To do this requires the
faction to have enough combat trained 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 trained
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 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 is allied to you.)
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 prevent stealing
and assassination attempts against units of the faction, if you are
capable of seeing the unit 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
unidentified units, unless they belong to factions for which a more
friendly 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, the
guarding unit must satisfy the two above requirements; namely, it
must be able to see the unit, and also be able to catch the unit. A
unit using ADVANCE
instead of MOVE
to enter a region, will attack any units that identify it as
Unfriendly and 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 neither of these restrictions 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 issued an ATTACK
order will join the fight anyway, regardless of Avoid Combat.
Also on the attacking side are all units of other factions that
attacked the target faction 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 its faction
cannot be identified by the attacking faction, it will not be
involved in the battle. 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 in 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. Chain armor gives a 1/3 chance of
surviving a hit, and plate armor gives a 2/3 chance. Hits inflicted
by a crossbow cannot be deflected by armor; the target is
automatically killed, regardless of armor.
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
melee 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 skill and the
defender's.
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. (Troops
fighting hand-to-hand without swords are assumed to be irregularly
equipped with knives, clubs 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
is one of Plain, Desert or Tundra. Winged horse are better yet, but
require more basic Riding skill to gain any advantage.
Missile weapons are slightly different. A soldier who has a
longbow and is skilled in its use will use it; otherwise, he will
use a crossbow if he has one, and skill in its use; otherwise, he
will fight hand to hand. The skill check to hit with a longbow is
made against an effective defense of 2; i.e., a longbowman with
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 every other round (the
first, third, fifth, etc., rounds, including the free round of
attacks if one's side has one). Note that the target unit's actual
skills are irrelevant for bow attacks.
A soldier with a melee weapon attacking a bowman makes his attack
just as if the bowman had a Combat skill of 0, even if the bowman is
a leader who also has Combat skill.
Being inside a building confers a +2 bonus to defense. This bonus
is effective against bows as well as melee weapons. The number of
men that a building can protect is equal to its size. The sizes of
the different types of buildings are as follows:
|
Size |
| Tower |
10 |
| Fort |
50 |
| Castle |
250 |
| Citadel |
1250 |
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 bows 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 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) 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.
Success for assassination is determined as for theft, i.e. the
assassin will fail if any of the target faction's units can see him.
In this case, the assassin will flee, and the target faction will be
informed which unit made the attempt. As with theft, allies of the
target unit will prevent the assassination from succeeding, if their
Observation level is high enough.
If the assassin has higher Stealth than any of the target
faction's units have Observation, then a one-on-one fight will take
place between the assassin and the target character. The assassin
automatically gets a free round of attacks; after that, the battle
is handled like a normal fight, with the exception that neither
assassin nor victim can use chain mail or plate armor (the assassin
because he cannot sneak around wearing metal armor, the victim
because he was caught by surprise with his armor off). If the
assassin wins, the target faction is told merely that the victim was
assassinated, but not by whom. If the victim wins, then the target
faction learns which unit made the attempt. (Of course, this does
not necessarily mean that the assassin's faction is known.) The
winner of the fight gets 50% of the loser's property as usual.
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 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 protected building (a tower,
fortress, castle or citadel; mines, quarries, etc, do not count). If
the mage is not in such a structure, his study rate is cut in half,
as he does not have the proper environment and equipment for
research.
Foundations: The three Foundation skills are called Force,
Pattern, and Spirit. Force indicates the quantity of magical energy
that a mage is able to channel (a Force rating of 0 does not mean
that the mage can channel no magical energy at all, but only a
minimal amount). Pattern indicates ability to handle complex
patterns, and is important for things like healing and nature
spells. Spirit deals with meta-effects that lie outside the scope of
the physical world.
Further Magic Study: Once a mage has begun study of one or
more Foundations, more skills that he may study will begin to show
up on his report. These skills are the skills that give a mage his
power. As with normal skills, when a mage achieves a new level of a
magic skill, he will be given a skill report, describing the new
powers (if any) that the new skill confers. The SHOW
order may be used to show this information on future reports.
Using Magic: A mage may use his magical power in three
different ways, depending on the type of spell he wants to use. Some
spells, once learned, take effect automatically and are considered
always to be in use; these spells do not require any order to take
effect.
Secondly, some spells are for use in combat. A mage may specify
that he wishes to use a spell in combat by issuing the COMBAT
order. A combat spell specified in this way will only be used if
the mage finds himself taking part in a battle. The third type
of spell use is for spells that take an entire month to cast. These
spells are cast by the mage issuing the CAST
order. Because CAST
takes an entire month, a mage may use only one of this type of
spell each turn. Note, however, that a CAST
order is not a full month order; a mage may still MOVE
, STUDY
, or 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, Bow, 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 spell goes through unmolested. Otherwise, the skill
level of the attack spell, and the skill level of the defensive
spell 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 a layer of the 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
harder therefore 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 through 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.
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, and you have two units numbered 5 and 17:
#ATLANTIS 27
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 silently 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, low 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 space must be
replaced with an underscore "_" (e.g., Plate_Armor).
ADDRESS [new address] Change the email address to which
your reports are sent.
Example:
Change your faction's email address to atlantis@rahul.net.
ADDRESS atlantis@rahul.net
ADVANCE [dir] ... This is the same as the MOVE
order, except that it implies attacks on units which attempt to
forbid access. See the MOVE
order for details.
Examples:
Move north, then northwest, attacking any units that forbid
access to the regions.
ADVANCE N NW
In order, move north, then enter structure number 1, move through
an inner route, and finally move southeast. Will attack any units
that forbid access to any of these locations.
ADVANCE N 1 IN SE
ASSASSINATE [unit] Attempt to assassinate the specified
unit, or one of the unit's people if the unit contains more than one
person. The order may only be issued by a one-man unit.
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 attacks 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 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.
Example:
To build a new tower.
BUILD Tower
BUY [quantity] [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].
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] depend 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
CONSUMEThe 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
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