These are the different orders accepted by the order scanner. The order scanner will report for syntax errors, not logical errors.
ACCEPT <from-who> <item> [qty] time: 0 days priority: 0
accept
order must be used in order to receive items
from other players.
Gold is exempt from the ACCEPT check.
The effects of ACCEPT last until the end of the turn, then expire.
If ACCEPT is issued by a character, it applies to items given to that character only. If ACCEPT is issued by the player entity, it applies to every unit in the faction.
If from-who is 0, the item will be accepted from anyone. Otherwise from-who should specify a character or a faction. If item is 0, any item will be accepted. If qty is zero or is not present, any quantity of the item will be accepted.
If qty is specified, the given quantity must be less than or equal to the qty specified on the matching ACCEPT order. If the GIVE is successful, the given quantity will be deduced from the remaining qty value in the outstanding ACCEPT.
A GIVE which could be passed by multiple overlapping ACCEPT orders will choose the first which matches, first for the character, then for the player entity. If an ACCEPT order specifies an item quantity limit, the quantity must be greater than or equal to the amount specified in the GIVE order. Multiple conflicting ACCEPT orders will not combined to satisfy a single GIVE.
Examples:
ACCEPT 0 0 # accept anything from anyone ACCEPT 0 10 # accept peasants from anyone ACCEPT 2950 0 # accept anything from character 2950 ACCEPT 2950 10 # accept peasants from character 2950 ACCEPT 2950 10 5 # accept up to 5 peasants from # character 2950 ACCEPT 501 10 # accept peasants from any character # in faction 501 ACCEPT 501 10 5 # accept up to 5 peasants from characters # in faction 501
ADMIT <who or what> [ALL] [units] time: 0 days priority: 0
Allow units to stack with the specified character, or to enter the given building or ship. By default, a unit may not stack with a character belonging to another faction, or enter a building controlled by another player.
The first argument to admit
may either be a
character, building or ship.
If a character is given, admit
will specify who may
stack with the unit.
If a building or ship is given, admit
will determine
who may enter the structure.
There are three cases for the rest of admit
's
arguments: If no further arguments are given, admit
will clear the permissions for the given entity, and deny
admission or stacking to any foreign unit:
admit 3590 # admit no one to 3590
If a list of units or players is given, those units will be permitted to enter or stack with the given entity:
admit 3590 778 2960 4240 # allow any member of faction 778, # as well as 2960 and 4240, into 3590
Note that if a faction is specified, units within the faction must not be concealing their lord in order to be recognized.
Permission may be granted to every player's units:
admit 3590 all # allow anyone into 3590
A list of
units to
exclude may follow `ALL
':
admit 3590 all 778 2960 4240 # allow anyone into 3590, except # any member of faction 778, or # units 2960 or 4240.
Summary examples:
admit 3590 # admit no one to 3590 admit 3590 all # admit anyone to 3590 admit 3590 778 # admit any member of faction 778 to 3590 admit 3590 all 778 # admit anyone but a member of faction 778 admit 3590 2960 4240 # admit 2960 or 4240 to 3590
If there
are too
many units to list on a line with a
single admit
order,
more admit
orders may be used:
admit 3590 2596 3921 3934 3999 4012 4045 4046 4256 4300
has the same meaning as:
admit 3590 2596 3921 3934 3999 4012 admit 3590 4045 4046 4256 4300
Don't
forget to
give the entity again as the first argument on
continuation admit
orders! (3590 in the above
example)
Note,
however, that
the first admit
order each turn begins a new
admit list
for the entity. In other words, units cannot be added to admit lists.
Suppose,
on the turn after the above admit orders were issued, the player
ordered:
admit 3590 4345
Instead of adding 4345 to the admit list for 3590, the list would first be cleared, and 4345 would be the only permitted unit.
Only admit
permissions
toward the top most character of a stack are considered. Other units
which do
not have admit
permission may accompany a
character who
does.
Admit
lists are
kept for the faction as a whole, not for particular units.
The admit
order should be executed by the player
entity.
ATTACK <target> [flag]
time: 1 day priority: 3
Engage two stacks in combat. Only the top most character in a stack may initiate combat.
target may be another unit, a ship, or a building, or a sub-location.
If flag is 1, the attacker will not attempt to move into the defender's position.
For
example, one
would use the order `
' to
attack this
castle:attack
7099
Inner locations: Castle [7099], castle, defense 20, owner: Law Netexus [2020], with three peasants
Do not
use
`
', as Law Netexus is not in
the same
location as characters outside the castle. If successful, the attackers
will
move into the castle.attack
2020
A unit may not attack another member of its own faction. Two units in the same stack may not engage in combat.
Prisoners
may not
be attacked. To attack the stack holding a prisoner, issue
an attack
order for another member of the stack
(such as
the top unit in the stack).
BEHIND <number>
time: 0 days priority: 1
Indicate how close to the front lines the unit should stand in combat. Number should be between 0 and 9. 0 is the front, 9 the rear.
Only missile fighters such as archers may attack from the rear. Swordsmen, knights, etc. may not. When all of the units in a row have been killed or taken prisoner, the next row will advance (skipping any empty rows).
BOARD <ship> [maximum fee]
time: 0 days priority: 2
Pay a fee to board a ship operating as a ferry. If a maximum is specified, no more than that amount of gold will be paid as a boarding fee.
The board
order
requires that the ship be operating as a ferry. In other words, the
ship's
captain must have set a boarding fee with
the fee
order.
Boarding fees are charged per 100 weight of the passengers. For example,
if the
captain's fee is 200 per 100 weight, and a stack with a total weight of
1,500
wants to board
the captain's ship, the stack
leader must
have 3,000 gold. The fee will be deducted from the boarding stack
leader's
inventory and given to the captain of the ship.
The board
order
will fail if the ship is already overloaded, or if the ship would be
overloaded
if the stack boarded the ship.
Passengers waiting
to board a ferry should use wait ferry
. Ferry captains
should
sound their horn before departure with
the ferry
order.
"Breed" is an alias for using the Beastmastery skill Breed Beasts [654].
BRIBE <who> <amount> [flag]
time: 7 days priority: 3
Offer a
character
gold in an attempt to win their service. The Persuasion subskill Bribe
noble
[671] is required to use the bribe
order.
The amount must be at least 250 gold or the receiving noble will not consider it a serious offer.
Nobles with oathbound loyalty ignore bribes. They may accept the gift, but they will not renounce loyalty to their lord.
Nobles with contract loyalty will consider the bribe if it meets or exceeds their current loyalty rating. For example, a noble of loyalty contract-750 would ignore any bribe of less than 750 gold.
Nobles with fear loyalty, or nobles not sworn to any lord, will seriously consider any bribe of at least 250 gold.
If the receiving noble considers the bribe, there is a 33% chance they will renounce loyalty to their current lord, and swear fealty to the bribing character. There is also a chance that they will report the bribe or pocket it for themselves. In some cases they may even renounce loyalty to their lord, but not swear fealty to the briber, instead choosing to go off on their own.
Characters who are successfully bribed will have loyalty contract-250 to the bribing character. If flag is 1, and the bribe attempt is successful, the bribed character will stack with the briber.
Bribes will be refused by characters who have already switched lords during the month because of bribery. For example, suppose Osswid successfully bribes Feasel, and Feasel swears loyalty to Osswid. Later that turn, if Procrustes attempts to bribe Feasel, Feasel will refuse to accept the bribe.
Examples:
bribe 5499 750 # Offer [5499] 750 gold to switch factions. # If successful, [5499] will not stack with the # briber. bribe 3409 300 1 # Offer [3409] 300 gold to switch factions. # If successful, [3409] will stack with the briber.
BUILD <structure> "Name"
[max-days] [id] time: varies priority: 3
Build the indicated structure or ship. All construction tasks require at least three workers to begin. The character should acquire the required quantity of building material, unstack from beneath other characters, and issue one of the following build commands:
build inn "name of inn" build mine "name of mine" build temple "name of temple" build tower "name of tower" build castle "name of castle" build galley "name of galley" build roundship "name of roundship"
For example, to start building a castle, one might issue:
build castle "Castle Blood"
A new
structure or
ship will be created, and the builder will be placed inside.
Construction
proceeds until completed. Interrupted construction may be resumed by
entering
the uncompleted structure and reissuing the appropriate build command
(build roundship
, build tower
, etc.)
If the
optional [id]
parameter is supplied, the builder
may
determine the entity-ID of the newly-built structure by specifying one
from
the unformed list appearing on the most recent turn
report.
kind effort material skill where ---- ------ -------- ----- ----- inn 300 75 wood 680 province or city mine 500 25 wood 680 or 720 mountain or rocky hill temple 1,000 50 stone 680 anywhere tower 2,000 100 stone 680 anywhere castle 10,000 500 stone 680 province or city galley 250 50 wood 602 ocean port roundship 500 100 wood 602 ocean port
Effort is in worker-days.
Construction [680] is required to erect buildings. Shipbuilding [602], a subskill of Shipcraft [600], is required to build ships. Mines may be built either with Construction [680] or Mining [720].
The noble will cease work after the specified maximum number of days have been spent at construction, or the task is finished, whichever comes first. If a maximum number of days to spend working is not given, construction continues until the task is finished.
BUY <item> <qty>
<price> [have-left] time: 0 days priority: 1
Buy quantity of the given item for no more than price each.
If quantity is
zero, any pending buy
order for the indicated
item will
be canceled.
Only one
pending buy
order may be active for each item at
a time.
If two buy
orders are issued for the same item,
and the
first has not yet completed, the second buy
order
will
replace the first.
Buys and
sells are
only matched in cities, where markets may be found to execute trades.
However, buy
and sell
may
be
issued anywhere.
If the a match is found with a seller, the trade will be executed immediately. Otherwise, the trade will be saved until a match with a seller may be found.
Example:
> buy 79 3 5 Try to buy three iron [79] for 5 gold each.
If there is a seller of iron in the city, selling for 5 gold or less, the trade will be executed:
1: Bought three iron [79] for 15 gold.
Otherwise, the buy will be placed on the character's pending trades list:
Pending trades: trade price qty item ----- ----- --- ---- buy 5 3 iron [79]
At the end of the turn, the buy order will appear in the city's market report:
Market report: trade who price qty item ----- --- ----- --- ---- buy 2019 5 3 iron [79]
A trade will match between a buyer and a seller if the buyer's price is greater than or equal to the seller's price. The actual price that the trade will be made at is the seller's price.
Have-left
is an
amount of gold that the character will not spend on this trade. For
instance, if
the unit issued buy
79 2 10 5, this would mean
`Buy
two iron [79] for 10 gold each, but not if I'll have less than 5 gold
left
over.
' If the character had 15 gold, only one of the iron would
be
bought.
CATCH [number of horses] [days]
time: as given priority: 3
Attempt to catch any wild horses found roaming the plains or in a pasture. Each day the noble will have a 50% chance of catching a wild horse, if any can be found. Up to five horses may be caught per month in a location.
A unit must know the Catch wild horses [655] subskill of Beastmastery [650] in order to catch horses.
Examples:
catch # catch as many horses as possible catch 1 # stop after catching 1 wild horse catch 0 10 # try to catch horses for 10 days catch 1 10 # stop after catching 1 wild horse, or 10 days, # whichever comes first
In all
cases,
horse-catching ceases when no more horses can be found roaming the
plains. catch
is an alias for
`
'.
collect
51
CLAIM <item> [number]
time: 0 days priority: 1
New
players are
given a few things to get them started. Rather than load them with
possessions
when they first set foot in the world, slowing their travel and make
them
tempting targets for bandits, they may obtain these items at any time
with
the claim
command.
New players are given:
5,000 gold [1] 5 riding horses [52] 50 wood [77] 100 stone [78]
Any unit in the player's faction may claim the items.
> claim 77 Claimed 50 wood. > claim 1 1000 Claimed 1,000 gold.
claim
may
not be used in Hades, Faery or the Cloudlands.
COLLECT <item> [number] [days]
time: as given priority: 3
Catch, harvest, collect or produce the given item from the unit's current location, if possible. Collection proceeds until the desired quantity of the item has been obtained, or the given number of days has passed, whichever comes first.
If
neither number
or days is given, collect
will continue until the
location's supply of the item is fully depleted.
Collection ceases
when no more of the resource is available in the location. Thus,
`
' may obtain less than 10
fish
[87], if the current ocean province's supply of fish runs out.collect
87 10
Examples:
collect 10 # Recruit as many peasants [10] as possible collect 68 2 # Harvest two yew trees collect 87 0 10 # Fish for 10 days collect 87 25 10 # Fish until 25 fish [87] have been caught, or # for 10 days, whichever comes first
Many collection commands have aliases so they can be more easily remembered. For example, the above orders could be written:
recruit yew 2 fish 0 10 fish 25 10
Most collection tasks require the unit to possess a particular skill, and to be in a likely location to obtain the desired item.
num item who where qty skill chance alias --- ---- --- ----- --- ----- ------ ----- 10 peasant noble city, province[1] 10 none 100%recruit
68 yew worker yew groves 5 703 100%yew
77 wood worker forest 30 702 100%wood
78 stone worker mountains 50 682 100%quarry
87 fish sailor ocean 50 603 50%fish
51 wild horse noble plains 5 655 50%catch
Other rare items which may be collected are listed in the lore sheets for Collect rare foliage [704], a subskill of Forestry [700], and Collect rare elements [696], a subskill of Alchemy [690].
Explanation of table columns:
Fishing, however, requires sailors. The noble himself does not participate. The more sailors available for fishing, the quicker the fish will be caught.
activity subskill category -------- -------- -------- recruiting none none cutting yew Harvest yew [703] Forestry [700] cutting timber Harvest lumber [702] Forestry [700] quarrying Stone quarrying [682] Construction [680] fishing Fishing [603] Shipcraft [600] horse catching Catch wild horses [655] Beastmastery [650]
However, some tasks have an element of randomness. Horse-catching, for example, is a difficult, uncertain task. Each day there is only a 50% chance that a noble will catch a wild horse.
The chance is for the unit as a whole, not for individual men engaged in the task. Thus, a unit of sailors will collect fish about half of the days they spend fishing. The other half, no fish will be caught.
task alias ---- -----collect
10recruit
collect
68yew
collect
77wood
collect
78quarry
collect
87fish
collect
51catch
For example, the orders `
'
and `collect
51 0
10
' are
equivalent.catch
0 10
Note that
if no
arguments are supplied to the collect
order (or
one of
its aliases), it may never terminate. For instance, suppose a unit with
one
sailor fishes alone in an ocean province:
fish -or- collect 87
Since no
arguments
were given for the fish
order, fishing will
continue as
long as the ocean has a supply of fish. The sailor will produce, on
average, a
fish every two days, or 15 fish per month. Since this is less than the
monthly
supply of fish in an ocean province, the sailor will never exhaust the
supply,
and thus is likely to continue fishing forever, until interrupted with
a stop
order.
[1] forest, plains or mountain
CONTACT <who>
time: 0 days priority: 0
Used by characters hidden through stealth, magic, or because of fog to inform other units of their presence.
For example, if Osswid [5501] is employing stealth skills to hide, he will not be visible to other characters. Orders issued by other units referencing [5501] will fail.
However,
Osswid may
desire to allow certain units to interact with him while he is hidden.
If this
is the case, he should issue contact
orders for
those
units to be informed of his presence.
The contact
order
may also be specify a player number. In this case, every unit in the
specified
player's faction will be aware of the hidden unit's presence.
Contact
information
is maintained until the hidden unit moves. Once the unit has moved, it
must
issue new contact
orders if other units are to
continue
to be able to interact with it.
The contact
order
will inform the contacted player or faction that they have
been contacted by the issuing unit.
Units
belonging to
the same player are always aware of each other's presence. They do not
need to
use contact
.
Hidden
units are
not shown in the location report, even if their presence has been reveal
through contact
or seek
.
DECREE <decree>
time: 0 days priority: 0
Issue a decree to all garrisons that the noble controls, either directly or through other characters who have pledged to the noble. There is no way to issue selective decrees to individual garrisons; all garrisons under control receive the same decree.
The decree may be one of the following:
decree watch
order per
month.
Additional watch decrees are ignored.decree
hostile
orders
per month. Additional hostile decrees are
ignored.DEFAULT <who>
time: 0 days priority: 0
Clear
any hostile
, neutral
or
DEFEND <who>
time: 0 days priority: 0
Declare a
unit or
player to have attitude defend
towards another
unit or
player who. When a unit is attacked, other units which
have defend
attitude to the unit will join the
combat and
aid with defense.
When a
combat
occurs, the attitude of the top-most character in each stack in the
location is
checked. If any unit is declared defend
to the
victim of
the attack, the unit's stack will join the combat on the victim's
side.
DIE time: 0 priority: 3
Instantly kills the unit. Normal rules for death apply.
DROP <item> <qty>
[have-left] time: 0 days priority: 1
Discard the specified quantity of item. If have-left is specified, at least this many will not be discarded. If quantity is zero, the entire inventory of the given item will be discarded.
For example, if Feasel has 100 gold [1]:
drop 1 50 # Throw away 50 gold drop 1 0 # Throw away 100 gold (0 means all) drop 1 # Throw away 100 gold (blank means all) drop 1 100 # Throw away 100 gold drop 1 100 25 # Throw away 75 gold (keep 25) drop 1 0 25 # Throw away 75 gold (keep 25)
Common items including gold, lumber, swords, beasts, etc. are permanently lost when discarded. It is assumed that they are quickly scavenged by others.
Unique items, such as magical artifacts, scrolls, potions and rare books, do not become permanently lost. Such items will be found through exploration of the province in which they were lost. Unique items lost at sea will wash ashore on a nearby island or coast, where they may also be found through exploration.
The drop
order
is also be used to release men such as peasants, workers, soldiers, etc.
from
service:
drop 10 3 # Release 3 peasants from service
When used
on a
ship, drop
will throw items
overboard.
EMAIL <new email address>
Change
the address
to which turn results should be sent to the given address. Must appear
after
the begin
order.
EXECUTE [prisoner]
time: 0 days priority: 1
Put the given prisoner to death. If no prisoner is specified, all of the noble's prisoners will be executed.
EXPLORE
time: 7 days priority: 3
Explore the current location for hidden features or routes. If there is something to find, there is a random chance with each attempt that the explorer will find it.
1: > explore 1: Explore location for hidden features. ... 7: Exploration uncovers no new features.
Exploration in a province may also turn up rare items which have been lost.
If the exploring character is on a ship on the ocean, the surrounding ocean province will be searched for hidden islands or sea routes.
FEE [gold per 100 wt]
time: 0 days priority: 1
Set a fee
required
to board
a ship. The fee is an amount of gold
which will
be charged per 100 weight to units attempting
to board
a
ship captained by the unit which issued fee
.
If fee
is
zero or is not given, the boarding fee will be cleared. If no fee is
set, units
may not enter the ship with the board
order.
Examples:
> fee 200 # charge passengers 2 gold for every point of
weight
> fee 0 # we're not a ferry anymore; don't let strangers on
# with the board
order
FERRY
time: 0 days priority: 1
Sound a
ship's
horn, signaling units in port waiting with wait
ferry
that they may begin boarding the
ferry. ferry
may only be used by the captain of a
ship.
Units
waiting to
board a ferry should use wait ferry
instead
of wait ship
to allow existing passengers on the
ferry
time to unload. If those trying to board
do so
before
existing passengers have unloaded,
the board
order may
fail because of ship weight limits.
FISH [number of fish] [days]
time: as given priority: 3
A unit must be on a ship on the ocean in order to fish. Each day, the unit has a 50% chance of encountering fish. If fish are found, each sailor will catch one fish that day, as long as fish stocks in the ocean province last. Ocean provinces generate 50 catchable fish per month.
A unit must know the Fishing [603] subskill of Shipcraft [600] in order to fish, and must have at least one sailor.
Only sailors may be used for fishing. Pirates will not fish.
Examples:
fish # obtain as many fish as possible fish 25 # stop after getting 25 fish fish 0 5 # fish for five days fish 25 5 # stop after five days, or 25 fish, whichever # comes first
In all
cases,
fishing will cease as soon as the stocks in the ocean province have been
exhausted. fish
is an alias for
`
'.
collect
87
FLAG string
time: 0 days priority: 1
Signal
characters
waiting with a wait flag
order. The string is an
arbitrary sequence of characters or numbers, but it should match the
flag
specified in the wait flag
order.
For example, a character may wait for a particular signal from Osswid [5499]:
> wait flag yellow 5499
This will
wait for
Osswid [5499] to raise a flag saying `yellow
'. Osswid would
issue:
> flag yellow
Which would cause the wait order to complete.
The wait
flag
order defaults to watching for flags from units in the
player's
faction. It may also watch for flags from units in another faction, a
flag from
a specific unit, or a flag from any unit in the game:
wait flag yellow # wait for 'flag yellow' from a unit # in our faction wait flag yellow 5499 # wait for 5499 to order 'flag yellow' wait flag yellow 918 # wait for any unit belonging to player # 918 to order 'flag yellow'. wait flag yellow 0 # wait for any unit in the game to give # the yellow flag
Characters do not need to be in the same location to flag.
Flags are
remembered for the duration of the month. If a wait
flag
is issued for a flag which has already been raised, the
wait
will immediately finish (it will take zero time).
However,
flags
which have been raised are not remembered between turns, so a flag
raised on the
30th of month 5 will not satisfy a wait flag
on
the 1st
of month 6.
FLY <direction or destination>
[...] time: varies priority: 2
Fly in
the
indicated direction, or to the specified location. Refer to
the move
order for details about movement.
Characters must
have some means of flight to be able to use fly
. For
instance,
a sufficient number of winged horses must be available to carry the
entire stack
and its belongings. If the weight of the stack exceeds the flight weight
capacity, the fly
order will fail.
Flying traverses any link in a maximum of four days.
rated time time to fly of route across ---------- ----------- 0 days 0 days 1 day 1 day 3 days 3 days 4 days 3 days 8 days 4 days 14 days 4 days
Flying animals, such as winged horses, become tired when flying over the ocean, as they have no place to land and rest. Up to fifteen days may be spent flying over the ocean. At the end of the fifteenth day, the exhausted animals will be unable to continue, and the entire stack will plunge into the sea, killing all of the stack's characters.
Any arrival at a land or ship location will allow the flying creatures to rest and regain their strength.
Multiple
destinations or destinations may be given as arguments
to fly
.
If the first fails, the next will be tried, until a passable route is
found,
or fly
runs out of arguments.
For
example,
`
' would first try to fly north.
If
travel north was not possible for any reason, east would next be tried,
then
west. In this way exploring units can attempt to deal with the case of
running
into a hole in the map or other impassable province.
fly
n e w
FORGET skill
time: 0 days priority: 3
Forgets the known skill.
Any invested noble points for learning advanced skills are refunded. If you forget the main skill, any subskills are also forgotten.
Gold that was invested while learning the skill is never refunded.
FORM <unit> "Name of new
character" time: 7 days priority: 3
Spend a Noble Point to obtain a new character for the player's faction. Nobles must be formed in a city.
The unit parameter should be selected from the line near the top of the turn report listing new character numbers:
The next five nobles formed will be: 5717 3215 4902 4489 5628
If 0 is
given
for unit, the first number in the list will be chosen.
However,
if more than one form
is to be issued during the
month,
it can be uncertain which will execute first. By specifying the new unit
number,
the player will know the correct entity number when submitting orders
for the
new character.
Any
character in
the player's faction may issue form
. The newly
obtained noble
will appear and stack beneath the forming character. The new noble is
given the
name specified as the second argument to form
.
Orders for new units may be submitted in the turn they are formed. As soon as the new unit comes into existence, it will begin to execute its commands.
New units are unequipped and untrained, and join with loyalty contract-500.
Example:
1: > form 3215 "Feasel the Wicked" 1: Attempt to form a new noble. 7: Feasel the Wicked [3215] stacks beneath us.
More than five units may not be formed in a turn.
FORMAT <num>
Some
players find
the location activity logs less useful than others, and prefer them to
be
banished to the end of the turn report.
`
' will do this.
`format
1
' is the
default. format
0format
should appear after
the begin
order.
GARRISON <castle>
time: 1 day priority: 3
Claim a province in the name of a castle by leaving a garrison of soldiers to defend it.
The castle must be completed in order to bind a garrison to it.
There may not be any existing garrison in the location. Only provinces may be garrisoned (the character should be at the outermost level, not inside a sublocation or building).
The character must have ten soldiers [12] to create a garrison. The soldiers will be removed from the noble's inventory and placed in the new garrison.
GET <who> <item> [qty]
[have-left] time: 0 days priority: 1
Get the given quantity of item from the specified target.
Characters
may get
items from other units in their faction,
or from
garrisons which they control. get
may not be used
to take
items from another faction's units; the other faction's units must
issue give
orders.
Specifying zero for the quantity will cause the unit to attempt to take all of the target's inventory of the item. If have-left is given, at least that many will not be taken.
For example, if Feasel [5499] had 100 gold[1]:
get 5499 1 50 # Get 50 gold from Feasel get 5499 1 0 # Get all 100 gold from Feasel get 5499 1 100 # Get all 100 gold from Feasel get 5499 1 100 25 # Get 75 gold from Feasel get 5499 1 0 25 # Get 75 gold from Feasel
Prisoners
may also
be transferred with the get
order.
get 5499 4569 # Transfer prisoner [4569] from [5499]
When
taking men
from a garrison, the garrison must be left with at least ten men, or
the get
will fail. For example, if a garrison had
five
peasants and six soldiers, either a peasant or a soldier could be taken.
No men
can be taken from a garrison with less than ten men.
GIVE <to-who> <item> [qty]
[have-left] time: 0 days priority: 1
Give quantity of an item in inventory to another character. Specifying zero for quantity will cause the unit to give all of its inventory of the item. An amount specified by have-left will be retained.
For example, if Feasel has 100 gold [1]:
give 5499 1 50 # Give 50 gold to [5499] give 5499 1 0 # Give all 100 gold to [5499] give 5499 1 100 # Give all 100 gold to [5499] give 5499 1 100 25 # Give 75 gold to [5499] give 5499 1 0 25 # Give 75 gold to [5499]
Prisoners
may also
be transferred with the give
order.
give 5499 4569 # Give prisoner [4569] to [5499]
GUARD <flag>
time: 0 days priority: 1
Protect a
city or
province from looting and pillaging.
`
'
will cause the unit to suppress guard
1pillage
attempts
by other
characters. The guarding unit must be the top unit in its stack.
Any
number of units
in a location may be on guard. The message `on guard
' will
appear
next to guard units in the location report.
A character attempting to pillage the city or province may specify a flag which causes them to attack the guards. In this case, all of the stacks on guard will respond to the attack. However, allies of the guard units will not respond. Only guard stacks will be involved in combat to suppress looting and pillaging.
Specifying a flag
of 0 turns off guarding. Any movement by the guarding character will
also clear
the guard flag. For example, if a unit issued
`
' in a city, then moved out of
the city,
the guard
1guard
flag would be cleared, and the unit
would no
longer be on guard.
The guarding units must be inside the location they are to guard. Units in a castle in a city will not protect the city. Units guarding a city will not protect the surrounding province.
HONOR <amount>
time: 1 day priority: 3
Pay a unit for its service. Units paid will take gold out of their own inventory and use it for their own purposes.
Nobles with oathbound loyalty will refuse to be paid, and reject the gold. Nobles with fear loyalty will be converted to contract loyalty.
The amount of money paid accumulates in the noble's contract loyalty rating. For instance, a fear-10 noble honored with 500 gold would have loyalty contract-500. A contract-250 noble honored with 500 gold would become contract-750.
HOSTILE <who>
time: 0 days priority: 0
Declare hostility toward the unit or player who. Units declared hostile will be attacked on sight. Declaring players hostile is ineffective, as there is no way to tell in passing what player a unit belongs to.
If the
player
entity issues hostile
, any unit in the player's
faction will
attack the hostile unit on sight. If an individual character
issues hostile
, the character will attack the hostile
unit on
sight.
Units will only initiate automatic attacks if they are in perfect health. Hostile units which are being held prisoner will not be attacked.
Examples:
hostile 4240 # attack 4240 on sight
IMPROVE [days]
time: varies priority: 3
The improve
order,
when executed inside the castle, uses workers and stone to raise the
improvement
level of a castle.
level stone
worker-days
----- ----- -----------
1 50 1000
2 60 1250
3 70 1500
4 80 1750
5 90 2000
6 100 2500
improve
runs
for the specified number of days, or until the next improvement level is
reached, whichever comes first.
Castles start at defense 50. Each level of improvement grants 5 more defense points.
A castle's improvement level also determines how many provinces may be garrisoned to it:
castle provinces rank
------ --------- ----
0 1-5 lord
1 6-12 knight
2 13-24 baron
3 25-37 count
4 38-50 earl
5 51-63 marquess
6 64+ duke
region king
(A region must have at least 15 provinces to have a
king)
LORE <lore sheet>
Resend a
lore sheet
which has appeared before in the player's turn report. Must appear after
the begin
order.
The lore
command
is processed by the order scanner, and does not appear in the turn
report.
Requested lore sheets appear at the end of the acknowledgement sent by
the order
scanner.
MAKE <item> [qty]
time: as given priority: 3
Make the indicated item. qty defaults to as many as possible. Each of the following items requires one day each to produce:
num item skill material --- ---- ----- -------- 72 longbow 617 yew [68] 73 plate armor 617 iron [79] 74 longsword 617 iron [79] 75 pike 617 wood [77] 84 blank scroll 690 lana bark [64] 85 crossbow 617 wood [77] 94 woven basket none none 95 clay pot none none 99 hides none ox [76]
Knowledge of Weaponsmithing [617], a subskill of Combat [610], is required to make weapons and armor. Alchemy [690] must be known to produce blank scrolls from lana bark. No skills or input materials are needed to make woven baskets or clay pots.
Examples:
To make 5 longbows from 5 yew (a kind of wood):
make 72 5 # takes 5 days
To make 1 plate armor from 1 iron:
make 73 1 # takes 1 day
To make 5 woven baskets:
make 94 5 # takes 5 days
Although making pots and baskets is considered menial labor, some desperate nobles have resorted to selling them in cities to earn gold. Each city in Olympia either buys woven baskets or clay pots.
MALLORN [number of mallorn] [days]
time: as given priority: 3
Mallorn is used to make war drums and magical bows. Up to 5 mallorn may be harvested from mallorn groves each month.
A noble must have the Harvest mallorn wood [705] subskill of Forestry [700] in order to cut mallorn.
The noble has a 20% chance each day to cut and prepare one mallorn [70].
Examples:
mallorn # cut as much mallorn as possible mallorn 5 # stop after cutting 5 mallorn mallorn 0 5 # cut mallorn for five days mallorn 5 10 # stop after ten days, or 5 mallorn, whichever # comes first
In all cases, harvesting will cease as soon as the supply of mallorn in the grove has been exhausted.
MALLORN is an alias for COLLECT 70.
MESSAGE <# of lines of text>
<to-who> time: 1 day priority: 3
Send a message to the target named in the second parameter. The target may be any valid entity, such as a character, a player, or a location (including provinces, cities, ships, buildings, or other sublocations).
The
number of lines
in the message should be given as the first argument
to message
. The text of the message should follow
the message
order.
For example:
message 2 2909 Aye, ye not be safe in this world for long, Oleg. I be remembering ya, and yer past fould deeds. Arrr! move ev18 recruit
(The text of the message is indented here to make the orders easier to read. The order scanner will ignore leading spaces on each line.)
This would send the message to character [2909]. The recipient would see the message in his turn report:
Received a message from Captain McCook [2104]: "Aye, ye not be safe for long in this world, Oleg. I be remembering ya, and yer past foul deeds. Arrr!"
Take care to carefully count the lines of text in the message. If the wrong number of lines is given, your character may end up sending his orders to the recipient instead of executing them.
Each line of message text must be less than 60 characters long, or the message will be rejected.
MOVE <direction or destination>
[...] time: varies priority: 2
Travel in the indicated direction, or to the specified location. If a location is specified, there must be a direct route to it from the character's current location.
Compass
points may
be abbreviated: `n
', `s
', `e
',
`w
'. Units may also move out
of a
sublocation to the surrounding province or location.
Visible routes leaving each province are listed in the turn report.
For example:
Routes leaving Plain [cw04]: North, to Ocean [cv04], South Sea, 1 day East, to Plain [cw05], 7 days South, to Plain [cx04], 7 days West, to Plain [cw03], 7 days
The following would be valid move commands from the example province:
move e -or- move cw05 -or- move east move s -or- move cx04 -or- move south move w -or- move cw03 -or- move west
Note
that move
cannot be used to enter the ocean
region
[cv04]. The character would need to issue
the sail
order
as captain of a ship to move north into the South Sea.
Route distances are rated in the number of days it would normally take a lightly loaded character, walking, to traverse them. Actual travel times may differ from the rated times.
Characters overloaded with belongings will make slower progress. Horses usually speed progress, but over especially rough or treacherous terrain, they may actually slow travel because they must be led and managed.
Inventory is considered for the stack as a whole. For instance, if one character possesses enough horses for every member of the stack, the stack may ride. Similarly, if one character is badly overloaded, but other characters have extra carrying capacity, they will assist their stackmate. Distribution of goods between units within a stack is irrelevant to movement.
The units
stacked
beneath a moving character will move with the stack leader. If the unit
issuing move
is stacked beneath another
character, he
will first automatically unstack before movement begins.
For example:
Seen here: Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
If Osswid
issues
a move
order, Feasel will go with Osswid. If
Feasel
issues a move
order, however, Feasel would first
unstack
from Osswid before beginning travel.
Multiple
destinations or destinations may be given as arguments to
the move
order. If the first fails, the next will
be
tried, until a passable route is found,
or move
runs out
of arguments.
For
example,
`
' would first try to move
north. If
travel north was not possible for any reason, east would next be tried,
then
west. In this way exploring units can attempt to deal with the case of
running
into an impassable province or a coast.move
n e w
Stacks with large numbers of figures relative to the number of nobles travel slower. A movement penalty of:
delay = number of
figures / (number of nobles * 20)
is imposed for stack movement. For example, a
stack with
one noble and 19 peasants will move in the rated time. A stack with 20
peasants
and one noble will take an extra day to move. A stack with 80 peasants
and 2
nobles will take two extra days, etc. A figure is either a man or
something that
fights, but does not include beasts without combat attack or defense
values.
The additional delay is capped at a maximum of twice the original route distance.
NAME [unit] "new name for unit"
time: 0 days priority: 1
Change the name of a unit. If a unit number is specified, the given unit's name will be changed. This is useful for setting the name on entities which don't execute orders directly, such as ships and castles. Names may not be set for units controlled by another player.
Names of characters should be no longer than 35 characters. Names for other entities, such as towers, ships and items should be no longer than 25 characters. Longer names will be rejected.
Note that the name must be enclosed in quotes or it will not be recognized.
Examples:
> name "Feasel the Wicked" > name cx53 "Castle Chardia"
NEUTRAL <who>
time: 0 days priority: 0
Declare
unit or
player who to have
attitude neutral
to the player or faction issuing
the
order. Units declared neutral will not be aided if they are
attacked.
Units in
the same
faction will defend each other if they are attacked, unless either unit
is
concealing its lord. This behavior may be suppressed
with neutral
. A unit may declare other units in its
faction
neutral. Or, the entire faction may declare itself neutral. In this
case,
members of the faction who were attacked would not aid each other,
unless they
were stacked together.
NOTAB <num>
Ordinarily, tab
characters
may appear in turn reports. Some players read their reports on computer
equipment which cannot correctly
display tab
characters.
If this is the case, issue the command:
notab 1
and tabs will be converted to spaces for your report.
OATH <level>
time: 1 day priority: 3
Have a character take an oath of loyalty. Either 1 or 2 should be specified for level. One or two NPs will be deducted from the player's faction, and the specified character's loyalty will become oath-1 or oath-2.
Noble
Points's
spent on oathbound loyalty accumulate. Thus, oath-1 may be upgraded to
oath-2
with the `
' order.
oath
1
PASSWORD ["password"]
Set or clear a password for the player. If no argument is given, any existing password will be cleared. Otherwise, the specified password will be set.
Examples:
begin 663 password "xyzzy9" end
This
would set a
password `xyzzy9
' for the faction. Further orders will
require the
password to be specified after the player number on
the begin
line:
begin 663 "xyzzy9" password # clear the password end
PAY <to-who> [amount]
[have-left] time: 0 days priority: 1
Pay
amount of gold
to indicated entity, keeping at least have-left funds available.
The pay
command is shorthand for the
equivalent give
command to transfer gold from one
unit to
another.
The amount of gold to be paid will default to all of the unit's gold if not specified or if zero.
For example, if Feasel has 100 gold:
pay 5499 100 # pay 100 to [5499] pay 5499 0 # pay 100 to [5499] pay 5499 0 25 # pay 75 to [5499] pay 5499 100 25 # pay 75 to [5499]
PILLAGE [flag]
time: 7 days priority: 3
Loot and pillage a province or city. If flag is not given, pillaging will not take place if the province is being protected by guards. If flag is 1, the looters will first attack the guards, then proceed with pillaging if the guards are defeated.
At least 10 fighters must be in the pillaging stack. They may be soldiers, pikemen, nobles, or other kinds of fighting units. Only the top most character in a stack may initiate pillaging.
Pillaging will seize the available tax base, which otherwise would have gone to the location owner (if there is one).
Pillaging reduces the future tax base for a city or province. Locations take four months to recover from pillaging for each time they have been pillaged.
Pillaging can be dangerous. There is a 33% chance that a mob of 12-36 angry peasants will form to resist further pillaging attempts. Angry peasants have a combat rating of (attack-2, defense-1, missile-0). If a mob forms, there is a 33% chance that the mob will immediately attack the pillager in retaliation.
PLAYERS
Ask the order scanner to send a list of the players in the game.
PLEDGE <who>
time: 0 days priority: 1
Pledge all lands under control to another noble. The target noble will share control of all lands the pledging character owns, and the pledged lands will count towards the target's status.
Issue
`
' to revoke control.pledge
0
There is
no way to
pledge individual provinces. The target receives control and status for
every
province that the character owns, including provinces the character
obtains
after the pledge
order is given.
POST <# of lines of following
text> time: 1 day priority: 3
Post a public message in the location. All characters in the location will see the text of the message in the location description section of their turn reports. Signs remain visible for one turn.
The
number of lines
in the post should be given as an argument to post
,
followed
by the text of the sign. For example, here is a post command followed by
a move
and a recruit:
post 3 All ye beware! These lands are the property of noble Osswid. Those who trespass here without his permission will come to a GRAVE end! move ev18 recruit
(The text of the post is indented here to make the orders easier to read. The order scanner will ignore leading spaces on each line.)
Take care to carefully count the lines of text in the post. If the wrong number of lines is given, your character may end up posting his orders on a sign instead of executing them.
Each line of posted text must be less than 60 characters long, or the post will be rejected.
PRESS <# of lines of text>
time: 0 days priority: 1
Submit a signed message to the Olympia Times.
The press
order
may be given by a character or by the player entity. The identity of the
submitting entity will appear in the Times beneath the entry.
The
number of lines
in the entry should be given as an argument to press
,
followed
by the text of the entry. For example, here is a press item submitted by
Osswid
[501].
PRESS 3 All ye beware! Osswid hereby claims the entire continent of Provinia as his rightful domain. Those who trespass here without his permission will come to a GRAVE end!
Take care to carefully count the lines of text in the post. If the wrong number of lines is given, your character orders may end up published in the Olympia Times instead of executing them.
Alternatively, one
may specify 0 for the lines of text argument, and terminate the message
with
the end
keyword:
PRESS 0 All ye beware! Osswid hereby claims the entire continent of Provinia as his rightful domain. Those who trespass here without his permission will come to a GRAVE end! END
Take
great care
when using the 0 lines/end
keyword feature. If you
forget
the end
, or mistype it, none of the orders following
the press
command will execute. Instead, they
will be
published in the Olympia Times. This is obviously very bad, so if you
intend to
use the end
keyword to avoid having to count
lines,
please be careful.
Each line of posted text must be less than 78 characters long, or the post will be rejected.
Editorial guidelines for submissions to the Olympia Times:
PROMOTE <who>
time: 0 days priority: 1
Advance
the given
unit so that it appears before the character
issuing promote
in the location list.
The character to be promoted should be stacked immediately beneath the promoting character, or appear later in the location list at the same level.
Examples:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
Osswid
issues
`
':promote
502
Feasel the Wicked [502] Osswid the Constructor [5499]
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Candide [1269]
Osswid
issues
`
':promote
1269
Candide [1269] Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
PUBLIC
This order publishes your next turn report. The faction receives 100 claim gold. The order template will be omitted in the published report
QUARRY [number of stones] [days]
time: as given priority: 3
Building stone is used in the construction of temples, castles and towers. Up to 50 stone may be removed from mountain provinces or rocky hills each month. Ten stone may be taken from desert provinces each month.
A unit must have the Stone quarrying [682] subskill of Construction [680] in order to cut building stone. At least one worker is also required.
Each worker will cut and prepare one building stone [78] per day.
Examples:
quarry # cut as much building stone as possible quarry 25 # stop after cutting 25 stone quarry 0 5 # quarry stone for five days quarry 25 5 # stop after five days, or 25 stone, whichever # comes first
In all cases, quarrying will cease as soon as the supply of ready stone in the province has been exhausted.
QUEST
time: 7 days priority: 3
There is a 50% chance that QUEST will succeed and discover a group of monsters or beasts. Once QUEST has been successful in a particular sublocation, it will not yield further results there during the following 4-12 turns.
If QUEST discovers a group of monsters or beasts, the questing noble will immediately initiate an attack. Note that the questing noble and his stack may be killed or taken prisoner if they are overpowered in combat by the monsters.
QUEST may not be used in safe havens, or initiated by a character who is not a stack leader.
The type and number of monsters discovered depends in some part on the kind of sublocation which is quested in. The following table describes which sort of adversaries will be found in the various locations. The choice between the adversaries discovered via QUEST is random. The table indicates how many of the given foes can be expected to appear.
Where | What | Combat | How Many |
---|---|---|---|
Islands | Pirate [24] | (5,5,0) | 5-30 |
Cyclops [291] | (25,75,0) | 1-5 | |
Caves | Rat [279] | (3,3,0) | 10-50 |
Wolf [289] | (5,5,0) | 3-10 | |
Ratspider [81] | (5,5,0) | 5-20 | |
Gorgon [288] | (10,20,0) | 3-5 | |
Orc [287] | (20,15,0) | 5-20 | |
Ruins | Bandit [283] | (3,3,0) | 2-10 |
Cyclops [291] | (25,75,0) | 2-5 | |
Minotaur [272] | (30,5,0) | 3-10 | |
Centaur [271] | (30,30,0) | 3-10 | |
Giant Lizard [282] | (45,45,0) | 1-3 | |
Battlefields | Skeleton [33] | (6,6,0) | 10-100 |
Spirit [26] | (50,50,0) | 5-50 | |
Giant [292] | (75,25,0) | 3-10 | |
Nazgul [55] | (80,80,0) | 5-20 | |
Graveyards | Undead [31] | (10,10,0) | 10-100 |
Harpie [285] | (80,120,0) | 3-10 | |
Giant Spider [278] | (150,100,0) | 3-10 | |
Giant Bird [281] | (200,150,0) | 1-3 | |
Lairs | Lion [280] | (100,100,0) | 3-8 |
Chimera [284] | (130,130,0) | 2-10 | |
Dragon [286] | (500,500,250) | 1 | |
Enchanted Forests, Faery hills |
Faery [293] | (9,9,9) | 5-20 |
Elf [25] | (50,50,100) | 5-20 | |
Pits & Bogs | Rat [279] | (3,3,0) | 5-25 |
Gorgon [288] | (10,20,0) | 3-7 | |
Cyclops [291] | (25,75,0) | 2-3 | |
Minotaur [272] | (30,5,0) | 1-5 | |
Sand Pits | Giant Lizard [282] | (45,45,0) | 15-30 |
Circles of Stone | Skeleton [33] | (6,6,0) | 3-15 |
Gorgon [288] | (10,20,0) | 3-15 | |
Orc [287] | (20,15,0) | 3-15 | |
Cyclops [291] | (25,75,0) | 3-15 | |
Minotaur [272] | (30,5,0) | 3-15 | |
Centaur [271] | (30,30,0) | 3-15 | |
Spirit [26] | (50,50,0) | 3-15 | |
Giant [292] | (75,25,0) | 3-15 | |
Nazgul [55] | (80,80,0) | 3-15 | |
Harpie [285] | (80,120,0) | 3-15 | |
Chimera [284] | (130,130,0) | 3-15 | |
Tunnel Chamber, levels 1-6 |
Rat [279] | (3,3,0) | 10-50 |
Ratspider [81] | (5,5,0) | 5-20 | |
Gorgon [288] | (10,20,0) | 3-6 | |
Orc [287] | (20,15,0) | 5-20 | |
Tunnel Chamber, levels 5-6 |
Cyclops [291] | (25,75,0) | 5-10 |
Minotaur [272] | (30,5,0) | 5-15 | |
Giant Lizard [282] | (45,45,0) | 5-15 | |
Giant Spider [278] | (150,100,0) | 5-15 |
QUIT
Quit Olympia. This command must be issued by the player entity.
No turn
report is
mailed for the turn a quit
order is
processed.
RAZE [building]
time: varies priority: 3
Tear down a building the character is inside. The command completes when the structure has been completely destroyed. The noble will safely leave buildings before they collapse.
raze
must
be executed by the owner of the structure (the top-most unit inside the
building).
Sturdier structures require more men to do a given amount of damage:
man-days per structure point of damage --------- --------------- galley 1 roundship 1 temple 2 inn 2 tower 2 mine 2 castle 3
For example, two men can cause 1% of damage to a tower in a day.
Any men present with the noble will help with destruction. The noble is counted when the number of men are computed.
RECRUIT [days]
time: as given priority: 3
Recruit one peasant each day for the given number of days. If days is not specified, recruiting will obtain as many peasants as possible.
Peasants must be recruited in plains, mountain or forest provinces, or in cities. Recruiting can not be done in other sublocations (such as rocky hills, forest glades, etc.)
Up to 10
peasants
may be recruited per location each month. One peasant is recruited each
day
the recruit
command is used.
The recruit
order
will stop or fail when no further peasants are available to be
recruited.
For example, one player could recruit for up to 10 days per month in a mountain province, obtaining one peasant on each of the 10 days.
If two
players in a
mountain province each issued recruit
10, both
would
recruit five peasants (each player would get a peasant a day until all
10 had
been recruited).
Recruit
is an alias
for `
'.
collect
10
REPAIR [days]
time: as given priority: 3
Repair the damaged ship or building that the character is inside. Requires at least one worker [11].
worker-days per structure point of damage --------- --------------- galley 1 roundship 1 temple 2 inn 2 tower 2 mine 2 castle 3
Work proceeds until the structure has been fully repaired, or the given number of days has passed. Multiple units may work at repair simultaneously.
For example, a tower with 50% damage would require 100 worker-days to fully repair. A ship with 50% damage would require 50 worker-days. A castle, 150 worker-days.
Each use
of repair
on a ship requires one unit of pitch
[261]. One
unit of pitch is sufficient for a ship repair job, no matter how many
days the
repair takes. Pitch may be purchased in any port city.
RESEARCH <skill>
time: 7 days priority: 3
Attempt to learn hidden sub-skills of the specified category skill. Research into any skill except Religion [750] must be performed in a tower, by the tower's owner (the first character inside the tower). Research into Religion [750] must be performed in a temple, by the temple's owner.
Research requires a nominal fee of 25 gold to pay for materials. This fee is charged regardless of whether the research yields any results.
There is a 25% chance of success for each week of research.
If successful, the new subskill will be added to the character's partially known skill list. It then must be studied in order to become fully known and usable.
Example:
1: > research 600 1: Will research Shipcraft for seven days. 7: Research uncovers a new skill: Improve ship rigging [9999]. 7: To begin learning this skill, order 'study 9999'. Partially known skills: 9999 Improve ship rigging, 0/7
Research will fail immediately if there are no researchable skills to learn under the category. In this case the 25 gold fee is not charged.
Research by mages of 6th black circle level and above (maximum aura of 31 or higher) must be done in provinces with a civilization level of 1 or less.
RESEND [turn]
Ask the order scanner to resend a turn report. The turn argument defaults to the turn most recently run.
Because of their large size, turn reports other than the most recent may not be kept by the order scanner. If you request a report and the scanner responds that the report cannot be found, then the reports for that turn were deleted to reclaim disk space.
RUMOR <# of lines of text>
time: 0 days priority: 1
Submit an unsigned message to the Olympia Times.
The rumor
order
may be given by a character or by the player entity. The identity of the
submitting entity will not appear with the
message; rumor
posts are anonymous.
The
number of lines
in the entry should be given as an argument to rumor
,
followed
by the text of the entry. For example: here is a rumor someone
submitted.
RUMOR 3 As whispered from ear to ear in the great hall of the Chateau Olympique: Q: Why do so many people take an instant dislike to Oleg the Loudmouth? A: Saves time in the long run.
Take care to carefully count the lines of text in the post. If the wrong number of lines is given, your character may end up publishing his orders in the Olympia Times instead of executing them.
Alternatively, one may specify 0 for the lines of text argument, and terminate the message with the END keyword:
RUMOR 0 As whispered from ear to ear in the great hall of the Chateau Olympique: Q: Why do so many people take an instant dislike to Oleg the Loudmouth? A: Saves time in the long run. END
Take
great care
when using the 0 lines/END keyword feature. If you forget the END, or
mistype
it, none of the orders following
the rumor
command will
execute. Instead, they will be published in the Olympia Times. This is
obviously
very bad, so if you intend to use the END keyword to avoid having to
count
lines, please be careful.
Each line of posted text must be less than 78 characters long, or the post will be rejected.
Editorial guidelines for submissions to the Olympia Times:
SAIL <direction or destination>
[...] time: varies priority: 4
Pilot a ship in the given direction, or to the specified location. If a location is specified, there must be a direct route to it from the current location of the ship.
Compass
points may
be abbreviated: `n
', `s
', `e
',
`w
'.
The
Sailing [9502]
subskill of Shipcraft [120] is required to use
the sail
order.
The
character
issuing the sail order must be the ship's captain, i.e. the character
must be
the first unit listed in the `Seen here
' report of the
ship.
The captain must have a crew to assist in the handling of the ship. Galleys require fourteen pirates or sailors to row the ship. Roundships require at least eight pirates or sailors to man the ship's rigging.
ship crew capacity ---- ---- -------- galley 14 5,000 roundship 8 25,000
If the required number of crew are not available, travel is still possible, but will take an extra day for each hand the crew is short.
For example, a galley with only 10 men at the oars will take four extra days to travel across an ocean route. A roundship with no sailors at all would take eight extra days to traverse a route.
The sail
order
will fail if the ship is overloaded. Use drop
to
throw
items overboard if necessary.
Multiple
destinations or destinations may be given as arguments
to sail
. If the first fails, the next will be tried,
until a
passable route is found, or sail
runs out of
arguments.
For
example,
`
' would first try to sail
north. If
travel north was not possible for any reason, east would next be tried,
then
west. In this way exploring units can attempt to deal with the case of
running
into an impassable ocean route, or a coast.sail
n e w
Roundships sail from windy provinces in one day less than the rated time, provided the route would require two days or longer. For example, a roundship leaving a windy province across a route rated at three days would take only two to travel the link. But a roundship leaving port will always take one day, never zero days.
SEEK <who>
time: 7 days priority: 3
Seek for a hidden character. Characters may be hidden because of fog lying over a province, or through the application of stealth or magical skills.
Hidden
characters
can not be interacted with by a unit unless
they contact
the unit first, or the unit
successfully
finds them with seek
.
The seek
order
will return immediately if the character is visible, or has already been
found
with a previous seek
order.
If a character is specified, there is a 10% chance that the character will be found during each of the seven days the order is being executed.
If
the who argument is not
given, seek
will seek for any hidden nobles
present. In
this case there will be a 5% chance of finding a hidden noble during
each of the
seven days.
If a unit
found
with seek
moves, the contact information is lost,
and the
unit again becomes inaccessible.
Hidden
units are
not shown in the location report, even if their presence has been
revealed
through contact
or seek
.
SELL <item> <qty>
<price> [have-left] time: 0 days priority: 1
Sell quantity of the given item for max-price each.
If quantity is
zero, any pending sell
order for the indicated
item will
be canceled.
Only one
pending sell
order may be active for each item at
a time.
If two sell
orders are issued for the same item,
and the
first has not yet completed, the
second sell
order will
replace the first.
Buys and
sells are
only matched in cities, where markets may be found to execute trades.
However, buy
and sell
may
be
issued anywhere.
If the a match is found with a buyer, the trade will be executed immediately. Otherwise, the trade will be saved until a match with a buyer may be found.
Example:
> sell 79 3 5 Try to sell three iron [79] for 5 gold each.
If there is a buyer of iron in the city, buying for 5 gold or more, the trade will be executed:
1: Sold three iron [79] for 5 gold.
Otherwise, the sell will be placed on the character's pending trades list:
Pending trades: trade price qty item ----- ----- --- ---- sell 5 3 iron [79]
At the end of the turn, the sell order will appear in the city's market report:
Market report: trade who price qty item ----- --- ----- --- ---- sell 2019 5 3 iron [79]
A trade will match between a buyer and a seller if the buyer's price is greater than or equal to the seller's price. The actual price that the trade will be made at is the seller's price.
Have-left
is an
amount of the item that character will keep and not sell. For instance,
if the
unit issued `
', this would
mean
"Sell ten iron for 15 gold each, but keep 5 iron for myself." If there
character
only have ten iron, this order would put five up them up for
sale.
sell
79 10 15 5
STACK <character>
time: 0 days priority: 1
Stack beneath the specified character. If the character is already stacked beneath another unit, the character will first unstack before stacking with the new character.
Example: Two characters, Feasel and Osswid, are in the same location:
Seen here: Osswid [5499] Feasel the Wicked [502]
If Feasel
issued
the order `
', he would stack
beneath
Osswid:stack
5499
Seen here: Osswid [5499], accompanied by: Feasel the Wicked [502]
STOP
Interrupt a command left running at the end of a turn. Must be the first order queued for a unit.
For example, suppose on day 28 a unit begins an explore command. Explore takes seven days, so as of the end of the turn, it will still have four days left before it completes. The order template for the unit will list the executing command:
unit 5499 # Osswid # > explore (executing for four more days)
The
player may
interrupt this command with the stop
order, and
begin
unit 5499 executing a new set of orders (say, beginning with
a move
) on day 1 of the next turn:
unit 5499 # Osswid # > explore (executing for four more days) stop move ...
(Remember
that
`#
' begins a comment in the orders, from the
`#
' to
the end of the line).
The stop
order
will interrupt the executing explore
before day 1
begins
on the next turn. Some commands, such as collect
, will
give
partial results; the unit will have whatever it has already collected.
Other
orders, such as explore
, give no partial benefit, and
the
three days already invested in exploration will be wasted.
If a
character
executing a move
order is interrupted
with stop
, the character will return to the original
location,
as if no travel had taken place.
STUDY <skill> [fast days]
time: 7 days priority: 3
Study the given skill for one week.
If the skill has been studied before, learning will continue. Otherwise, the character must meet the requirements necessary to begin learning the skill.
Characters are limited to studying for at most 14 days per turn. (This does not include any "fast study" days spent).
To begin study of a skill requires the following:
If a number of fast study days is given, then instead of spending time to study, the noble will use their faction's fast study day pool to accelerate learning. Fast study takes no time, but does have the same requirements to begin study as normal study. The number of fast study days given will be deducted from the faction's pool and used towards the skill specified.
Examples:
study 800 # Study Magic [800] for one week study 800 21 # Use 21 fast study days to accelerate learning
Note that normal and fast study can be freely mixed, and that fast study is not limited to 14 days per month.
SURRENDER <character>
time: 0 days priority: 1
Surrender to the specified character. The effect is exactly as if the new prisoner lost in combat, except there is no combat. A portion of the prisoner's items will always be lost. If a unique item is lost, it will have to have found by exploration of the province.
TERRORIZE <who> <severity>
time: 7 days priority: 3
Terror may be used to convert prisoners to a faction, or to reinforce fear loyalty among the faction's own units. The character to be terrorized must be stacked beneath the terrorizing unit.
When used
on one's
own units, terrorize
will establish or increase
fear
loyalty. Nobles of contract loyalty will be converted to fear. The
severity
amount will be added to the noble's fear rating. For instance, a fear-4
noble
terrorized at severity 10 will become fear-14.
The severity indicates how much the noble will be abused to gain fear. The noble will suffer a severity hit to health as a result. Thus, there is a danger that the noble will fall ill with increasing amounts of terror.
Prisoners may also be terrorized. Prisoners of contract or fear loyalty lord have severity percent chance of swearing fealty to the terrorizing unit. Oathbound units can not be induced to convert through terror.
Thus, the more severe the terrorization, the greater the chance that a prisoner will swear to the terrorizer, but also the greater the victim's wounds. Prisoners have been known to die as a result of over-zealous conversion attempts.
Characters belonging to other player factions may not be terrorized unless they are being held prisoner.
Units of
fear
loyalty may not use the terrorize
order.
To avoid a newly terrorized unit to immediately renounce loyalty at the end of the turn, if a severity is not provided when terrorizing, it defaults to 3. This buys you one turn to get it right.
TIMES time: 0 priority: 3
TIMES 1 # deactivates the Olympia Times being sent to you
TIMES 0 # activates the Olympia Times being sent to you
TRAIN <kind> [days]
time: as given priority: 3
Attempt to produce the given kind of men through training. One day is required to train each man.
num kind skill input man input item where --- ----------- ----- -------------- ---------------- ------ 11 worker none peasant [10] 12 soldier 610 peasant [10] 13 archer 615 soldier [12] longbow [72] 14 knight 616 swordsman [20] warmount [53] 15 elite guard 616 knight [14] plate armor [73] castle 16 pikeman 610 soldier [12] pike [75] 17 blessed soldier 750 soldier [12] temple 19 sailor 601 peasant [10] 20 swordsman 616 soldier [12] longsword [74] 21 crossbowman 610 peasant [10] crossbow [85] 22 elite archer 615 archer [13] castle 24 pirate 616 sailor [19] longsword [74] ship
Examples:
To train 5 peasants into 5 workers:
train 11 5 # takes 5 days
To train 5 peasants into 5 sailors (requires knowledge of Sailing [601]):
train 19 5 # takes 5 days
To train 3 soldiers into 3 swordsmen (requires knowledge of Swordplay [616], and a longsword [74] for each soldier to be trained):
train 20 3 # takes 3 days
UNGARRISON [garrison]
time: 1 day priority: 3
Disband the garrison in the current province. The character removing the garrison must be a member of a faction which has rulership over the province.
If a
specific
garrison is given as an argument to ungarrison
, only
that
garrison will be disbanded. This can be useful as a safety check, in
case a
failed move
order might cause the wrong garrison
unit to
be disbanded.
The
garrison's men
will be transferred to the noble
issuing ungarrison
.
Examples:
ungarrison 5611 # remove Garrison [5611] from this province ungarrison # remove any garrison from this province
UNLOAD
time: 0 days priority: 3
Unload all passengers from a ship. May only be used by the captain of a ship. Every character not in the captain's stack will disembark from the ship.
Passengers may only be unloaded while the ship is docked in a port. They will not jump off a ship at sea.
UNSTACK [who]
time: 0 days priority: 1
When used
without
an argument, unstack
removes the noble from being
stacked
beneath another noble:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Captain McCook [2019], with five workers
502: > unstack
After:
Osswid the Constructor [5499] Feasel the Wicked [502], accompanied by: Captain McCook [2019], with five workers
A stack
leader may
give an argument to unstack
, specifying a unit to be
dropped
from the stack:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Captain McCook [2019], with five workers
5499: > unstack 502
After:
Osswid the Constructor [5499] Feasel the Wicked [502], accompanied by: Captain McCook [2019], with five workers
Note that in this example [2019] is stacked beneath [502], not [5499]. That is why Captain McCook remains with Feasel when Feasel unstacks.
A special
case
of unstack
is invoked if the noble specifies
itself as
the argument. In this case, the noble will drop out of the stack alone,
leaving
behind both those stack above as well as below:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Captain McCook [2019], with five workers
502: > unstack 502
After:
Osswid the Constructor [5499], accompanied by: Captain McCook [2019], with five workers Feasel the Wicked [502]
The effect on the stack in this case is the same as if Feasel had died or been captured in battle.
More examples:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
After Feasel unstacks:
Osswid the Constructor [5499] Feasel the Wicked [502]
If other characters were stacked beneath Feasel, they would remain with him.
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Candide [1269]
If Candide were stacked beneath Feasel, and Feasel unstacked, then:
Osswid the Constructor [5499] Feasel the Wicked [502], accompanied by: Candide [1269]
On the other hand, if Candide were stacked beneath Osswid, then:
Osswid the Constructor [5499], accompanied by: Candide [1269] Feasel the Wicked [502]
USE <skill> [arguments...]
time: varies priority: 3
Make use
of a skill
or spell that the character knows. Sub-skills usually have a function
which is
invoked through use
. These actions are described in
the lore
sheets revealed when sub-skills are learned.
Category
skills do
not have direct use
functions. For example, one
could use
the Sailing [601] skill to sail a ship:
use 601 west
But no use function exists for the category skill, Shipcraft [600].
VIS_EMAIL <new email address for the
player list>
Set a different email address to appear in the player list than the one the turn reports are sent to.
For example:
email "someone@example.com" vis_email "dont@spam.me"
Would cause turn reports to be sent to someone@example.com, while the player list shows dont@spam.me as player ne1's email address:
ne1 House of Osswid Anonymous Malefactor <dont@spam.me>
WAIT conditions
time: varies priority: 1
Wait for one of the the specified conditions to occur. The first condition which is satisfied will cause the wait command to terminate. If one of the specified wait conditions is true when the wait order is issued, no wait will take place, and the order will complete in zero time.
The following conditions may be waited on:
ferry
order.
Units waiting to board
a ferry should
use wait ferry
instead of wait
ship
.
This will allow passengers on the ship time to disembark. When
passenger
unloaded is complete, the captain will sound the ship's horn, and
those
wishing to board
may proceed.
Otherwise, those waiting to board may try to get on the ship before
the
current load of passengers has left,
causing board
orders to fail because of ship
weight
limits.
wait
loc
while they're on a ship to wait for the ship's arrival
at a
particular port. Don't do this! wait loc
waits
for the
noble to arrive at a particular location. If the noble is on a
ship, the ship is the location the noble is in, not
the
ship's location.
Use wait shiploc
to wait for the ship's
arrival at a
particular place.
For example:
1: > wait time 1 1: Wait finished: one day has passed. 2: > wait time 10 day 5 5: Wait finished: today is day 5.
The first condition to become true will end the wait. This can be used to specify the maximum amount of time that the character will wait for something.
For instance, suppose we want to wait for [5499] to show up, but we don't want to wait past day 15.
> wait unit 5499 day 15
This order will finish on day 15 or as soon as 5499 shows up, which ever comes first. If 5499 is already here when the order is issued, no wait will take place. Likewise, if it is already past day 15, no wait will take place.
Keep in mind that the order priority mechanism eliminates the need to use waits in many cases. Consider synchronization in the following example:
Feasel [502] arrives at Osswid's [5499] location. Feasel gives Osswid some gold, and then leaves. Osswid departs after receiving the gold.
unit 502 # Feasel move ... pay 5499 100 move ... unit 5499 # Osswid wait unit 502 move ...
The
orders above
will work; no additional waits are needed. After the wait
unit
becomes true, both 502's pay
and
5499's move
are ready to execute.
Since pay
has a lower priority
than move
, pay
will happen
first.
This
technique also
works with stack
and give
,
since they
also have a lower priority than move
.
The NOT keyword inverts the sense of the condition which follows. For example:
> wait not rain time 7
Will wait until it is not raining, or for seven days, whichever comes first.
> wait not rain not wind
Will wait until it is not raining or not windy.
WOOD [number of wood] [days]
time: as given priority: 3
Wood is used in the construction of inns, mines and ships. It is also are used to make weapons. Up to 30 wood may be removed from forest provinces each month. 5 wood may be obtained each month from circles of trees and sacred groves.
A unit must have the Harvest lumber [702] subskill of Forestry [700] in order to cut wood. At least one worker is also required.
Each worker will cut and prepare one wood [77] per day.
Examples:
wood # cut as much wood as possible wood 25 # stop after cutting 25 wood wood 0 5 # wood for five days wood 25 5 # stop after five days, or 25 wood, whichever # comes first
In all cases, cutting will cease as soon as the supply of ready wood in the province has been exhausted.
YEW [number of yew] [days]
time: as given priority: 3
Yew is used to make longbows, which are needed to train archers. Up to 5 yew may be harvested from yew groves each month.
A unit must have the Harvest yew [703] subskill of Forestry [700] in order to cut yew. At least one worker is also required.
Each worker will cut and prepare one yew [68] per day.
Examples:
yew # cut as much yew as possible yew 5 # stop after cutting 5 yew yew 0 5 # cut yew for five days yew 5 3 # stop after three days, or 5 yew, whichever # comes first
In all cases, harvesting will cease as soon as the supply of yew in the grove has been exhausted.
YEW is an alias for COLLECT 68.