Gorlos Startup From: "Sarah Jane" <sarah@nomail.com> Date: Mon, 21 Jul 2003 15:59:32 +0000 Hello A new game or the old favourite Gorlos will be starting in August. I plan to run 1 turn a week and this is a free game. Rules are below, if you want to join drop a me a mail with your claname (remove the nospamthx) to valetech@NOSPAMTHXnildram.co.uk Look forward to seeing you in the game Ryan GORLOS Gorlos is an open ended computer game that allows a player to build an empire, become a warlord, a magician, a trader prince, a bandit leader or anything else he or she desires. Set on the ancient and feudal world of Gorlos; where sword and magic reign supreme. Once rich and mighty, the old empire dissolved in bloody succession wars that swept the entire realm for nearly 10 long dark years. Now the warlords, barons and the prince's lie dead and possibly buried in graves unknown and uncared for. The lands long closed, now lie open once more for exploration and exploitation. Many of the old towns and cities still survive and offer a welcome to both trader and explorer. Old skills may once more be learnt, some at great expense. Great treasure lies unclaimed, rich merchants await escorts through the dangerous barren wastes. Reports of strange and often deadly monsters wandering in the mountains have been heard throughout the realm. A player's position is called a "clan". Each clan has a name and a number (that number is assigned by the computer, and used for entering orders). Each clan is composed of a number of "units"; each unit being a group of one or more people loyal to the clan. You start the game with a single unit consisting of one leader 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.) You may change the clan name at anytime by use of the clanname command (see below). A clan is considered destroyed, and the player knocked out of the game, once all its units are killed or disbanded (i.e. the clan has no units left at all). The program does not consider your starting character to be important. If your starting character gets killed, you will probably have been thinking of that character as the leader of your clan, so some other character can now 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 clan survives, the clan is viable. (If your clan should be wiped out, you can rejoin the game with a new starting character.) Turns: Each turn, the Gorlos server takes the order file that you sent to it, and assigns the orders to the respective units. All units in your clan are completely loyal to you, and will execute its orders to the best of their ability. If the unit does something completely unintended, it is generally because of incorrect orders; a unit will not purposefully betray you. A single real day set of orders is equal to one game week. A unit can do many actions at the during that week, some only take a matter of hours (short order), such as buying and selling commodities, or fighting an opposing clan. Each unit can also do exactly one action that takes up the entire week (long order), such as harvesting timber or moving from one region to another. The orders which take an entire week are CONSTRUCT, ENTERTAIN, MOVE, PRODUCE, SAIL, STUDY, SCOUTING, LEARN, TAX, BUILDSHIP and WORK. Any unit may do only ONE of these orders during a turn but still may do any number of the short orders, either before or after the long order. The world consists of various terrain types as shown below, each type having its own characteristics, inhabitants, produce and or dangers. Sectors The following table shows all possible known sectors, movement points required to enter sector type and possible produce from each sector type. Not all sectors of a certain type will be capable of producing every produce. Movement Possible Towns or Type cost products Building (Wa)Water 1 (ship) Fish No (Sw)Swamp 2 Herbs,fish No (Ma)Marsh 2 Fish Yes (Pl)Plain 1 Horses Yes (Sc)Scrub 1 Herbs Yes (Ju)Jungle 2 Herbs,wood Yes (Wo)Wood 1 Wood,fur Yes (Fo)Forest 2 Wood,fur Yes (Hi)Hills 2 Iron,stone Yes (Tu)Tundra 1 Fur Yes (Mo)Mountain 3 Iron,stone,fur,gold No (Im)Impen.Mount. N/A N/A N/A In Gorlos the sectors are numbered as follows: (x,y) 1,3 2,3 3,3 4,3 etc 1,2 2,2 3,2 4,2 etc 1,1 2,1 3,1 4,1 etc All '0' map references in either x or y are impenetrable mountains. x coordinates run from 1 to 1000 y coordinates run from 1 upwards... All sectors have WEATHER .. the possible types are shown below Type additional movement cost 1 Normal None 2 Heavy Rain 1 3 Storms 2 4 Hurricane 3 5 Ice Storm 4 6 Tornado 5 (Some magic items can affect weather... movement costs are in addition to normal terrain costs.) A sector will have a population of peasants that work on the land producing food and money. The local population may be taxed, provide work or entertainment and may produce raw materials, men or leaders. A typical sector printout is shown below : Sector ( 5, 5) (Wood) Population 320, Tax income $ 2160 Wages $ 21 , Entertainment $ 144 For sale : 32 Men @ $ 84 , 6 Leaders @ $ 210 Produces 21 wood. ($ indicates Gold coins) The amounts shown are the amounts available that week (ie between the weekly production runs). Tax income $ 2160 therefore means that there are 2160 gold available in the form of tax that week in that sector. If a unit issues a tax order and receives 1000 gold the remaining 1160 would still be available to any other unit issuing a tax order in that week in that sector. Should the total fall to zero then any other unit issuing a tax order would receive nothing. At the end of each week the growth cycle operates (production run). Peasants reproduce, tax is reassessed, items for sale updated etc Units may move north and south, east, west and diagonally as long as they have sufficient movement points to enter the destination sector. As they move you will get reports of surrounding sectors as shown below. If for any reason the unit cannot enter a new sector then movement completely ceases for that unit. MOVE NE NE Start position 3 3 Moving NE NW ( 3, 5) N ( 4, 5) NE ( 5, 5) Hills Prod//S/I Hills Prod/ Hills Prod//S W ( 3, 4) ( 4, 4) E ( 5, 4) Hills Prod//S Hills Prod/* Hills Prod//I Pop 362 Tax 2624 SW ( 3, 3) [Clan 1] S ( 4, 3) SE ( 5, 3) Hills Prod//S Wood Prod//W/F Wood Prod//W Sector ( 4, 4) (Hills) Population 362, Tax income $ 2624 Wages $ 20 , Entertainment $ 174 Garrison :None. For sale : 40 Men @ $ 80 , 8 Leaders @ $ 200 Owner :None. Village :HAMBURGER( 44 ) at ( 4 , 4 ) Size : 3 gold : 1000 Population : 343 Fortification : 1 Garrison : 311 Town owes allegiance to :Happy Killers ( 1 ) Market place Item Amnt Buy Sell Item Amnt Buy Sell Iron 24 @ $ 12 $ 9 Sword 92 @ $ 4 $ 3 Wood 45 @ $ 2 $ 1 Longbow 85 @ $ 13 $ 9 Stone 8 @ $ 13 $ 9 Crossbow 84 @ $ 6 $ 4 Herbs 41 @ $ 11 $ 8 Chainmail 21 @ $ 28 $ 21 Horses 38 @ $ 42 $ 31 Platemail 20 @ $ 47 $ 35 Fish 0 @ $ 28 $ 21 Shield 200 @ $ 7 $ 5 Fur 50 @ $ 55 $ 41 Wagons 10 @ $192 $144 You have captured sector ( 4 , 4 ) Moving NE NW ( 4, 6) N ( 5, 6) NE ( 6, 6) Impen. Mountain Prod/ Impen. Mountain Prod/ Scrub Prod//Hb W ( 4, 5) ( 5, 5) E ( 6, 5) Hills Prod/ Hills Prod//S Scrub Prod//Hb Pop 142 Tax 1029 SW ( 4, 4) [Clan 1] S ( 5, 4) SE ( 6, 4) Hills Prod/* Hills Prod//I Impen. Mountain Prod/ Sector ( 5, 5) (Hills) Population 142, Tax income $ 1029 Wages $ 51 , Entertainment $ 68 Garrison :None. For sale : 15 Men @ $ 204 , 3 Leaders @ $ 510 Owner :None. Produces 47 stone. You have captured sector ( 5 , 5 ) End position ( 5 , 5 ) [ Production shows abbreviation for sector products i.e. H=horses, Hb=Herbs, I=Iron, Fi=Fish etc a '*' shows a town, village or city Pop is current population, Tax is taxable income] [Clan: n] shows the current owner's player number. Any sector type, shown above as suitable, may contain a village, a town or a city. All habitations usually have a large population, garrisons of soldiers to protect them and strong fortified defences. These habitations always have a market where goods may be bought or sold. A typical settlement is shown above. Once each real week the town population and markets are updated. (production run). (Settlements never sell magic items.) At this time all sectors and towns owned by a clan, are totalled and the tribute collected. This is not assigned to any one unit, but held in a fund to be assigned by the player to any unit he desires. A TITLE system will also be utilised to issue rankings to any player who owns enough sectors and towns. These ranks will give certain benefits to be discovered as play continues. The tribute fund will drawn upon by any unit with insufficient gold to feed its men. This is an automatic process. Player Units Players may have as many units as they need. Each unit consists of any number of leaders or men (no single unit may mix men with leaders). These units may own items and learn skills enabling then to produce primary items (such as wood, iron, stone, horses etc .. i.e. any item that does NOT require raw materials), secondary items (such as swords, shields, wagons etc ... these items DO require raw materials and the correct skills to use them), construct buildings, work, fight, learn magic and many other things. You CANNOT mix men and leaders in the same unit but every unit MUST have at least one man or leader present. Non-leader groups may learn COMBAT as an additional skill no matter what other skills they possess. Combat troops that have horses and riding skills are considered to be cavalry and will receive some attack and defence bonuses. Leader units may under certain conditions form armies from other units so that many units may move and fight together (see ATTACH). The following skills are available Healing heals men after a battle Combat allows men to use weapons, tax peasants Longbow allows use of longbow Armourer allows making of armour Weaponsmith allows making of weapons Bard gives entertaining skill Carpentry allows construction of wooden items Building allows construction of buildings Shipbuild allows ship construction Mining allows production of iron Quarrying allows production of stone Hunting allows production of furs Fishing allows production of fish Herblore allows herb gathering Lumberjack allows production of wood Sailing allows unit to sail ship Horsetraining allows production of horses Riding allow men to ride, increasing movement Scouting allows map production Magic allows user to cast spells Most of these skills will increase by their use.ie if a weaponsmith produces weapons then there is a good chance that his weapons making skill will increase by a small amount. The higher the original skill of the artisan then the smaller the increase in skill is likely to be gained. The following items are commonly available Item Skill Raw material Weight Iron Mining 2 Stone Quarrying 5 Wood Lumberjack 1 Horses Horsetraining 20 Herbs Herblore 0.1 Fur Hunting 1 Fish Fishing 1 Sword Weaponsmith Iron 1 Crossbow Weaponsmith Wood 1 Longbow Longbow Wood 1 Shield Carpentry Wood 1 Chainmail Armoursmith Iron 2 Platemail Armoursmith Iron 3 Wagon Carpentry Wood 50 Men/Leader 10 (Magic weapons etc are half the weight of normal ones!) Units of Leaders may learn any number of skills but units of men may know only one skill (plus combat) and may never learn magic. Leader Men Carry capacity per member 20 10 Carry capacity per horse 20 20 Carry capacity per wagon&horse 50 50 Movement on foot 5 5 Movement on horse 10 10 If a units carry capacity is exceeded by the weight it is carrying it may NOT move. Horses give extra carrying capacity but unless every member of a unit has a horse the extra movement allowance is lost. Likewise every wagon MUST have at least one horse before the extra carry capacity is gained, otherwise the weight of the wagon is ADDED to the units weight to be carried. Players may NAME any unit with the NAME command... see below.. Names can be 20 characters long but should not be obscene, anything else is acceptable.. spaces are allowed but in this case surround the name with '"' ie "Silver Angels". A Unit Description is also permitted, one line only, which can give each unit a distinct individual flavour.. A typical unit is shown below: Unit 1 player 1 at ( 501 , 5 ) Clan :Killers Name :Devil Killers Killers of all and sundry.. tread carefully strangers! 1 Leaders Gold : 3818 Moved 0 Carry capacity 20 Weight carrying 58 Total wt 68 In building 4 Attack value : 7.5 Defence value : 7.5 Owns : 1 Sword(s) 1 Crossbows(s) 1 Chainmail 1 Platemail 1 Shield(s) 10 Stone Skills : Combat Level : 3 Longbow Level : 1 Bard Level : 5 Construction Level : 5 Hunting Level : 1 Riding Level : 2 Scouting Level : 1 Magic Level: 1 /a1,/e1,/f/w1, Healing A unit with healing skills will automatically try to heal its injured men after a battle, otherwise all injured men will die. The Healing skill will allow 1-10 men per skill level to be healed. A unit of herbs is consumed for each man healed. Any unit that has a disease has a chance that it will be healed if its men have healing skills. The unit may attempt to heal one of its own clans units if it has a disease. The units must be in the same sector and stationary. The healing unit must have at least one unit of herbs for every man in the affected unit. The healers have a base chance of 20% per level of skill to heal the unit but there is always a 5% chance of failure. The severity of the disease has a major affect on the outcome. The least of the diseases has a factor of 50, the next 100 etc... Combat This skill will allow a unit to use a sword or crossbow with sufficient authority to enable the unit to fight, gather taxes and be useful in defence of other units. The higher the skill the more deadly the fighter. This skill also influences the amount of tax gathered. Longbow This skill allows the effective use of a longbow. Longbows are long range weapons that will allow a unit to remain out of hand to hand combat but still inflict casualties upon enemy forces. Use REAR command with archers. Armourer This skill enables a unit to manufacture Armour from raw iron. At skill level 1 the smith may produce chainmail, each using 5 iron. At level 2 platemail is possible, also using 5 iron. Weaponsmith With this skill you may manufacture swords and crossbows from iron and wood. The number made is dependant on skill level and the raw materials available. Bard This gives the unit skill in entertaining others. Using this skill the unit may earn money, The higher the skill the more money that may be earned up to the maximum available in that sector that turn. Each member of the unit with bard skills can earn 10 gold per skill level each if that amount of money is available. Carpentry This skill allows the unit to use wood for the construction of wagons and shields. At skill level 1 the unit gains the skill to make shields, Each member of the unit may make 1 shield per skill level using 1 unit of wood. At skill level 2 and above the unit may construct wagons. Each wagon requires 10 units of wood. Building This skill allows construction of buildings. Buildings may be constructed in any sector except water, swamp or mountain terrain. No buildings may be constructed in any sector that already has a village, town or city present. The following buildings may be constructed. Type Size Stone Capacity 1) Tower 10 10 20 2) Fort 50 50 100 3) Castle 100 100 200 4) Citadel 500 500 1000 5) Church 50 50 100 6) Abbey 250 250 500 The unit constructing the building will work the whole turn and add to the building a total of units equal to the units building skill times the number of men employed up to a maximum of the size of the building or the supply of stone. Any number of buildings may be present in any sector where building may take place. Once underway, the building may be worked on at any time until complete. The building is considered UNOWNED until a unit enters it. This unit claims the building for its clan and it will remain under that clan's ownership until all units leave the building whereupon it will return to unowned status. Any units within the building, up to the maximum of the capacity, will gain protection from attack. A building may be named by its owner. Mining This skill allows production of iron from raw ore. The unit must be in a sector with iron ore present. This is shown on the sector printout as PRODUCES IRON. The unit will produce one unit of iron per skill level per unit member up to the maximum allowed in that sector that week. Other minerals may also be mined... Quarrying This skill is exactly as Mining except that stone is produced instead of iron. Naturally the unit must be in a stone producing sector for it to produce any stone. Hunting This skill allows the unit to produce furs in a suitable sector. The unit may trap and prepare 1 skin per skill level per unit member up to the maximum available in that sector that week. Luck will have some influence over the catch. Fishing This skill allows production of fish in any sector capable of producing fish. Each member of the unit will catch 1 fish per skill level up to the maximum available in that sector that week. Luck can influence the catch. Herblore This skill allows the unit to harvest herbs if any are available in its current sector. The units will gather 1 unit per skill level per unit member up to the maximum available. Herbs are not only valuable but if your units have healing skills then herbs are essential. One unit of herbs is used up for each clan member healed. Lumberjack This skill allows production of wood in any sector where wood is available. Each unit member will produce 1 unit of wood per skill level up to the maximum available in that sector. Sailing This skill allows a unit to sail a ship upon the ocean provided the unit owns a ship and it is not overloaded. Overloaded ships do not sink, but they are incapable of movement until the weight is adjusted. Horsetraining This skill allows a unit to produce horses in any sector where horses are available. Each unit member will catch and train one horse per skill level up to the maximum available in that sector. Riding This skill allows men to ride horses, increasing movement and carrying capacity for the unit. To get the extra movement and capacity ALL unit members must be in possession of a horse and have riding skills. Cavalry units are possible.. see elsewhere. Each skill level in riding above one will give an extra movement point. Scouting This skill at level 1 enables a unit to produce a map of the KNOWN surrounding sectors, covering a 10 by 10 area round the current sector. At level two the scouting unit will also discover all un-owned units, buildings and ships within range, if any should be present, at a range of the scouts skill level. ie at scout level 2 the range will be 2, so the sectors in a square of 5 by 5 would be searched. The range increases by 1 in every direction each time the scouting skill increases by a whole unit up to and including the skill level 5. Above level 5 more details about units are reported by the scout. A typical output is shown below: Mapping known sectors round ( 518 , 10 ) 14 Wa Wa Wa Wa Wa Wa 13 Wa Wa Wa Wa Wa Wa Wa Wa Wa 12 Wa Wa Wa Wa Wa Wa Wa Wa Hi Pl 4 11 Wa Wa Wa Wa Wa Wa Wa Sc Pl Hi 10 Wa Fo Ma Ma Ma Ma 1 Ma 4 Ma Ma Im 9 Fo Fo Fo Fo Fo Ma Ma Ma Pl 8 Pl Fo Wo Fo Pl Ma Ma 4 Ma Ma 7 Fo Pl Fo Pl Fo Pl Pl 4 Pl Sw 6 Ma Wo Pl Tu Pl Fo Pl Pl Pl Wo 5 Hi 1 Tu 1 Tu 1 Tu 1 Sc 1 Fo 1 Sc 1 *Pl 4 Sc 1 Wo 1 513 514 515 516 517 518 519 520 521 522 Scouting known sectors round ( 518 , 10 ) scout range 2 x sectors 516 to 520 y sectors 12 to 8 Buildings... No. Loc Owner Type Size Name 51 518 , 9 Tower : 20 Splinter Tower 30 516 , 8 Fort : 100 Dog Watch Units sighted... Unit Owner Loc No. Type 11 4 at ( 519 , 10 ) 1 Men 9 4 at ( 520 , 8 ) 2 Men ============================================================================ == Magic This skill allows the user to research magic and cast spells. It is a very costly and difficult skill to master. Each magic level has its own skills in each of four elements, Air, Earth, Fire and Water. Until each element of a level is mastered you cannot start researching spells of the next level. Only leaders may become magic users. Magic skill costs 200 gold per person to learn. Studying spells costs 250 gold per spell per level no matter if it is successful or NOT. Once you have a magic skill you can STUDY a chosen element. Where you study can have an effect on the outcome of the attempt to learn a spell. The higher levels of spells may enable the magician to create magic items. Unit 5 owner 4 at ( 100 , 5 ) Clan :Cowboys 1 Leader(s) Gold : 4000 Moved 0 Carry capacity 20 Weight carrying 1 Total wt 11 Attack value : 1.25 Defence value : 0 Owns : 1 Sword(s) Skills : Combat Level : 1 Magic Level: 1 /a1,/e/f/w1 This shows a typical magic user character of magic level 1 with spells Air 1 and Water 1 already known. Recruiting Any unit with sufficient funds may recruit new men and leaders as long as they are situated in a sector that has some for sale. Units issuing a BUY order for MEN or LEADERS will recruit at the price shown in the sector display. The number of men it is possible to recruit is also shown, this is updated each week. Whenever a unit buys men or leaders it forms a new unit and automatically places the recruits into that new unit. The new unit is formed in the same sector with sufficient funds to feed itself for 1 turn. Each unit requires gold to feed itself once a turn, men need 5 gold, leaders need 20 gold per member for basic sustenance. When a clan's orders are processed this is the VERY LAST action so make sure each unit has sufficient funds to feed itself at the end of turn. If the unit lacks funds to feed all its members it will attempt to take sufficient money from the tribute fund, otherwise those without food die. So make sure each unit has sufficient cash to maintain itself. If the buy order is for men or leaders you may add a temporary name for the unit when you issue the buy order. This will give the new unit a NAME. The name MUST be 5 or more letters long (MAX 20). Give orders can then use that NAME of the new unit as you will not know its number until after the turn has been processed. The names MUST be unique otherwise you may end up giving the items to an unexpected unit. You may change the units name afterwards to its permanent name. Garrisons You form a garrison in any sector that your clan owns. This will stop any enemy unit from capturing it unless it is willing to fight the garrison. Wandering units of combat troops will still be allowed to move through garrisoned sectors but no capture is allowed without combat. The Order is : BUY <number> GARRISON This is exactly the same as buy men but instead of a new unit being formed, a garrison is formed in the current sector, or the current garrison is enhanced by extra men. You pay then normal cost for MEN plus 35 gold to cover costs of sword, shield and training. There is no direct upkeep but when tribute is worked out on the weekly update each man in the garrison takes 1 gold from the tribute earned.. if there is insufficient income then the gold comes directly from any tribute already in existence. To attack a garrison use the order CLAIM... see below.. You may IMPRESS men from a settlements garrison as long as your clan has the settlements allegiance. In the same vein you may RELEASE combat troops into a settlement garrison. Building construction Any unit with building skills and a supply of stone may construct a building. The following buildings are available. Type Size Stone Capacity 1) Tower 10 10 10 2) Fort 50 50 50 3) Castle 100 100 100 4) Citadel 500 500 500 5) Church 50 50 50 6) Abbey 250 250 250 Buildings may NOT be built in any Water, Swamp or Mountain sector or any sector that already contains a village, town or city. The unit that is constructing the building will work the entire turn and add a total of units equal to the units building skill times the number of men employed up to a maximum of the size of the building or the supply of stone. Any number of buildings may occupy a sector where building may take place. Once underway the building may be worked on at any time until complete. The building is considered UNOWNED until a unit enters it. This unit claims the building for its clan and it will remained under that ownership until all units leave the building whereupon it will return to unowned status. Any units within the building up to the maximum of the capacity will gain protection from attack. A building may be named by its owner. Some buildings contain access to PORTALS - see ACCESS command below. Shipbuilding Any unit with shipbuilding skills and a supply of wood may build a ship as long as it is in a coastal sector. This means any sector adjacent to an water sector. The unit may choose any of the following ships: Type Wood Size Capacity 1) Longboat 100 100 100 2) Clipper 200 200 200 3) Galleon 500 500 500 The unit will add to the ship a number of units equal to its shipbuilding skill times the number of men used as long as it has sufficient wood supplies. If the <ship number> is zero then the unit will start building a new ship otherwise it will continue work on the ship indicated, which must be in the current sector. This order occupies the unit for a full turn. NON-PLAYER UNITS There are non-player units wandering about in the wilds. These are strange and/or hostile creatures that normally shun man and all his works. If you stray from the area of civilisation that surrounds each settlement you may meet some of them. The creatures that you meet may or may not be hostile but all will be armed and most will have valuables of some sort or another. The more powerful creatures will certainly have a base or lair, usually with a valuable treasure. All lairs are well defended. Most of these creatures are far more powerful than normal men, well armed and have natural combat skills... you have been warned. It is not unknown for men to be attacked on sight by some of the more aggressive creatures. These units can appear out of no-where in the midst of your lands and attack or raid with out provocation. The NPC units consists of Men, Orcs, Trolls, Giants, Dragons, Demons, to name a few. There capabilities vary from mindless grunts to high level wielders of magic. START POSITION Every player starts with 1 leader, in a town with a tribute of 25000 gold. The gold is given this way as that gold is unavailable until ASSIGNED by the player, making a vulnerable start position more secure. Its not worth attacking such a position as no-one can get the gold. The player must ASSIGN the gold to the units as required but if units do not have enough gold to feed themselves they will automatically be assigned money as required. There is no guarantee that a starting unit will be in a player free area although every effort will be made to see that is the case, if possible. No wandering monster/npc will usually enter a town. Initial Strategy There are of course many ways to approach the initial stages of Gorlos, none are 'wrong' but some will give the Clan a better start than others. A solid economic base is always a sound idea. The easiest and one of the more productive routes is via taxation (Oh! I love it!). It is relatively painless (at least for you!) to train a unit to combat level one and equip it with swords. Then this unit may tax.. (beating gold out of harmless and innocent peasants!). This money can be used to buy more men and weapons. The more you combat train a unit, the more it can beat out of the local population!. Once you have a few good sized units gathering taxes you may turn your mind to other matters. It is also sound practice to keep your tribute fund topped up with cash in case a unit gets into trouble and cannot feed itself. It is always a good idea to investigate the surrounding countryside for at least 10 sectors, preferably in every direction. Train a few scouts and send them off to explore... if you find something interesting or lucrative, then send out a combat unit to take control of that sector. It is a useful idea to leave a few small units at the edges of your territory to watch for other encroaching clan units. Try to build at least one decent mage. He (or she) may then teach lessor mages the tricks of the trade without it costing you to much of your hard won gold. PASSWORDS ========= You may set a password for your position. To set the password, which is initially blank for everyone, use the : SETPASSWORD <newpassword> [<oldpassword>] This order MUST be issued by a unit, any unit, the change will take effect at the start of the next set of orders! The password my be upto 20 characters long but must not contain any spaces. Upper and lower case are NOT equivalent! In the first instance use 'SETPASSWORD password' as you have no oldpassword. Once the password is set you MUST append the password to the #gorlos <playernumber> line at top of order file.. ie #gorlos 1 password If you do not, or misspell the password the orders will be silently IGNORED!! You do NOT have to use this facility! DISEASES ========= It is feared that, what with the hot weather and overcrowding in some of the larger settlements, we will see the outbreak of the much feared plagues that once commonly swept Gorlos. Should any unit enter, or be in, a settlement when a disease breaks out then they will have a chance of catching it! Once infected they may spread the disease to any other unit or settlement they come into contact with. Each unit will have a chance that the disease will burn itself out every turn, healers may cure or lessen the effects. Each turn the unit has the disease men may die.. A news system has been implemented to give notice of any town that has plague in it or those that have been cured. It is possible for a clan to aid a settlement in its recovery. Orders Orders are submitted in the following format...by email as a flat ascii file to gorlos@nemtcomuk.co.uk ..... file to be called "Gorlos.n" where n is player number. (See end of rulebook for summary) The first word of each order MUST start at position 1 on the line but after that it is free format, any number of spaces are allowed but not comma's. At any point you may have a line starting with REM (or ;) which will be ignored by the processor.. thus you may put notes etc in the orders. All order contents will be printed, along with the resulting actions, into a file. Upper or lower case letters are interchangeable EXCEPT in names. The units are processed in the order that YOU submit their orders. Individual units orders are also processed in the order that YOU write them. In one or two cases the processing order is very important, see below for more information. The LAST action to occur is feeding of the UNITS. If a unit does not have enough funds to feed itself then some men/leaders will die unless your clan has sufficient cash in its Tribute fund. The units with insufficient funds to feed themselves will automatically draw upon the Clan's tribute to make up the shortfall. Orders are processed on Wednesdays (around 18:00 gmt) and Saturdays (around 10:00 gmt). DEFAULT ORDERS and WHOLE TURN ORDERS ==================================== Some orders take a unit a whole turn to process. This does not mean the unit cannot do short orders that turn, but they may only do one of the long orders per turn. Some of those orders allow DEFAULT orders to be set up. Any unit doing an order that is defined as taking a whole turn and which is also a default order will have their units default set to that order. If on any subsequent turn that unit fails to receive specific orders they will attempt to process their default orders. If any defaults are set they will be displayed on the turn results. A list of Long orders (whole turn) and default orders follow: Long Order (whole turn) Default Move Sail Teach Scout Learn Yes Study Work Yes Entertain Yes Tax Yes Produce Yes Construct Yes Buildship Yes Maketown Heal Cast (varies) Default orders will take parameters, ie Learn Combat All defaults still depend on gold, supplies etc being available. If no orders are given and no default exists the unit will work (very poor pay!). Units given orders that fail but that set defaults will still set the units default. Subsequent orders may change that default if given afterwards. It is possible to set a units default orders manually using the DEFAULT order. Format for the orders below is as follows ... All orders start in column 1 with order keyword. The complete format for all orders are shown below as underlined. Anything enclosed in < > must be present. Usually a number or name equivalent to the contents.. i.e. #unit <unit name> could be #unit Marauders or #unit "Killer dogs" i.e. #message <player number> could be #message 25 for player 25 If quotes " are shown they must be present (round names with spaces) Anything enclosed in [ ] is optional. ... indicates that more items of a similar nature can follow. COMMANDS #gorlos number [<password>] Start of orders consists of '#gorlos' followed by clan number (player number) and password if one is set..(see below). i.e #gorlos 6 mypassword ... start of orders for player 6 (6 is CLAN number) whose password is mypassword. #unit <number> Each set of orders refers to an active unit. The first item is always '#unit n', where n is unit number. The orders following all refer to that unit until another '#unit' statement. these orders are processed in the order you submit them. i.e. #unit 3 order 1 order 2 .... #unit 16 order 1 .... #unit 6 etc The units do not have to be in numerical order and blank lines are acceptable if it makes the orders clearer for you. #unit <"unit name"> It is also possible for you to refer to units by name : i.e. #unit NEWMEN. This may be okay for newly formed units where you do not yet know the number but have assigned them a name, but it is not recommended for established units. The program searches for unit names in the following manner. It establishes that the name is at least 5 characters long and then does an EXACT search for those letters it is supplied with. It matches UPPER and lower case exactly. So if you enter a units name as NEWmen and then enter orders for Newmen it will NOT find that unit. Likewise if you have two units, say unit 12 called "Silver Axemen" and another unit 23 called "Silver Bowmen" and you issue a #unit Silver. The program will find unit 12 as the search starts at unit 1 and increments. It will not find unit 23. However it will never make a mistake if you use the unit number as they must be unique. Names with spaces in them must be enclosed by double quotes ("). i.e #unit Archers #unit "Silver Archers" setpassword <newpassword> [<oldpassword>] This order MUST be issued by a unit, any unit, and the change will not take effect until the next set of orders! The password my be upto 20 characters long but must not contain any spaces or punctuation, numbers are okay. Upper and lower case are NOT equivalent! In the first instance use 'SETPASSWORD password' as you have no oldpassword. Once password is set you MUST append password to the #gorlos playernumber line at top of order file.. ie #gorlos 1 password .. orders for player 1 password. If you do not add the password, or misspell it, the orders will be silently IGNORED!! You do NOT have to use this facility! #message <player number> This will send a message of any number of lines of text to player <player number>. ie #message 99 will send the following message to player 99. The order MUST be issued by a valid unit to succeed. Upper and lower case are preserved in all messages. The lines of text that follow may contain any text, punctuation, blank lines, tabs etc until it finds the last line which must be: #endmessage This ends a message being sent to another player. i.e #message 99 This is a final warning, any more incursions into my territory will result in a state of war. All units will be attacked on sight! YOU HAVE BEEN WARNED! #endmessage #announce This command will copy all lines of text following it to the weekly newsletter. All text is copied until the parser reaches #endannounce This command ends the text for the newsletter. i.e. #announce The Blue Terrors announce that they will not allow any other clans to enter the town of Anglepoise unless 100 gold tax is paid .. In advance! #endannounce clanname <"clan name"> Change clan name to new name. This order must be given by a unit, any unit belonging to the clan. It will change the clan name to the given new name (30 characters long). Use " character at either end of name, spaces are allowed. Upper and lower case are retained. i.e clanname "Silver Elves" name <"unitname one"> Name current unit. You may name any unit as you like, up to a limit of 20 alphanumeric characters. Spaces are allowed as long as then '"' character is at either end.. Upper and lower case are preserved.. i.e. name "Crimson Ice" desc <"description"> This order gives a unit a long description of upto 70 characters long. The text must be enclosed in double quotes ("). Upper and lower case are preserved i.e. desc " A well dressed bunch of well armed men, all on white horses!" default <p1> [<p2>] [<p3>] [<p4>] This order will change the current units default order to anything given in p1,p2,p3 and p4. P1 etc are parameters that may contain any legal order. i.e default buy 10 sword default learn combat There must be at least one parameter, with a possible maximum of 4. The program does NOT check the legality of the orders given after default. If the unit is subsequently given a legal order that will set a default before the end of the turn then the current setting is overwritten no matter how set. move <dir> [<dir>] ... Move the unit in the directions indicated up to the limit of the orders or its movement capability. Each move in any direction will require that the unit has sufficient movement points to enter the destination sector or it will not move. but you may get a scout report. North (n), east (e), south (s), west (w), northeast (ne), northwest (nw), southeast (se) and southwest (sw) are all legal directions. You can use the short form (n not north etc). You may capture sectors... any UNOWNED sector may be claimed by moving a combat unit into it. To capture the sector the unit must have enough combat trained troops, with weapons, to at least equal the current sector population / 20. i.e 1 combat ready trooper at level 1 for every 20 civilians present. Combat skills are taken into account for this purpose so that 10 men of combat level 2 are equivalent of 20 men of combat level 1, however only full combat training levels are considered. The sector will remain yours even if your units leave the sector until it is captured by another players unit which may only do if it does not contain one of your units. i.e. move n ne n e sail dir dir As long as the unit is on board a ship which the clan owns and has sailing skills then the ship will sail in the directions indicated up to the limit of the orders or its movement capability or until land is reached. If the ship is overloaded it will not sink, but neither will it move until sufficient weight has been removed. Each move in any direction will require that the unit has sufficient movement points to enter the destination sector or it will not move. North (n), east (e), south (s), west (w), northeast (ne), northwest (nw), southeast (se) and southwest (sw) are all legal directions. i.e. sail n ne n e buy <number> <item> [Name] If the item is for sale and the unit has sufficient funds it will attempt to purchase the number of items specified. Usually this is done in a town marketplace. If a unit 'buys' men or leaders then a new unit is always formed at the same location and the men or leaders placed in that new unit. The one exception is buy <n> garrison.. this creates a garrison in the current sector instead of forming a new unit. The optional name parameter is only for use with men or leaders. The new unit is then called by that name so that you can give them items before you know the unit number. In this case the name must be UPPER case both in the buy order and subsequent orders until renamed. If insufficient funds or material are available to fulfil the order the amounts are reduced until the order can be processed. i.e. buy 5 sword buy 6 chainmail buy 5 men NEWMEN sell <number> <item> Sell an item that the unit possesses in a town marketplace. Any item may be sold except men or leaders. The price your unit will obtain is always on display in all settlements. If the settlement has insufficient funds to purchase the number of items offered then the number of items sold will be reduced to meet the funds available. i.e. sell 10 iron sell 3 shields give <number> <item> <receiving unit> A unit gives some number of items to another unit under control of the same player. A unit may give any item it holds to any other unit. It may give men to another unit comprising of men but not to a unit of leaders. Likewise a leader may be given to a unit of leaders but not to a unit of men. You cannot give men with a skill to another unit of men with a different skill. Use forget before moving the men between units. Beware of giving untrained men to a unit with a skill. The skill will be diluted. No training is ever lost but only full skill levels are usually shown on the printout. So if you have 10 men at skill level 1 and add but 1 man who is untrained then the skill level will drop to 0.9... which may be shown as ZERO. You may give magic items such as swords, bows, boots, shields etc., by prefixing the item with the letter 'M' ie to give 5 magic swords to unit 'KILLERS'.... GIVE 5 MSWORD KILLERS If a unit has a unique magic item it may give that to any other unit even if it has no magic user. You must use the keyword MAGICITEM to pass the artifact to another unit. Each unit may only have ONE magic item. If you have just formed a new unit with a buy order and so do not know its unit number, you may use the optional name that was issued with the buy order to identify the unit. The names MUST be a minimum of 5 letters long (max 20) with no spaces and be unique to your clan. i.e. give 100 wood 5 give 1000 gold NEWMEN give 2 mshield killers give 1 magicitem 100 assign <amount> [<receiving unit>] You may own sectors... any UNOWNED sector may be claimed by moving a combat unit into it. To capture the sector the unit must have enough combat trained troops, with weapons, to at least equal the current sector population / 20. Combat skills are taken into account for this purpose so that 10 men of combat level 2 are equivalent of 20 men of combat level 2, however only full combat training levels are considered. The sector will remain yours even if your units leave the sector until it is entered by another players unit whilst it does not contain one of your units. Garrisons will secure the sector even from other units. When pop growth is calculated you will gain tribute from every sector owned. This is calculated upon the population in the sectors owned... also you will gain TRIBUTE from every SETTLEMENT owned... 50 gold per town size.. so a settlement of size 10 will generate 500 gold per week. You may CAPTURE an owned and occupied sector by defeating its occupants in battle. The tribute is shown at the top of the turn report and is NOT assigned to any one unit.. you may use the assign order to issue the funds to ANY unit in your clan. If no receiving unit is given then the CURRENT unit is the receiving unit. ASSIGN 300 54 ASSIGN 300 "The boys in blue" ASSIGN 300 This will give 300 gold from the tribute to unit 54 to the unit called "The boys in blue" At the start all sectors are unowned.. to claim them merely move a combat unit of sufficient strength into the sector. If a battle is fought in a sector the winning clan claims ownership. convert <amount> You may convert the gold held by any of your units into the tribute fund by issuing a convert order. The order must be issued by the unit transferring the gold. It costs 1 gold for every 5 transferred.. i.e. CONVERT 500 I.E. if you order 500 gold to be transferred, then 500 gold is removed from the units funds but only 400 gold is added to the tribute fund. gift <amount> <item> <receiving unit> To give money or items to another players unit use the order GIFT.. it is exactly the same as give except it will allow you to give to an unowned unit. It does have one restriction.. you must use the unit number, not the name... ie GIFT 100 gold 52 will give 100 gold to unit 52 no matter who owns it. drop <item> <number> Any unit may drop any item it possesses except for men or leaders. All items abandoned in this way are lost for ever. If you wish to discard an item but want to use it later then form a new empty unit , give it a man and give it the item. If you wish to discard men, move them into a new unit and disband it. This is useful if you are overloaded! i.e. drop fish 10 formnew <unit name> Form a new empty unit at same location as the unit issuing the order. It is given the name so that you may issue give orders. You will not know the units number until the next turn. i.e. formnew Newunit tax If the unit has combat trained and armed men it may attempt to tax current sector. The unit must consist of men or leaders with at least combat 1 skill and either a sword or crossbow. Each member of the unit will gather 25 gold up to the maximum that the sector will provide that week. The level of the combat skill affects the amount of tax gathered. i.e. tax work The unit may work for the turn to earn money. Each member of the unit that works will produce 10 gold up to the maximum that the sector has work. This order occupies the unit for a full turn. It does not produce much money and is usually considered the last resort. i.e. work entertain The unit if it has Bard skill of 1 or higher may work at entertaining the locals. The unit will earn 10 gold per Bard skill level per member of the unit up to the maximum available in that sector. This order occupies the unit for a full turn. i.e. entertain produce <item> A unit that has a skill and sufficient raw material may spend the turn making items. A unit with weapon smith skill and a stock of iron can make swords. The unit will produce 1 item per skill level per member of the unit per turn if the available raw material is sufficient (some items may be produced in greater or smaller quantities.. see relevant table). This order may also be used to produce materials. If the unit is in an iron producing sector and has mining skills then it may produce iron. This uses no raw materials, producing 1 unit of iron per skill level per member upto the sector maximum. This order occupies the unit for a full turn, the units skill may possibly increase during the production. i.e. produce swords produce iron produce horses {Where appropriate either the singular or plural is acceptable :- i.e. produce sword produce swords are equivalent} learn <skill> This command allows a unit to obtain a skill that it does not know or increase its skill in one it already knows. Units consisting of men may only know 1 skill in addition to combat, leaders may know any number of skills. All skills cost 25 gold per unit member for a turns learning except scout which costs 100 and magic which costs 200. Only leaders may learn magic skill. Level one of a skill takes 1 turns learning. To get to level two requires an extra 2 turns of study, level 3 needs an extra 3 turns etc. These turns studying do NOT have to be consecutive. This order occupies the unit for a full turn. Magic is a very special case. Once a unit has obtained level 1 it may elect to use another command 'STUDY' element. It may study air, earth, fire or water. Each attempt at study costs 250 gold per level and may result in the knowledge of a spell. Each element has one spell at each level and the unit may not advance to the next level until it knows all the spells of the previous level. Higher levels may enable the magician to create magic items. i.e. learn combat learn magic study air cast <spell code> [<option>] A magician unit with a magic level of at least 1 and a known spell may memorise the spell so that it is ready to cast if a battle commences. It costs nothing to learn a spell but only one spell may be in memory at any one time. The higher level spells, 5 and above, do NOT leave a spell in memory but CREATE a magic item. These casts take the form of a long order, consuming a whole turn, and costing various gold in materials no matter what the outcome. No unit may hold more than ONE unique magic item, even the magician who creates them. A unit may hold any number of magic swords, bows, armour, boots etc. All unique magic items may be wielded and used by any level 1 (or higher) magician. Any unit may hold a unique magic item but only a mage may use it. If a mage has a spell memorised and he also carries a magic item that can cast a spell, then the actual spell cast in battle would be the one from the artifact. In all cases spells from artifacts have priority over all other spells. Use the codes for spells as displayed on unit printout, i.e. for the spell air 1 use 'a1' etc. If you wish to change the spell just cast another one, it will replace the one currently in memory. If you are going to issue an attack order for that unit or other units in that sector, issue the cast order for the unit BEFORE any attack order. Orders are processed in the ORDER THAT YOU SUBMIT THEM. That is in the unit order and actual order of individual unit orders. i.e. cast a1 cast e2 cast a5 crossbow teach <spell> <receiver> A magic unit with a known spell may teach another magic user of the same clan that spell without the other unit having to pay the cost of researching it. The teaching unit must be in the same sector as the unit learning the spell. The unit learning the spell must be of sufficient magic level to study the spell. ie to learn air three the magic level must be at least 3. This order occupies the unit for a whole turn. Spells that create items, level 5 and above, cannot be taught. i.e. teach a2 76 (Teach unit 76 the spell air two) show <spell> A unit with magic skills may issue the show order to display the success message for magic spells. The unit may only show spells of the current magic level or lower. i.e. show a2 (show desc for air spell 2) show e3 (show desc for earth spell 3) forget <skill> A unit may issue this order to forget a skill. Useful for units of men when they are required to learn a new skill or moving skilled men between units. i.e. forget fishing forget combat scout Any unit with scout skill may issue this command. At all levels a map is produced that is 10 by 10 sectors round the units current position showing all known sectors in that area. A '*' marks the position of a town, village or city. At level two all buildings or unowned units will also be shown within the range of the scouts skill level. (at level 2 the sectors in a 5 by 5 square are searched, at level 3 the square is 7 by 7). i.e. scout construct <building type number> <building name> <building number> A unit with building skills and a supply of stone may build a building in any sector except a sector with a town in it, ocean, swamp,or mountains. The unit will construct 1 size unit per member per skill level per turn up to a maximum depending on the supply of stone or max size of the building. If the <building number> is zero then the unit will start building a new building otherwise it will continue work on the building indicated, which must be in the current sector. This order occupies the unit for a full turn. i.e. construct 2 "Devils Tower" 0 enterbld <number> A unit may enter a building in its current sector with this command if it is unoccupied or owns that building. The first unit to enter an unowned building owns the building until it is empty again. i.e enterbld 17 access A unit inside a building with a PORTAL may issue the access order. This will cause the unit to enter the portal which will instantly be transported to the destination. The destination is ALWAYS linked to another building but the portal may be only one way. The unit will ALWAYS arrive outside the destination building and will NEVER capture the destination sector upon arrival. i.e. access renamebld <name> A unit inside a building it owns may issue the renamebld order. This allows the unit to change the name of the building (max 20 char) i.e. renamebld "The Tower" renamebld Hellstone leavebld This order will take the current unit out of the building it is currently inside, into the current sector. If a unit is in a building and receives a MOVE order it will automatically leave the building it is occupying. Entry into a building is NOT automatic. i.e. leavebld buildship <ship type number> <ship name> <ship number> A unit with ship building skills and a supply of wood may build a ship in any sector except a sector with a town in it, that is adjacent to WATER. The unit will construct 1 size unit per member per skill level per turn up to a maximum depending on the supply of wood or max size of the ship. If the <ship number> is zero then the unit will start building a new ship otherwise it will continue work on the ship indicated, which must be in the current sector. This order occupies the unit for a full turn. i.e. buildship 3 "HMS Randle" 34 entership <number> A unit may enter a ship in its current sector with this command if it is unoccupied or owns that ship. The first unit to enter an unowned ship owns the ship until it is empty again. If you wish to sail a boat you MUST entership before issuing the sail order (I know it sounds obvious...) i.e entership 17 leaveship This order will take the current unit out of the ship it is currently inside, into the current sector. It will only work if ship is docked at a land sector adjacent to an water sector. A MOVE order will automatically disembark a unit aboard a ship if it is legally possible to do so. (i.e not in mid- ocean) i.e. leaveship disband This order will disband current unit. All men and items will be permanently lost, no recovery is possible. i.e. disband heal <unit> This order may be issued by one of your units that has a healing skill. It is an attempt to heal one of your own units that has caught a disease. Both units must be in the same sector and stationary during the whole turn. The healers must have at least one unit of herbs for every man in the diseased unit otherwise the attempt will fail. The healers have a base 20% chance per skill level to heal any disease but there is always a 5% chance that their attempt will fail. Each disease has a base value that the healers skill must overcome to affect a cure. The lowest form of plague has a value of 50, the next a value of 100 etc. The herbs are used up whatever the outcome. This is a long order. i.e heal 123 heal longriders attach <Command unit number> This order is issued by any un-attached unit and will, if successful, attach it to a leader unit to form an army. The Command unit must be a Leader unit with a combat skill of at least 2. The units must be in the same sector when the order is issued. The unit attaching must have no attachments of its own and cannot attach to a unit that already attached to another unit. The command unit may have any number of attached units of any type. Attached units may not move independently. When the command unit moves all attached units will follow. The moment of the entire army is the speed and movement rate of its SLOWEST member. i.e attach 100 detatch This order releases an attached unit from an army. i.e detatch attack <Clan number> This order is issued to one of your units. The attack is made on an enemy clan's units. Once this order has been received ALL your units in that sector will attack ALL the units of that clan in that sector. Magic spells, if any, are cast FIRST, and then hand to hand combat ensues until 50% of one clan is destroyed. It is possible that both clans will sustain losses over 50% in a battle round, in that case the battle will be won by the side with the LOWEST percentage losses. When one side wins it will recover any gold, or weapons on the dead enemy troops. The winning side will benefit from healing spells and skills if any. i.e. attack 15 this will attack units of player 15 hunt <clan number> This order may be issued by any owned unit. That unit will then HUNT the current sector for any enemy units. If it fails to find any it will then HUNT adjacent sectors of range shown until it finds an enemy unit or exceeds its range. If the hunting unit should find an enemy unit, it ceases searching and moves itself, and ANY OTHER of its own clan units that occupied the sector of the original unit issuing the hunt order, into the sector containing the found enemy unit. At that point the HUNT order becomes a standard ATTACK order. The Hunt range may vary according to unit, but will be shown. If you do not give a <clan number> or if it is zero then your unit will hunt for ANY un-owned unit and attack it and any others of that clan it can find. i.e. hunt 15 hunt 0 claim This order is issued by a combat unit that wished to claim control of a sector owned and which has been GARRISONED by another clan. The unit MUST have combat troops and be present in the sector to be claimed. The issuing unit, and ONLY the issuing unit, will attack the current garrison until one side or the other is destroyed. MAGIC will NOT work against garrisons. If the attacking unit prevails then the garrison is destroyed and ownership of that sector is claimed by the units clan. It the attacking unit loses it is completely destroyed. Both sides get reports of the action. i.e claim rear This order places the unit in the rear of an army. It allows vulnerable or valuable units to avoid hand to hand fighting until all main units destroyed. The order acts as a toggle. If it is issued when unit is in rear it removes them from rear. If all units have rear flag when battle commences the rear flag is ignored. However please note that magic spells and longbows may still be effective against rear units. i.e. rear maketown <townname> This order is used to make settlements with your units. The requirements are as follows : The sector must be Plains, Scrub, Jungle, Woods, Forest or Hills and must have no other settlement already present. The unit must consist of 500 men with combat skill of 1 or higher and have at least 25000 gold with them. The unit will clear a small site for the settlement, attracting any local peasants and other useful people. They will then build the small settlement (size :1) with minimal facilities. This costs 25000 gold for the resources and work. The town will take 250 men to form the garrison. Usually more people are attracted once the town is built, forming a very small market. The town is owned by the owner of the unit that constructed it. i.e. maketown newtown nametown <town number> <new town name> If you own a towns allegiance then any of your clans units may issue an order changing its name. The unit does not have be present at the town. The new name may contain spaces, upper and lower case if it is contained in double quotes ("). i.e nametown 12 "Orcs Hell!" invest <amount of gold> This order makes the current unit that must be in a sector containing the settlement, invest the amount of gold specified into the development of that settlement. The gold must be directly available to that unit (not tribute, although an assign order before the invest order is okay). If the amount of gold allocated is at least the size of the town times 1000 then there is a very good chance that the town will increase in size. Should the town increase in size then the population will grow, market and garrison increase and treasury expand. Investing money in a settlement may improve its general state of health. If a town has a disease present the investment can help the settlement cure itself, in which case it may offer its allegiance to the clan that helped it cure its people. If the units investment is into an un-owned settlement and it is a generous investment then the town may offer its allegiance to that clan. If the town is owned by another clan and the investment is EXTREMELY generous there is a chance that the town will switch allegiance to the investing clan. i.e invest 25000 If a town's allegiance is currently to your clan then your clan will receive half the towns existing treasury as tribute when tribute is next calculated, however the towns treasury remains un-depleted by this action. impress <number of men> <unitname> If a settlement owes your clan allegiance and you have a unit in its sector then you may IMPRESS upto half the current garrison into a new unit under your clans control. It will form a combat trained (level 1) unit, complete with swords and shields and rations, at the settlement sector. i.e. impress 120 Townboys This will remove 120 combat men from the settlements garrison and form a new unit called 'Townboys' under your clans control. If you attempt to impress too many the number will be reduced by the settlement elders... No settlement will like this very much....you may lose their allegiance if you do it too often. release <number of men> If you have a unit in a sector that contains a settlement that owes your clan allegiance then you may release men into that settlements garrison. The following conditions have to be met. The unit must be combat skilled to at least level one and every man released must have a sword and a shield. If an attempt is made to release more men than either swords or shields in the unit then the number release is reduced. This can be a cheap way to 'store' combat troops but please take note that all garrison troops are combat level 1 in skill. i.e. release 50 #end The last line of the order file. Other commands are available but you will notified when they become available to your units. Once upkeep has been done then the units positions, possessions etc are show in two formats. Initially in a short concise table form and then in a longer expanded form which is done by sector. If other players units are present they are also reported here, along with towns and buildings. Other reports of sightings of unowned units, sectors captured by other clans etc follow. Each turn your clan has a slender chance of gathering some news item, hearing a rumour or overhearing some gossip. Any messages from other players or general announcements will be in this section. An example is given below: Units for player 1 Geoff Sectors owned : 49 Clan :Happy Killers Name : New tribute was 2079 Tribute now : 12591 UNIT NAME DEFAULT ORDER 1 at ( 501 , 5 ) 1 Leaders $ 500 Devil Killer tax Killers of all and sundry.. tread carefully strangers! 85 at ( 500 , 5 ) 3 Men $ 14130 DRAGON tax 123 at ( 499 , 5 ) 1 Men $ 2985 MUGGERS tax 163 at ( 501 , 5 ) 1 Leaders $ 500 Merlins helper tax 208 at ( 499 , 5 ) 2 Men $ 3207 rangers tax 209 at ( 501 , 5 ) 4 Men $ 0 Killers learn Combat 225 at ( 518 , 10 ) 2 Men $ 3469 suicide tax 262 at ( 200 , 5 ) 48 Men $ 292 work 308 at ( 240 , 5 ) 5 Men $ 5156 Unit 308 tax The nomadic murderers of all and sundry! 371 at ( 3 , 3 ) 270 Men $ 0 learn Combat 420 at ( 1 , 1 ) 1 Leaders $ 454 work ---------------------------------------- Sector ( 501, 5) (Plain) Population 268, Tax income $ 1608 Wages $ 22 , Entertainment $ 107 Garrison :None. For sale : 29 Men @ $ 88 , 5 Leaders @ $ 220 Owner : 1 Produces 47 horses. Building( 4 ) at 501 , 5 Owner 1 Abbey :Devil Tower Size : 500 Units inside building : Unit 1 Owner 1 at ( 501 , 5 ) Clan :Happy Killers Name :Devil Killer Killers of all and sundry.. tread carefully strangers! 1 Leaders Gold : 500 Moved 0 Carry capacity 20 Weight carrying 58 Total wt 68 In building 4 Attack value : 7.5 Defence value : 7.5 Owns : 1 Sword(s) 1 Crossbows(s) 1 Chainmail 1 Platemail 1 Shield(s) 10 Stone Skills : Combat Level : 3 Longbow Level : 1 Bard Level : 5 Construction Level : 5 Hunting Level : 1 Riding Level : 2 Scouting Level : 2 Magic Level: 2 /a1,2,/e1,/f1,/w1, ---------------------------------------------------------------------------- Building( 6 ) at 501 , 5 Owner 3 Tower :DEVIL_TOWER Size : 10 Units inside building : Unit 104 Owner 93 at ( 501 , 5 ) Clan :The Vampires Name :MAGE LORD TOM 1 Leaders Owns : 2 Sword(s) ---------------------------------------------------------------------------- Unit 163 Owner 1 at ( 501 , 5 ) Clan :Happy Killers Name :Merlins helper 1 Leaders Gold : 500 Moved 0 Carry capacity 40 Weight carrying 7 Total wt 37 Attack value : 6.25 Defence value : 6.87 Owns : 1 Sword(s) 1 Crossbows(s) 1 Platemail 1 Shield(s) 5 Herbs 1 Horse(s) Skills : Combat Level : 2 Riding Level : 1 Scouting Level : 2 Magic Level: 5 /a1,2,3,4,5,/e1,2,3,4,/f1,2,3,4,/w1,2,3,4, Unit 209 Owner 1 at ( 501 , 5 ) Clan :Happy Killers Name :Killers 4 Men Moved 0 Carry capacity 120 Weight carrying 27 Total wt 147 Attack value : 15.31 Defence value : 9.65 Owns : 4 Sword(s) 6 Crossbows(s) 6 Chainmail 4 Shield(s) 6 Herbs 4 Horse(s) Skills : Combat Level : 7.65 Scouting Level : 1 ============================================================ Sector ( 500, 5) (Hills) Population 108, Tax income $ 783 Wages $ 67 , Entertainment $ 52 Garrison :None. For sale : 12 Men @ $ 268 , 2 Leaders @ $ 670 Owner : 1 Produces 55 iron. Produces 45 stone. City :Azguarde( 1 ) at ( 500 , 5 ) Size : 15 gold : 648 Population : 37376 Fortification : 16 Garrison : 3568 Town owes allegiance to :Happy Killers ( 1 ) A disease has broken out here :Spurting Boils Market place Item Amnt Buy Sell Item Amnt Buy Sell Iron 73 @ $ 14 $ 10 Sword 590 @ $ 3 $ 2 Wood 165 @ $ 5 $ 3 Longbow 330 @ $ 12 $ 9 Stone 27 @ $ 13 $ 9 Crossbow 465 @ $ 7 $ 5 Herbs 304 @ $ 16 $ 12 Chainmail 154 @ $ 34 $ 25 Horses 186 @ $ 45 $ 33 Platemail 85 @ $ 44 $ 33 Fish 0 @ $ 36 $ 27 Shield 1225 @ $ 7 $ 5 Fur 229 @ $ 51 $ 38 Wagons 39 @ $187 $140 Unit 85 Owner 1 at ( 500 , 5 ) Clan :Happy Killers Name :DRAGON 3 Men Gold : 14130 Moved 0 Carry capacity 30 Weight carrying 191 Total wt 221 Attack value : 1 Defence value : 4 Owns : 7 Sword(s) 1 Chainmail 59 Platemail 5 Shield(s) Skills : Combat Level : 1 Your healers cure unit 296 of Spurting Boils Unit 296 Owner 34 at ( 500 , 5 ) Clan :Demons Name :Acid Breath 1 Demon Owns : 1 Sword(s) 1 Longbows(s) 1 Crossbows(s) 1 Platemail 1 Shield(s) 5 Herbs 5 Fur(s) 1 Horse(s) ============================================================ Sector ( 499, 5) (Marsh) Population 144, Tax income $ 827 Wages $ 39 , Entertainment $ 55 Garrison :None. For sale : 16 Men @ $ 156 , 3 Leaders @ $ 390 Owner : 1 Produces 24 fish. Unit 123 Owner 1 at ( 499 , 5 ) Clan :Happy Killers Name :MUGGERS 1 Men Gold : 2985 Moved 0 Carry capacity 10 Weight carrying 6 Total wt 16 Attack value : 5.33 Defence value : 5.66 Owns : 1 Sword(s) 1 Crossbows(s) 1 Platemail 1 Shield(s) Skills : Combat Level : 2.66 Unit 555 Owner 93 at ( 499 , 5 ) Clan :The Vampires Name :FISHERMEN 5 Men Owns : 5 Sword(s) 5 Chainmail 5 Shield(s) 5 Horse(s) 2 Wagon(s) Unit 208 Owner 1 at ( 499 , 5 ) Clan :Happy Killers Name :rangers 2 Men Gold : 3207 Moved 0 Carry capacity 60 Weight carrying 13 Total wt 73 Attack value : 4 Defence value : 4.5 Owns : 3 Sword(s) 2 Crossbows(s) 1 Chainmail 1 Platemail 2 Shield(s) 1 Fur(s) 2 Horse(s) Skills : Combat Level : 2 Scouting Level : 2 ============================================================ Sector ( 518, 10) (Marsh) Population 293, Tax income $ 1684 Wages $ 19 , Entertainment $ 112 Garrison :None. For sale : 32 Men @ $ 76 , 6 Leaders @ $ 190 Owner : 1 Produces 12 fish. Unit 225 Owner 1 at ( 518 , 10 ) Clan :Happy Killers Name :suicide 2 Men Gold : 3469 Moved 0 Carry capacity 60 Weight carrying 4 Total wt 64 Attack value : 2.5 Defence value : 2.5 Owns : 2 Sword(s) 2 Shield(s) 2 Horse(s) Skills : Combat Level : 2.5 Scouting Level : 1 ============================================================ Sector ( 200, 5) (Plain) Population 375, Tax income $ 2250 Wages $ 16 , Entertainment $ 150 Garrison :None. For sale : 41 Men @ $ 64 , 8 Leaders @ $ 160 Owner : 1 Produces 53 horses. Unit 262 Owner 1 at ( 200 , 5 ) Clan :Happy Killers 48 Men Gold : 292 Moved 0 Carry capacity 480 Weight carrying 0 Total wt 480 Attack value : 0 Defence value : 0 Owns : Skills : ============================================================ Sector ( 240, 5) (Scrub) Population 150, Tax income $ 937 Wages $ 41 , Entertainment $ 62 Garrison :None. For sale : 16 Men @ $ 164 , 3 Leaders @ $ 410 Owner : 1 Produces 3 herbs. Unit 308 Owner 1 at ( 240 , 5 ) Clan :Happy Killers Name :Unit 308 The nomadic murderers of all and sundry! 5 Men Gold : 5156 Moved 0 Carry capacity 130 Weight carrying 48 Total wt 178 Attack value : 6 Defence value : 5 Owns : 9 Sword(s) 5 Crossbows(s) 5 Chainmail 9 Shield(s) 7 Fish 8 Fur(s) 4 Horse(s) Skills : Combat Level : 3 ============================================================ Sector ( 3, 3) (Hills) Population 148, Tax income $ 1073 Wages $ 48 , Entertainment $ 71 Garrison :None. For sale : 16 Men @ $ 192 , 3 Leaders @ $ 480 Owner : 1 Produces 48 stone. Unit 371 Owner 1 at ( 3 , 3 ) Clan :Happy Killers 270 Men Moved 0 Carry capacity 2700 Weight carrying 510 Total wt 3210 Attack value : 2.33 Defence value : 0 Owns : 510 Sword(s) Skills : Combat Level : 2.33 Scouting Level : 2 ============================================================ Sector ( 1, 1) (Plain) Population 435, Tax income $ 2610 Wages $ 13 , Entertainment $ 174 Garrison :None. For sale : 48 Men @ $ 52 , 9 Leaders @ $ 130 Owner : 1 Produces 48 horses. Unit 420 Owner 1 at ( 1 , 1 ) Clan :Happy Killers 1 Leaders Gold : 454 Moved 0 Carry capacity 20 Weight carrying 0 Total wt 10 Attack value : 0 Defence value : 0 Owns : Skills : ============================================================ Unit sightings.... Unit 117 of player 93 sighted at ( 499 , 5 ) by unit 123 Unit consists of 1 of Leaders Unit 155 of player 93 sighted at ( 499 , 5 ) by unit 123 Unit consists of 5 of Men Dire news at Azguarde ... Purple Fever has spread into the populance! Dire news at Amderpost ... Spurting Boils has spread into the populance! Dire news at Grunnium ... Spurting Boils has spread into the populance! Dire news at Manderslow ... Creeping Rot has spread into the populance! Message from player 6 Greetings Denizens, We welcome relations with all groups we meet Friendly or Otherwise ====================================================================== Sectors Currently owned : [ 440 , 5 ] , [ 477 , 5 ] , [ 478 , 5 ] , [ 479 , 5 ] [ 480 , 5 ] , [ 481 , 5 ] , [ 482 , 5 ] , [ 483 , 5 ] [ 484 , 5 ] , [ 485 , 5 ] , [ 486 , 5 ] , [ 487 , 5 ] [ 489 , 5 ] , [ 490 , 5 ] , [ 491 , 5 ] , [ 492 , 5 ] [ 497 , 5 ] , [ 499 , 5 ] , [ 500 , 5 ] , [ 501 , 5 ] [ 502 , 5 ] , [ 503 , 5 ] , [ 504 , 5 ] , [ 505 , 5 ] [ 506 , 5 ] , [ 507 , 5 ] , [ 508 , 5 ] , [ 509 , 5 ] [ 510 , 5 ] , [ 511 , 5 ] , [ 512 , 5 ] , [ 513 , 5 ] [ 514 , 5 ] , [ 515 , 5 ] , [ 516 , 5 ] , [ 517 , 5 ] [ 518 , 5 ] , [ 519 , 5 ] , [ 521 , 5 ] , [ 522 , 5 ] [ 523 , 5 ] , [ 524 , 5 ] , [ 518 , 10 ] , [ 483 , 11 ] [ 489 , 17 ] #gorlos number [<password>] - Start of orders. #unit <number> - Identifies unit for following orders. #unit <unit name> setpassword <newpassword> [<oldpassword>] - set password for clan. #message <player number> - Send message to another player. #endmessage - finish text for message. #announce - Send text to newsletter. #endannounce - End text for newsletter. clanname <"clan name"> - change clan name. name <"unitname one"> - change unit name. desc <"description"> - change unit description (70 char). default <p1> [<p2>] [<p3>] [<p4>] - set unit default. move <dir> [<dir>] ... - Move current unit . sail dir dir - Move current ship. buy <number> <item> [Name] - Buy number of items from town. sell <number> <item> - Sell number of items from town. give <number> <item> <receiving unit> - Give items to owned unit. assign <amount> [<receiving unit>] - Give tribute gold to unit. convert <amount> - Convert unit gold to tribute. gift <amount> <item> <receiving unit> - Give items to UN-owned unit. drop <item> <number> - Discard items. formnew <unit name> - Make new empty owned unit. tax - Make current unit tax sector if combat ready. work - Current unit works for gold. entertain - Current unit uses BARD skill to earn gold. produce <item> - Current unit produces items. learn <skill> - Current unit attempts to learn a skill. cast <spell code> - Stores know spell ready for use. cast <spell code> [<option>] - Attempts to make magic item. teach <spell> <receiver> - Mage unit teaches another mage spell. show <spell> - Displays spell info. forget <skill> - Current unit forgets known skill. scout - Current unit uses SCOUT skill. construct <building type number> <building name> <building number> - Current unit makes/enlarges building. enterbld <number> - Current unit enters building in sector. access - Unit uses portal in building. renamebld <name> - Unit renames owned building. leavebld - Unit exits current building. buildship <ship type number> <ship name> <ship number> - Current unit makes/enlarges ship. entership <number> - Unit boards ship. leaveship - Unit disembarks. disband - Current unit is permanently disbanded. heal <unit> - Current unit uses HEAL skill on diseased unit. attach <command unit> - Attaches current unit to Command unit. detach - Detaches current unit from army. attack <Clan number> - All owned units in sector attacks enemy clan. hunt <clan number> - All owned units in sector seek/attack enemy. claim - Current unit attack enemy garrison in sector. rear - Current unit is set to rear in combat. maketown <townname> - Current unit builds a settlement in sector. nametown <town number> <new name> - Current unit renames owned town. invest <amount of gold> - Current unit gives gold to settlement. impress <number of men> <unitname> - Clan take half garrison of owned town. release <number of men> - Current unit releases men into garrison. #end - Last line of orders. 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