Diplomacy Zine -- EP #198 Chapter Seven From: Eric_S_Klien@cup.portal.com Date: Wed, 19 Sep 1990 23:53:24 +0000 Issue #198 of ELECTRONIC PROTOCOL: ************************************************************************ The reasonable man changes himself to suit the world, the unreasonable man changes the world to suit himself. Therefore, all hope of progress lies with the unreasonable man. ************************************************************************ Chapter One contains: BLITZKRIEG, GETTYSBURG, RED STORM RISING, and PASSCHENDAELE And is published by daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSLAYER, JACAL, MANHATTAN, VERSAILLES, DRESDEN, and KHAN And is published by sinhaa@mcmaster.ca/Anand Sinha Chapter Three contains: DAWN PATROL, BERLIN, EL ALAMEIN, SQUALANE, UNGAWE, CAPTAIN CAVEMAN, BRUSILOV OFFENSIVE And is published by cwekx@htikub5.bitnet/Constantijn Wekx Chapter Four contains: NICKEL, OZARK, DEADLY DAGGERS, YORKTOWN, MONTREUIL-SUR-MER, FIRE WHEN READY Chapter Five contains: ARCHANGEL, BORDEL, ERIS, MASADA, and YALTA And is published by jjcarette@watami.waterloo.edu/David Gibbs Chapter Six contains: TOKUGAWA, BERLIN WALL, HIROSHIMA, GENGHIS KHAN, SEA LION, VIOLENT PEACE And is published by ps9zrhmc@miamiu.bitnet/Peter Sweeney ------------ Chapter Seven ------------ No games in this issue. Publisher comments: Quote is from George Bernard Shaw provided by Mike Moore (mike@x.co.uk or mike@ixi-limited.co.uk) From: loeb@moon.greco-prog.fr (Daniel Loeb): DIPLOMACY PROGRAMMING PROJECT UPDATE -- SEPTEMEBER 11, 1990 1) Jack Bennetto is intrested in my idea of programming a simpler multiplayer game in order to get ideas before plunging directly into the game diplomacy. However, he feels the SNAKE is a little bit too complicated. An alternate game he invented I include below my .sig at the end of the message. 2) Below the rules for his game is the rules for another game. This game I played at GenCon in 1982? and is not very interesting, but introduces Diplomacy in its purest form. 3) The author of the language LCS, has introduced some new facilities which will make it possible for YOU TO WRITE YOUR PROGRAMS IN THE LANGUAGE *C*. The system works as follows. The LCS command: `execute "foo";' will start up the C program foo. Its output is a pair (ii,oo) which can be used to communicate with the C-program. For example, the LCS command `input ii n' will input from the stream ii, n characters. And `input_line ii' will input upto the next newline. The commands output and output_line can be used similarly to send data to the C program. I will handle the input-output of each player in parallel, so that no player can interfere with the ability of the other players to access to GM. Using this system, all communication will be directly with the GM-program. The GM should be sent the SND command whenever one player needs to communicate with another. This message will be sent to the other player by the GM using the syntax of the FRM command. (See the PROTOCOL file for more information). Meanwhile, I have been trying to learn C. (Halfway through a book on it, and have succeeded in installing a Diplomacy adjudicator on the account DLOEB@DROOPY.LAAS.FR.) Eventually, I will use the program D.A. to resolve the orders and all that remains to do in LCS is the liason between the various players. I hope to write a system which will support programs in either C or LCS as well as human players (either on the console or through electronic mail). ****JACK'S GAME**** Number of Players: ? (maybe 7) Scoring: Zero-sum score over all the players, game over when one player reaches a certain score?. Limited intellegence of other players scores? (otherwise it will be very difficult to win. This will also add the element of guessing, communicating, and lying about scores. If scores info isn't limited, alliance info should be.) Below some bottom score a player is eliminated. Each Player may be involed in a number of `alliances', an alliance consisting of two allies and one enemy. This number may be limited. For example: 1 (or 2?) alliances that s/he submitted, (I'll call him the primary ally in this case), plus an unlimated number in which s/he is the secondary or enemy. Sequence of Play: 1) Negotiations, including proposing alliances to other players. 2) Submitting new alliances. This is done by the primary, although the secondary probably has to confirm it. If it's unconfirmed, it fails, with no penalty (or maybe a small penalty paid by the primary to the enemy (_not_ to the secondary), or by the secondary, if s/he confirms an unsubmitted alliance). The enemy, of course, has no choice in the matter. Alliances may also be terminated in this phase (agian, with no or a small penalty). 3) Maybe more negotiations. 4) Cooperation/Defection phase. Each ally in each alliance (all of this is simultaneous) can cooperate or defect. If one or both defect the alliance is over. This affects the scores: Actions Score Change P does: S does: P S E C C +2 +2 -4 C D +4 -6 +2 D C -6 +4 +2 D D -3 -3 +6 Submit don't c. -2 0 +2 don't s. confirm 0 -2 +2 Or something like that. The last two apply in phase 2. 5) Repeat. Basicly, it's an attempt to idealize the aspect of alliances in Diplomacy. This could be carried further, adding geography, in which all three members of an alliance must border each other: E______ |\ \ | \ \ F--G-----R (G could border I and/or A could border F) \ \ __/| \ A__ | \ / \| I----T Or three person alliences (against one) could be allowed. Or the score of a player could somehow help in phase 4 (this could get complicated -- maybe have only 2 or three strength catagories). Or more different limitations could be placed on number the of alliances. Or neutrals could be added, which can only act as enemies and die more easily. (e.g. Lowlands, bordering E,F,G; Scandanavia, (E,G,R); Balkans (A,R,T,I); Hispanola (E,F,I)). Or there could be an asymmatry in the point given two the primarly secondary members. Or the P/S distinction could be eliminated. I guess this got a little longer then intended, but you get the idea. Some of the sugestions might needlessly complicate it, but I think such a game would make a reasonable prelude to the DPP. Anyway, send me a letter if you're interested, and maybe we can a set of workable rules together. As far as writing a Diplomacy program, progress is slow. I've been pretty busy lately, but it might let up a bit soon. I've got a good idea of the flow of the program, but have yet to really write anything. I think the protocol is pretty good -- I can't think of any more suggestions for now. Jack Bennetto ****DANNY'S GAME***** Each player starts with a strength of 100. The game can be played among any number of players. After negotiations, each player divides his strength between the following categories: bank defense (in general) attacks (on specific players). For example, he could guard 50 in the bank, 25 in defense, attack one players with 15, and attack another player with 10. Any forces left in the bank accumulate interest at a fixed interest rate, say 50%. If a player is attacked by a TOTAL attacking force less than or equal to his defense forces, then he experiences losses from his defense forces equal to the attacking forces. The attacking forces are completely destroyed. Example, Player A has a defense of 25, and is attacked by B and C with forces of 15 and 5 respectively. Then A losses 25 points, B losses 15, and C losses 5. If a player is attacked by a TOTAL attacking force greater than his defense forces, then he is eliminated. The attackers forces are reduced in proportion to their size so that the total loss is equal to the size of the defense. Then, the attacker divide the bank account (after interest) of the player who has been eliminated. Example, playing with 25% interest, Player A has a defence of 20 and has 40 in the bank, and is attacked by B and with C with forces of 30 and 10 respectively. Since the defense was 50% of the attack, each attacker losses 50% of his attacking force. B returns from the attack with 15, and C with 5. Then the bank account is now at a total of 50 and is divided between B and C. B receives 37.5 and C receives 12.5. If a player A is eliminated the same turn he eliminates player B. Then the forces of A are used to determine the death counts, but not to determine who gets the bank account. In particular, note that A has been eliminated from the game regardless of how many other players he has eliminated in the same turn. In theory, all players could be eliminated simultaneously in which case all players lose. In the above example, if B had been eliminated by D during the same turn as the attack on A, then C would still have the same battle-losses (50% of his attack = 5 points) , but C would receive the entire bank account himself (with interest). After each round of attacks, there will be voting to determine if the remaining players agree to finish the game with a draw. If not, the game continues with further rounds. During each round, the bank account with interest, the remaining attack forces left, the remaining defense forces left, and the proceeds from any bank accounts captured may be distributed at will by the player. Variant: 1) Try various levels of interest for the bank 2) All money held in defense to earn some interest as well From Spike Sayers II/wss@nihcu.bitnet: *The Eudaemonic Pie* was a book i read about the possibility of beating the casinos at roulette, using modern electronic and computer technology to measure the velocity and deceleration of the wheel and the ball so as to predict the area of the wheel in which the ball would come to rest. there are some details about the tilt of the wheel and other physical effects, but what the method comes down to is eliminating some of the numbers as being unlikely results on that particular spin. remember that bets can be placed after the wheel and ball have been spun, up until the time that the ball falls off the track, and that the theoretical odds for a perfect wheel in an American casino are 37-1 against, while the payoff is 35-1. clearly, if even three of the thirty-eight buckets can be eliminated as possible results for that particular spin, the odds shift into the player's favor. in tests, the team was able to predict the octant (4 or 5 buckets) of the wheel in which the ball would land with (as i remember) over 95% accuracy, after a 1-to-2 hour training period to let the computer discover the physical biases of the individual wheel. it took two people to operate the system: one to send the computer the timing impulses for the ball and to place the bets; the other to send the computer the timing impulses for the wheel and the actual result. in practice, then, some electronic communication between the two parts of the system was necessary (the two physically separated parts of the hardware) and this got screwed up by the intense electromagnetic environment inside the casinos, which adventitiously had a lot of security devices doing their own radiating. as a result the team was never able to show the long-term profit which their insights and hard work deserved. note that everything which they did was perfectly legal -- the casinos had simply never imagined that the complex calculations necessary could be carried out quickly enough. more next time (soon). topic: The Prisoner's Dilemma. Eric's note: I believe it is illegal to use artifical brains for any purpose in casinos. I wonder what they will do one day when it is possible to implant devices in your brain... From: sun!gdr.bath.ac.uk!M.I.Nelson Some belated comments on #190. For the record I'll tell you about my own method for votting in the Runestone Poll. 8-10 The cream, zines that I would sub to/do sub to and which I eagerly look forward to. (Been There Done That, Northern Flame, House of Lords....) 7-8 Good zines, but not truely outstanding (benzene) 5-7 Zines that are OK. 3-5 Could do with some improvement. 1-3 The hobby would be better of if these zines folded! Fannish zines get beter marks from me than other zines, purely because it isn't possible to play games so well in other ines. Oope I mean, it isn't possible to play games and get so much enjoyment out of playing in US zines than UK zines for the obvious reasons. hence unless there is plenty of reading and loccing I don't give the zine too high a mark. Where would EP fit in? Don't know guv. At the moment probably around the 5.5-7.5 area. If I find time to playin a game (unlikely) that would go up. MARK. From: logpro21@majestix.ida.liu.se/PER WESTLING Re: ZR -- You didn't publish the latest issue of this "zine" this time, did you? And you wont this time, will you? What I'm curious about is what it says about my own zine. My reply: ZR was not available on CompuServe this time, sorry. Complain to the publisher of the Zine Register and tell him to upload a copy. Re: EP -- I'm glad that you have started a letter column in it. It makes it more urgent to LoC your zine. My reply: Actually Mark Nelson started my letter column by sending me a lot of letters! From: loeb@moon.greco-prog.fr (Daniel Loeb): MESSAGE PROTOCOL UPDATE Diplomacy Programming Project September 14, 1990 Daniel Loeb I have written the first phase of a Diplomacy Moderating program. This program is written in LCS, and takes as input a list containing for each country in the game Diplomacy either: WINDOW in which case, a "suntools" window is opened and input and output for this country is directed to the window. (Only available on SUN workstations) LCS p in which case, p must be an LCS parallel process, and its ports "in" and "out" are used for communication. C code in which case, code must be the name of a UNIX executable written in any computer language (for example C). Input and output for the country correspond to std_in and std_out for the program. (Not available on SUN4 ... yet) I will send a copy of this program (and even a copy of LCS to run it in) to anyone who is interested. The program is not finished, but it does everything except return the results from Spring and Fall seasons. (Although it probably makes mistakes elsewhere...) Please send me your comments, and more importantly your programs. These programs can be as stupid as you want. (For example, a program that conducts no diplomacy and follows the civil disorder rules, or moves randomly would be helpful in testing my Moderator.) The following is a revision of the earlier protocol description based on what I actually programmed. The meanings of the messages destined for the GM are defined here. The meanings of messages destined for other players are listed here only for advisorary purposes. Programmers may devise any such messages they chose, and may interpret such messages as they see fit. However, the message "TRY" should be most useful in communication between program with differing vocabularies. Below I use the following notations: {arg} optional arguments [arg] repeated arguments ( ) actual parenthesis a/b either a or b <equivalently a or b> < > comment A certain amount of slop is cleaned up my program. But try to stick as closely as possible to this syntax. Lower case letters are used below to describe arguments as indicated below: int = integer msg = message (or the key word of a message) unit = AMY/FLT prov nation = ENG / FRA / GER / ITA / AUS / RUS / TUR / REF natunit = ( nation unit ) prov = name-of-province or ( STP/SPA/BUL NTH/STH/EST ) order = HLD / <hold> MTO prov / <movement> SUP natunit {MTO prov} / <support> CTO prov VIA [natunit] / <be convoyed to ... via fleets> CNV [natunit] MTO prov / <convoy unit to destination> RTO prov / <retreat> BLD / <build> REM / <remove = antibuild> DSB <disband = nonretreat> note = FLD / <move failed> BNC / <move bounced> CUT / <support cut> (RET [prov])/ <must retreat to ...> NSO / <no such order> NSU / <no such unit> DSR / <convoy disrupted> MBV / <might be valid (NSO excluded)> HUH / <order is illegal> FAR / <violation of adjacency rule> CST / <bad build in st pete> YSC / <not your supply center> HSC / <not home supply center> NSC / <not a supply center> NMR / <no more removals needed> NMB / <no more builds allowed> NRN / <no retreat needed for this unit> NAS / <not at sea> NSF / <no such fleet> NST / <no such type, neither army nor fleet> NSP / <no such province> SUC <succeeds> annorder = natunit order note results = [ (annorder) ] rule = rule number according to Avalon Hill rulebook syntax = DPP or another standard turn = (SPR/SUM/FAL/AUT/WIN int) 1) Communicating with the GM. Message Syntax: HLO country Meaning: The game has just begun and you are playing "country". Don't Reply. Message Syntax: CDD/OUT (msg) Meaning: The country in question has achieved a fatal error and is in civil disorder, or has been eliminated from the game. (Such countries may continue to send messages, but may not receive messages.) This reply is sent once in response to each SND command. Don't Reply. Message Syntax: TME int Meaning: You must submit moves soon. This command is current generated manually at need. Example: TME 3 : you may send 3 more message Example: TME 0 : no more messages may be sent. Send moves immediately. Reply With: SUB to give your remaining orders if any. Message Syntax: SUB {moves} Meaning: I submit the following orders. In the winter, orders can not be changed once submitted correctly. In all other seasons, orders can be changed by repeated SUB commands until orders are processed. Replies from GM: YES if moves are now complete followed possibly by TME if this is true for all countries. THK if moves are lacking or contain errors. Message Syntax: THK annorder Meaning: The following move was illegal. Or when used by a player: I predict the following results. Reply with: SUB with corrected order Message Syntax: ORD turn results Meaning: These are the results of the previous turn. If the coming move is a movement phase, then begin diplomacizing. Otherwise, submit moves soon, since "TME 0" will be your only warning. Message Syntax: DRW ([nation]) Meaning: Propose draw among the nations listed. (A one player draw is a victory.) The draw will be accepted if proposed before the next deadline by all players with at least one unit on the board (except possibly the winner in the case of a solo-win). Programs should assume draw was not accepted, since when a draw is accepted all programs are terminated without warning. Suggestions for draws can be sent to other players via the DRW command or (SND REF (DRW ...)) combination. Each country may only propose one victory at a time. When a player no longer wishes to propose any draw, he should insist on a solo victory with "DRW [himself]". Example: DRW (ENG TUR) Message Syntax: SND nation [(msg)] Meaning: The only way to send a message to another player is via the GM by use of this command. This command can also be sent to other players as a sort of suggestion. The GM does not allow this command during seasons other than SPRING and FALL. However, some messages sent in one season may occasionally arrive during the next. An attempt is made to have messages arrive in the proper order however that is not guaranteed. Your chances are BETTER if you send them all with a single SEND command. Example: SND RUSSIA (UNO ((FLT (STP NTH)) BLD)) GM Replies: SNT, CDD, OUT, NOP (during no diplomacy phases) Message Syntax: FRM nation {nation2} [(msg)] Meaning: The following message(s) were sent to me (or Nation2) from the indicated nation. The GM only uses the simple form of FRM with no nation2 and only one message. All message sent to you from other players will arrive via the GM by use of the FRM command. Example: (FRM RUS (WAR)) Example: (FRM RUS ENG (WAR)) Reply as indicated in explation of msg. Message Syntax: (SNT nation {(msg)}) Meaning: I have sent following messages to the indicated nation. (Equivalent constructions are available using FRM, but may be less believable.) The GM uses the command "after" successful delivery of a message as a return receipt. Thus, this command can be used to carefully regulate the order in which message arrive somewhere. Example: (SNT RUSSIA (UNO ((FLT (STP NTH)) BLD))) Don't reply. Message Syntax: SLP Meaning: I do not intend to send any more output until I receive input. (Not currently implemented, but might be useful for detecting and resolving deadlocks.) Message Syntax: YGO / NGO Meaning: Used to raise and lower a "GO" flag which if lowered inhibits the processing of SPRING and FALL moves even if all the moves are in. (This is the equivalent of SET WAIT and SET NOWAIT on the adjudicator.) Each country has its own personal flag. The flag starts each spring and fall season in the up position. Not currently implemented. Message Syntax: YES [(msg)] Meaning: Yes Message Syntax: NOP [(msg)] Meaning: No Message Syntax: HUH (msg) Meaning: I understood the general command sent, but not the specific syntax. Here is the misunderstood message with an asterisk inserted at the point up to which I understand. (The code (ERR) can be inserted instead of an asterisk by a player.) Since the GM tries to clean up the messages it receives, the message it sends back to you might not exactly correspond to the one you sent. Example: (HUH (DMZ BUR *ENG RUH)) indicated the nonacceptance of a nation in a list of provinces in the demilitarized zone command. Reply With: A better version of the same command. 2) Making contact with the other countries. Message Syntax: TRY [msg] Meaning: I do not understand the message you sent, following is a list of messages I can undestand. There is no point sending this message to the GM, but the GM can use this message in response to players. Example: TRY DWR PCE UNO UDO Example: TRY used by a program which can't communicate Reply with: Equivalent command from message list. Message Syntax: PSV [msg] Meaning: Following is a list of messages I can understand although I don't use them. Message Syntax: ACT [msg] Meaning: Following is a list of messages I use but don't understand. Message Syntax: ALT {syntax} Meaning: Please use (one of) the alternate syntax/protocol indicated. (This is for use if people create alternate conflicting protocols.) Example: ALT DPP Reply With: Given more than one choice of protocol reply positively with ALT or the protocol. Given one choice reply positively with YES or the protocol. Respond negatively with NOP or TRY or ACT or PSV. Message Syntax: RPT Meaning: Please repeat or replace message. Reply With: Message, or NOP is you are unable to do so. Message Syntax: BWX Meaning: No comment. None of your bee's wax. Message Syntax: END Meaning: Offer to disconnect. Have presumably submited orders to the GM, and unset the GO flag. Assuming a reply of YES, you intend to set the GO flag. 3) Basic terminology Message Syntax: DWR Meaning: I declare war on you. Message Syntax: PCE Meaning: I propose a general cease fire between our forces. Reply With: Negatively NOP or DWR. Positively with YEP or DMZ. Possibly to be followed by ALY. Message Syntax: DMZ [{prov}] Meaning: Let's declare a demilitarized zone (as follows): Example: (DMZ BUR RUH NTH) Reply With: YEP, NOP, or DMZ. Message Syntax: ALY {WTH ([nation])} {VSS ([nation])} Meaning:I propose an alliance between me and you (and the indicated country(ies)) (versus the indicated country(ies)) Example: ALY WTH (FRA) VSS (GER RUS) Message Syntax: DST {(nation [{prov}]/int )} Meaning: We will divide the spoils as follows. (Avoid listing nations who won't be getting spoils.) Temporary distributions of spoils to eliminate inequities can be assigned using FOR command. Example: DST (ENG BRE SPA POR) (GER BEL PAR) (ITA MAR) Example: DST (ENG 3) (GER 2) (ITA 1) Reply With: DST with provinces in order to reply positively to DST with integers. Message Syntax: UNO/UDO/INO/IDO [(order)] Message Syntax: XNO/XDO nation [(order)] Meaning: I/you/he will/won't/should/shouldn't make the following order(s). (Specify a time with FOR. Otherwise, default is the earliest time such an order might be appropriate.) Example: (UNO ((FLT (STP NTH)) BLD)) Example: (UDO ((AMY WAR) MTO PRU) ((AMY SEV) MTO ARM) Example: (INO ((AMY MAR) SUP (AMY VEN) MTO PIE)) Example: (IDO ((FLT ECH) MTO MAO)) Example: (XDO ENG ((FLT ECH) CNV (AMY EDI) MTO WAL)) Example: (XNO FRA ((AMY PAR) HLD)) Reply With: YES or SNT or ... Message Syntax: EXP {turn} {[(msg)]} Meaning: You broke you promise(s) (indicated) (before the turn indicated.) Example: EXP 12 (UNO ((FLT (STP NTH)) BLD)) Reply with: SRY, NOP=DNY, DWR, or YEP (to indicate accusation is true without being sorry or declaring war). Message Syntax: SRY Meaning: I am sorry. Message Syntax: DNY Meaning: I deny your accusation. 4) Complex messages Message Syntax: FOR turn {(msg)} Message Syntax: FOR [turn]-[turn] {(msg)} Meaning: The following messages refer to the turn(s) indicated. Example: FOR 15 (UDO ((FLT SEV) BLD) : good for Winter 1903 Example: FOR 15- (UDO ((FLT SEV) BLD) : good starting Winter 1903 Example: FOR -15 (UDO ((FLT SEV) BLD) : good until Winter 1903 Example: FOR 15-20 (UDO ((FLT SEV) BLD)) : good Winter 1903 - Winter 1904. Message Syntax: IFF (m1) THN (m2) {ELS (m3)} Meaning: If you m1 [either UNO or UDO probably] then I will m2 or else I will m3. (For really funky commands, you can include the arguments AND ORR and NOT in m1.) Example: IFF (FOR 15 (UNO ((FLT (STP NTH)) BLD))) THN (DWR) ELS (FOR 16 (IDO ((AMY SWE) SUP (FLT (STP NTH)) MTO NWY))) : If you don't build F Stp(nc) in winter 1903 then I will declare war, otherwise I will support you in Spring 1904 to Norway. Message Syntax: WHT {[(unit)]}) Meaning: Suggest a(nother) move for the indicated unit (or all my units). In the case of his units, then this is a demand to know what these units will be ordered to do. Example: WHT (FLT NTH) Reply with: Negatively with BWX. Positively with IDO or UDO, and use WHT for the remaining units. (Try to make forward progress with these suggestions in order to avoid infinite loops.) Message Syntax: HOW unit/prov/country Meaning: Suggest a plan of attack Example: (HOW MOS) Reply with: IDO or UNO, or NOP if you don't think it is a good idea and THK, WIN, LUZ to give the reason. Message Syntax: CTE rule Meaning: I cite rule (by rulenumber) which you may have overlooked. Example: CTE IX.3 (you can't dislodged your own unit) Message Syntax: DFM [int] Meaning: Discard the next (so many) message(s). (This command is only useful if ports are available for speaking to several nations at a time.) Example: DFM 2 Message Syntax: PPT {[ IDO/SND/FRM/DST ]} Meaning: I offer to become your pupppet (and I will: make the move you tell me to, send the messages you tell me to, forward all messages to you, and accept any distribution of supply centers that you think of. Any conditions on the Puppetship should be places in a FRM or IFF. Example: IFF (DST (AUSTRIA VIE BUD TRI)) THN (FOR -80 (PPT IDO SND FRM)) : If you let me (Austria) keep my home supply centers then I will do whatever you say until the end of 1908 Example: PPT Alphabetical Index ACT message active vocabulary ADR province adriatic sea AEG province aegean sea ALB province albania ALT message alternate protocol ALY message ally (see WTH VSS) AMY type army AND argument and (see IFF) ANK province ankara ARM province armenia AUS nation austria-hungary AUT season autumn BAL province baltic sea BAR province barents sea BEL province belgium BER province berlin BLA province black sea BLD order build BNC note move bounced (opposed by an EQUAL force) BOH province bohemia BRE province brest BUD province budapest BUL province bulgaria BUR province burgundy BWX message bee's wax, none of yours = no comment CDD GM message civil disordered nation CLY province clyde CON province constantinople CNV order convoy CST note bad build in st pete CTE message cite rule CTO move convoy to ... via ... CUT note support cut DEN province denmark DFM message discard following message DMZ message demilitirized zone DNY message deny DPP syntax diplomacy programming project (See ALT) DRW GM message propose draw DSB order disband (instead of retreating) DSR note move failed since convoy disrupted DST note distribution of supply centers DWR message declare war EAS province eastern mediterranean ECH province english channel EDI province edinburgh ELS argument else (see IFF) END message end = disconnect ENG nation england ERR message error EST coast east EXP message explain FAL season fall FAR note too far = not adjacent (along the coast) FIN province finland FLD note move failed (defeated by a GREATER force) FLT type fleet FOR message for these turns FRA nation france FRM message received from GAL province galicia GAS province gascony GER nation germany GOB province gulf of bothnia GOL province gulf of lyon GRE province greece HLD order hold HLO message hello, country HOL province holland HOW message how should we attack HSC note not home supply center HUH message huh - error IDO message i will do IFF message if (see THN ELS) INO message i will not do ION province ionian sea IRI province irish sea ITA nation italy KIE province kiel LVP province liverpool LVN province livonia MAO province mid-atlantic ocean MAR province marseilles MBV note might be valid MOS province moscow MTO message move to MUN province munich NAF province north africa NAS note not at sea NAO province north-atlantic ocean NAP province naples NMB note no more builds allowed NMR note no more removals needed NOP message nope = no NOT argument not (see IFF) NRN note no retreat needed for this unit NSC note not a supply center NSF note no such fleet NSO note (can) not (be) so ordered NSP note no such province NST note no such type (neither army nor fleet) NSU note no such unit NTH coast/province EITHER north sea OR north coast NWG province norwegian sea NWY province norway ORD GM message orders ORR argument or (see IFF) OUT message out of game PAR province paris PCE message peace PIC province picardy PIE province piedmont PSV message passive vocabulary PPT message puppet offer POR province portugal PRU province prussia REF nation referee = gamemaster REM message remove (due to lack of supply centers) RET note must retreat ROM province romania RPT message repeat message RTO order retreat to RUH province ruhr RUM province rumania RUS nation russia SER province serbia SEV province sevastapol SIL province silesia SKA province skagerrak SLP message sleep SMY province smyrna SND message send to SNT message i sent SPA province spain SPR season spring SRY message sorry STH coast south coast STP province st petersburg SUB GM message submit moves SUC note succeeds SUM season summer SUP order support SWE province sweden SWI province switzerland (an illegal province) SYR province syria THK message think that THN argument then (see IFF) TME GM message time left TUN province tunis TUR nation turkey TUS province tuscany TRI province trieste TRY message try these commands TYL province tyrolia TYS province tyrrhenian sea UDO message you should do UKR message ukraine UNO message you should not do VEN province venice VIA argument see CTO VIE province vienna VSS argument versus (see ALY) WAL province wales WAR province warsaw WES province western mediterrnean WHT message what to do with WIN season winter WTH argument with (see ALY) XDO message he should do XNO message he should not do YES message yes YOR province yorkshire YSC note not your supply center ****************************************************************************** To join in the fun, send your name, home address, home and work phone numbers, and country preferences to Eric_S_Klien@cup.portal.com. ****************************************************************************** Up