War of Wizards was designed,
created and programmed by David Harris and Chris Horn
These rules should be viewed in conjunction with the mail information page. That page contains
all the information on how to syntactically use the commands within the
emails that you send. It also has detailed information on how to
send other types of requests to the mail server.
1. Introduction
War of Wizards 2.0 is a fantasy strategy game that allows players to set
their
own objectives. However players must increase their power base to
survive. The
player may choose whether this is
done by researching magic, building armies or
developing resources.
Diplomacy is a vital part of the game as communication
and cooperation
to
exploit another player's weakness can be very
advantageous.
The rules below are designed to be an outline to get the player started.
Most game mechanics will become clear once the player begins playing.
The
rules are basically in three sections. Firstly there is a section describing the
general principles of the game. This will be followed by a section detailing
the
specific commands used in the game and a sample turn report. The third
section
contains race and city descriptions.
2. The World
The map on which War of Wizards (WOW) is played consists of many types of
terrain and holds many special sites such as towers, caves and graveyards. The
map is not always symmetrical, making it more of a challenge to explore.
The world is divided into 3 planes: Astral, Ground and Underworld. The Astral
plane
is located somewhere well above ground level. It is a land made up of
strange
colours, plants and animals. The Ground Plane is the surface world,
made up of a
variety of terrain, such as forest, ocean and mountains. The
Underworld is found
directly below the surface world and consists of dark
tunnels and caverns.
2.1 REGIONS
The map is divided into a number of regions, depending on the world being
played. The world mainly
consists of land but also has sections of ocean. Each region consists of a
single terrain type and hosts a
single race. Each region is further divided into 5 shires organised as in
the diagram below. Note that the
central shire (5) only connects to the other shires in the region but the
'outer' shires will connect to other
regions (with the exception of connections from and to Underworld and
Astral Plane).
2.2 SHIRES The shire is the basic unit of
area in the game. Each shire contains a population of peasants (of a certain
race) and various resources. If you control a shire, you can use the shire's
peasants to produce resources, which can then be used for a variety of purposes,
such as erecting buildings or raising armies.
2.3 SPECIAL FEATURES In each shire
there
may also be special places which may be entered. These include
sites such as
graveyards and structures such as towers. Special places may only be
entered by
special units known as "Heroes". Only one hero can attempt to enter a special
place each turn (a hero is randomly picked if more than one player issues the
EXPLORE order). A hero must be standing at ground level (or on a boat in the case
of an ocean shire) to explore a special place. Each special place has a
challenge associated with it, which
the hero must beat to explore and
conquer the structure. Each challenge
requires a particular hero skill.
The challenges can be divided into Combat (Offence and Defense),
Puzzle
(Intelligence), Guardian (Stealth), Trap (Awareness) and Obstacle
(Dexterity).
Once the challenge is beaten the hero will be rewarded with
resources and
possibly an artifact. Artifacts are objects carried by the
hero, which may
improve the heroes' abilities, cast spells or possess
various other
functions. Five objects (the Spirit Lava, Spirit Smoke, Spirit Sponge,
Spirit
Root and Saint Relics) are required for certain magic spells to be cast.
These
will often be replenished when the hero leaves the site, so each
wizard may end
up with more than one and valuable spares to trade with
other players.
After a hero has successfully explored a special place, it may
add an
extra region exit to a new shire - for example, an
explored cave may
permanently add a link to an Underworld region.
Special Places are also the lairs for various wandering monsters.
They
will breed in the special place before venturing out into the world and
attacking all they meet. Once a special place is conquered, it no longer
produces wandering monsters. Upon entering a special place, all
creatures
inside
will rush out and attack, so be ready.
Random Events can also take place in shires. Random events can be
either
good
or bad. Some of the bad random events can be countered,
by building
certain buildings, while others cannot. You will discover
these during
the
course of the game. The events that can be countered will tell you
which
buildings are required to stop them. Most of these random events
are
localised to
certain land types - for example, Volcanic Eruption will only
occur in regions
that are classified as Volcanic.
2.4 ENDING THE GAME The game ends
when
only one player remains, all remaining players are allied and agree
to a
draw or all players not involved in an victory declaring alliance, concede defeat. All remaining players are declared winners and enter the WoW Hall of
Fame. Each player is vanquished from the world as soon as
their
castle is
defeated by enemy units. As soon as a player's castle is
defeated, the castle
is razed, and the shire becomes a town. Any
city only buildings will
also be
automatically destroyed.
When an enemy city is conquered, the sole victor will claim half of
the loser's accumulated resources as spoils, a dual victory will
yield a third of the resources to each victor, and if there were
three wizards involved each will receive just a quarter share.
The loser escapes with their spell book
and artifacts, so accumulating magic from another
wizard is not possible. Upon being vanquished a player will get one last
turn report, after which they will cease to be sent. The rankings table
will then list them as vanquished and the turn number in which they were
defeated.
When that player is vanquished all the shires that were once controlled
revert back to being uncontrolled and the wizard's units are disbanded.
Thre are three ways in which a wizard can be vanquished.
Players directly attack a wizards city and win.
By an enemy wizard casting the "Armageddon Spell".
Summoned monsters that directly attack your city. (Most powerful is the Dark Lord).
There are of course ways to defend from being vanquished. Keep all this information in mind
whilst advancing cities and magic research. To protect against the various types of vanquishment
keep in mind the following.
Always try to keep a couple of heroes in the city to help defend. Keep a decent army in the city at all times to protect against attacks.
Build defensive city buildings, such as WALL, TURRETS, MOAT, and also upgrading the castle. Each build can increases the defensive and offensive
strengths of your units inside the city.
There is only one way to protect the Armageddon spell, that is with the "Ultimate Shield", not only do you
have to research the spell but you have to build a Anti Magic Wall.
There are a few defences to counter Dark Lord Attacks. The first is having lots of archers in the city.
They seem to have the best effect. Though other people like other methods, ask around. Though basically make sure there is a large army
in the city. The second is to prevent the Dark Lord from arriving in the city. This can be done by shielding
the city with either the "Anti Magic Wall" spell or the more powerful "Ultimate Shield", both spells require that
the Anti Magic Wall building to be built. The Anti Magic Wall spell and building require Sorcery and Construct disciplines of magic.
3.
Producing Resources
Resources are the cornerstone of the game. The more resources you have the more
you can do. You gain resources by controlling shires and using the peasants in
them (if they are happy enough or enslaved) to produce resources.
3.1 CONTROL A shire is uncontrolled until a
wizard issues the order to take CONTROL of a shire. To do this the wizard must
have at least one unit in the shire (which must be on the ground, not Tunnelling
or flying and may not be a charmed wandering monster). A player will lose control of a shire if, at the end of a turn,
they do not have at least one unit in the shire. This shire then reverts to
uncontrolled. If two or more allied wizards issue the order simultaneously one
randomly selected wizard will take control and the others will back down. Once a
shire is under a wizard's control the wizard may tax its peasants and use them
to PRODUCE the shire's resources or BUILD in central shires. The wizard also now
has the responsibility of feeding the shire's population. A wizard can feed
peasants anywhere between 0 and 5 food units using the FEED command. FEED 0
will cause some peasants to starve to death and morale to drop. Feeding
peasants more food will make them happier, increasing birth-rate that turn, and
possibly morale, which has benefits listed later.
3.2 PEASANTS
Each shire under your control will contain a certain number of peasants.
Peasants will work the land for you and allow you to make use of the shire
resources. Peasants may also be taxed and are a valuable source of income. Each
turn, each peasant may either PRODUCE some of the shire's resources or, if
they are in the player's capital city or in a central shire, they may BUILD
structures. If a large battle takes place in a shire, peasants may stay inside and not PRODUCE or BUILD. Peasants will also pay taxes each turn. The number of gold coins
paid by each peasant in a region is decided by their morale and the tax rate.
The Gold per Peasant base rate is determined by morale, and is
then multiplied by the tax rate modifier. The result of this
multiplication is shown in the table below. The value is then
multiplied by the
number of peasants in the shire. This will be the amount of gold you
will
receive that turn from that shire.
TAX CALCULATIONS BASED ON
MORALE.
MORALE
PRODUCE OR BUILD
GOLD PER PEASANT BASE RATE
TAX NONE = 0
TAX LOW = 0.5
TAX MEDIUM = 1
TAX HIGH = 1.5
0.00 - 0.99
If Enslaved
0
0
0
0
0
1.00 - 1.99
Yes
0
0
0
0
0
2.00 - 2.99
Yes
1
0
0.5
1
1.5
3.00 - 3.99
Yes
2
0
1.0
2
3
4.00 - 4.99
Yes
3
0
1.5
3
4.5
5.00
Yes
5
0
2.5
5
7.5
Adding all these shire tax values up for each of your controlled shires
will give the amount of tax that you will receive for that turn.
The peasant morale in each shire represents how happy the peasants are with
their conditions. It is always a value between 0 (rebellious) and 5 (happy).
Morale will rise and fall depending on how much food each peasant receives per
turn, certain buildings (WARNING: Sacrificial Altar will dramatically reduce local
and global morale), the tax rate (morale increases with no tax
and varies accordingly with rates low to high) and the number of people
killed that turn in battles inside the shire. As shown in the above table morale
affects the amount of tax collected. If morale drops to below 2 in a shire the
peasants will pay no tax. If the morale drops to 1 or the peasants will rebel.
You may not recruit any rebelling peasants as units. They will refuse to PRODUCE
resources or BUILD structures. The only way peasants with morale of 1 or will
PRODUCE or BUILD is if the player enslaves them.
To use the ENSLAVE order the player must have 1 point of unit offence for
every 5 peasants. E.g. to enslave a shire containing 100 peasants, the player
would need to have 20 militia (offence 1) or 3 Storm Giants (offence 7) in the
shire. Enslaved peasants will work but still pay no taxes. The peasants will
revert to normal if the FREE order is issued or if the amount of unit offence
drops below the required level. Enslaved units will be morale zero on being
freed. Enslaved population requires only half as much food as normal, so only
half the amount of the set feed rate will be deducted from the controller's
stocks. As soon as you enslave the population the morale drops to zero, so
population growth is reduced.
3.3 PRODUCTION/RESOURCES Each shire you
control will have a list of resources, listed as (Wood:4 Food:3). This
represents the types of things which may be produced and how much may be
produced (a value between 0 and 5). The number represents how much of that particular item each peasant
can produce each turn. For example, if 20 peasants are assigned to producing
wood given the above productivity ratings, then 80 units of wood would be
harvested that turn. The resources of each shire will generally be related to
the type of shire - a forest shire may have lots of wood, while a mountain shire
may be rich in iron.
Some ships can fish the oceans. These ships will fish automatically if they
are located in an ocean shire that the ship's owner
currently controls. The ocean shire's food
rating is multiplied by the ship's fishing capability value. No seasonal
adjustments apply to fishing vessels.
Production of resources is carried out through the PRODUCE order. Default
production is also carried out with all remaining peasants. Food or if no food is present the most
abundant
resource in each shire will be produced by default unless a default
production resource is set by the player. The
abbreviations for the resources found in the game are shown below.
TABLE OF
RESOURCES
RESOURCE
ABBREVIATION
USE
Gold
GLD
Used as the lands currency.
Food
FOD
Used for feeding peasants and soldiers.
Wood
WOD
Used for making troops and buildings.
Stone
STN
Used for building.
Gems
GEM
Used in magical spells.
Iron
IRN
Used in making troops.
Mithril
MIT
Used in making superior troops.
NOTE: Once a resource has been produced it is automatically transferred to
the player's global stock and may be used in any of the player's controlled
shires. This transfer happens instantly so that once production has occurred (See Order of Events),
these resources may be used anywhere in the players empire. Any resources used will be deducted
from this global stock of resources which will never be allowed to drop below 0 of any particular resource.
3.4 CARAVANS Every now and again a caravan
will appear in your city. That caravan will have resources on offer to buy and
sell. The caravan will stay in the city for 1 turn only so you have to buy and
sell quickly. To buy and sell, see the city orders BUY and SELL.
3.5 SEASONS As the seasons change in the
game the amount of food and wood production will change. There are the four
standard seasons with three turns per season. These effects only apply to land
based production of food and wood. Outlined below is the effect each season has
on food and wood production.
SEASONAL ADJUSTMENT TO FOOD AND WOOD
PRODUCTION
SEASON
FOOD PRODUCTION EFFECT
WOOD PRODUCTION EFFECT
Summer
10%
10%
Autumn
20%
0%
Winter
-20%
-10%
Spring
5%
0%
Winter also slows down movement (on the surface world only, wether it be at
ground level, tunneling, flying or on the ocean) adding 1mp to the
standard cost of moving.
Note that each turn report will contain a statement similar to that below:
The season is currently Winter and will remain so next turn.
The season is currently Autumn and will change to Winter next turn.
The change to a new season occurs at the beginning of the next turn, so
the orders that you send in should be
based on the new season production changes. Thus if your turn report
contained the second message above, you should count on using the Winter
production modifiers for your next turn, not Autumn. Each year consists
of twelve months, with the year changing at the start of each spring.
4.
Buildings
You will begin the game as a wizard controlling a single shire. This shire will
contain a city, which will be the capital of your empire. The city will have a
large peasant population and will contain all your starting units. The city will
also contain your castle (a base from which you command your forces) and a town
hall. Your first turn report will list the buildings, which you can construct in
your city along with their cost in Gold and Resources.
With the building of some structures your wizard will then be able to
construct other, more advanced structures (you can construct a building and it's prerequisite building in the same turn). There are well over twenty types of
buildings available in WOW 2.0. Once a building has been erected the wizard will
learn its function. As with many parts of the game the actual bonus of having
each building will only be revealed once the player has it. In general though,
buildings will allow new types of units to be created or an increase in research
points, peasant morale and/or resource production.
Some structures are city based. These structures may only be built in the
player's capital city. Players may not build these structures in any city or town
other than their own capital.
Only one of any structure can be built in a
shire, no matter whether it is a capital city or town.
It is also important
to note that some buildings are race based, in that only some races can obtain
these buildings. This only applies to some of the city only buildings.
Another aspect of a player's city is their castle. Castles can be
upgraded in size from level 1, which is its initial size, up to level 5.
Castles offer protection to the cities armies giving defensive and
sometimes offensive bonuses to the units inside. Some of the higher level castles also allow advanced units to be recruited.
4.1 TOWNS If a wizard's city is conquered it
becomes a town under the conquering player's control and the castle is
destroyed. Players may also build towns in the central shire (shire 5) of any
region as soon as they have taken control of the shire (this may also be in the
same turn as you move into the shire). This is done by getting the peasants to
BUILD a town hall. Once the town hall is built several troop and further
building types will become available.
4.2 GLOBAL OR LOCAL INCREASES In the
building function description on the turn report, it will state if there are any
global or local increases. The increase will be for either particular resources
produced or an increase in morale. Global refers to a slight increase in every
shire you control, each turn. Local refers to a slight increase in each shire
under the wizard's control (but not allies) within the region that the building is built.
4.3 INFORMATION ON BUILDING.
To construct buildings the BUILD order is used. Each peasant may erect 1
unit of wood, stone, iron, gem or mithril per turn.
For example, a Blacksmith (cost 800 gold, 200 wood, 200 stone) can be built in 1
turn by 400 peasants or 8 turns by 50 peasants. To issue the BUILD order you
must have enough gold to pay for the entire building, and enough of the
particular resource you wish to add to the buildings development for that turn.
The gold is used on the first turn the BUILD order is issued. Other resources are
subtracted from the player's global resources as the peasants use it. If you do
not have the required number of peasants to erect the requested resources
to a building that turn, the maximum available peasants are used. Building
always overrules production when peasants are ordered to try and do both. The effect of
buildings will only take place once all resources have been built onto the
building. Buildings do not require upkeep to be maintained.
4.4 STARTING BUILDINGS Each player will
begin with a Castle in their home city and a Town Hall. The player's first turn
report will list what further structures may be built.
5. Units
A unit is any creature under the player's control other than peasants. Each unit
will have an offence and defence score which represents its strength in combat.
Each unit will also have a cost per turn in maintaining it. This will be a
certain amount of food and gold for normal units, a certain amount of gold in
the case of heroes or a certain number of gems in the case of enchanted units.
All maintenance costs are automatically subtracted from the player's city
resources at the end of the Feed Order but before the Feed Event. Units
will have 33% of their number disbanded if there is insufficient resources
for their maintenance.
NOTE: The term unit refers to a single soldier
in this game. Hence a shire with 80 Axemen in it has 80 units and will require
80 times the maintenance cost of one Axeman. The turn report will list the
types of units which can be created by the player. The types of normal
units (any units other than summoned or undead) available depends on the
presence of certain buildings in the capital city or town. Each new unit
created will have a cost in gold, wood, iron and/or mithril associated with
it. Units are created by using the RECRUIT command. Each recruited unit (1
military person) causes the number of peasants in the city to be reduced by
one. A maximum of 20% of a shire's peasant population may be
recruited in any one turn (this maximum may be increased by certain
buildings). This maximum appears in brackets after the total population in the
turn report. If you attempt to recruit more units that allowed the program will
take the maximum amount available. Ships require one peasant per crew member
while mounted and other unit types only require 1. There is a basic list of
units which will be initially available to most players. These are
Militia and Spearmen or a variation of depending on the starting race. Other
units will become available as the game progresses and as the player
creates various buildings.
5.1 STARTING UNITS Each player will begin
the game with a set number of basic units. The unit type will be decided by the
starting race and city of the player
5.2 HEROES Heroes are the individual
champions of each wizard. They may lead armies, explore structures or use their
special abilities for the greater glory of their lord. Each hero has a range
of
attributes. Each initially ranked from 1 (hopeless) to 10 (awesome). The
attributes are:
HERO
ATTRIBUTES
ATTRIBUTE.
DESCRIPTION.
OFFENCE *
Attacking strength in combat.
DEFENCE *
Avoiding harm in combat.
ATTACKS *
The number of attacks the hero has each
turn.
HIT POINTS *
Number of direct hits to be taken before hero
will die.
AWARENESS *
Ability to detect traps and hiding enemy
heroes.
STEALTH *
Ability to pass undetected.
INTELLIGENCE *
Used for solving puzzles.
DEXTERITY *
Used for avoiding undesirable obstacles.
LEADERSHIP *
Effect of the hero on allied units in
combat.
SPELLCRAFT *
The degree of skill the hero possesses with the
magic arts. The
higher a hero's spellcraft, the more powerful the combat
spells they are
able to cast.
RESEARCH ABILITY *
The number of research points the hero
generates each turn.
UNIT TYPE OFFENCE BONUS
Some Heroes can give an offence
bonus to certain unit types.
For example, a Knight
gives a bonus to all
mounted troops under his command.
UNIT TYPE DEFENCE BONUS
Similar to Unit Type Offence
Bonus.
LAND OFFENCE BONUS
Some Heroes will give all units fighting
on particular ground a
bonus.
For example, a Ranger may give a bonus to all
units under his command
when fighting in forest.
LAND DEFENCE BONUS
Similar to Land Offence Bonus
SPECIAL
Some heroes will be able to offer some sort of
special skill.
COST
The price to recruit the hero.
MAINTENANCE
The price of the hero's services per turn. This
increases with level but a turn's warning is given.
Note: * Means that the ability can increase above its original level with
experience and also possibly with artifacts.
Heroes are the leaders of your armies. Although you can move units about the
world and fight battles without a hero's leadership, there are compelling
advantages to forming an army. All units in a hero's army receive the bonuses
bestowed by that hero - a Ranger hero may increase the army's' defence when
fighting in Forest. Heroes are also the tools used by wizard's to cast spells
out
in the battlefield. All heroes may have a spell set for the wizard to
cast
through them every time they enter combat (for example Fireball). The
wizard can
also cast spells that will affect their whole hero's army - casting
Teleport
will move the hero and their entire army to the desired destination.
The
TRANSFER command joins units to a heros' army. Armies move together so
only a
single command needs to be issued to move the hero - the entire army
will move
as well. Each hero will already have a small army when hired.
These units are
not recruited from the local population and come completely
free. The army will
stop moving as soon as any member of the army runs out of
movement points.
Heroes will gain experience and improve their abilities as they serve a
wizard. They will gain experience points for personal combat, leading armies
into battles, casting spells and conquering special places. The number of
experience points gained is related to the difficulty of their endeavours.
Heroes can also gain experience from dueling. Two heroes must be in the same
shire, and have the same owner or allied owners. One player only issues the
order. The two heroes then duel, and gain experience in the process. The
losing hero does not die.
Some heroes have the special ability to MOVE or ATTACK (the two commands are the same in this case) unseen into enemy/allies
territory.
These heroes known as espionage heroes, are not blocked by the
presence of enemy
units. There is a chance that an espionage hero will be
discovered when in
enemy controlled shires. The chance of being discovered is
determined by the
espionage hero's stealth, present enemy heroes' awareness
and the number of
normal units in the shire. Heroes remaining unseen in enemy
territory receive
bonus experience points. If discovered a battle will
automatically take place.
Espionage heroes cannot control shires or attack enemies without an
army and are not counted as a presence for spells which require this.
Heroes are offered in the player's city every now and again. This is
random
but chances may be increased by holding a TOURNAMENT.
These heroes that are offered can be recruited during the next turn by using the
HIRE order. Note
that these heroes are on offer for one turn only. Once a
hero has been
recruited the hero can have their name set, using the NAMEHERO
order. To get
current information on the hero, such as experience, artifacts,
and numerous
other attributes, the INFO order can be used. Note that all these
three
orders can be processed in one turn. e.g. HIRE 22 HERO, NAMEHERO 22
"Hand of
Death", INFO 22 HERO.
5.3 HERO'S ARTIFACTS During the course of
the game, heroes are likely to acquire certain artifacts. Each artifact has
certain abilities and can increase the Hero's attributes significantly. However
it is not realistic for a hero to have three magic swords and get the combined
total. The hero can only wield one weapon at a time. A hero can carry as
many
artifacts as they like but they will only use the best one of each type.
Each artifact is classified as a particular type. The hero can have one
of each
of these artifact types in effect at any one time. The heroes may of
course
carry others in their saddle bags.
The different types of artifacts
are:
Armour
Boots
Gloves
Helm
Shield
Weapon
Miscellaneous
When you get info on an artifact it will mention what type of artifact it
is. The one other artifact type is Miscellaneous. You can have as many of these
as you like in effect at any one time. They are usually magical objects that
are used in spell casting or in various other capacities.
5.4 SHIPS All towns and cities in a region that has
an exit to an ocean region can build ships, once they have built
docks. There are three basic classes of ships, but some particular ships may
overlap slightly. The classes are transport, fishing, and war.
Transport
ships can carry units and heroes from one location to another.
The TRANSFER
order is used to put heroes and units on and off ships. You may
also transport
allied units.
Fishing ships will automatically fish whenever they are in an
ocean shire
that they control.
War ships are designed just for war and are
good at protecting your
transport and fishing ships.
A ship is constructed
using the CONSTRUCT order. Constructing a ship will
reduce the town's population
as peasants are used as crew. The ships can be
named using the NAMESHIP order.
To get further information on the ship itself
use the INFO order.
The maintenance cost for a ship may be calculated by;
* GOLD Maintenance
for a ship is 10% of the construction cost.
* Food Maintenance is one food for
each of the crew.
* 5% of other construction resources is required to maintain
the ship.
The turn after a ship has been constructed you will receive the specific ship number
which can be used to move the ship or transfer units aboard the ship. A
ship can move across shires of the region type ocean and into or out of
coastal shires. A ship's movement ends
after moving onto a coastal shire. A ship can not move from one
coastal shire to another coastal shire, it may only move from ocean shires
to coastal shires or vice versa.
Note that
you will gain access to more ship types as you build more
buildings in the docks' shire.
t
5.5 APPRENTICES Apprentices may be
recruited like any other unit. Apprentices cost a large number of gold
coins per turn it maintenance. Each apprentice increases the number of
Research Points (see magic section) produced per turn by 1. Players may recruit
as many apprentices as they can afford when they become available.
Apprentices can move around the world like any other unit.
5.6 BUILDERS Builders may be recruited
like any other unit. Builders can build 3 resources (like 3 peasants) to any
building when they are placed in a central shire. Builders will always be used
before peasants to build. Builders can not produce resources. Players may
recruit as many builders as they can afford when they become available.
Builders can move around the world like any other unit.
6. Movement
Players move about the world with the use of two types of commands: Move and
Attack. The formats for these commands are discussed in the ORDERS section. Each
terrain type requires a certain number of movement points to leave a shire
(For
example, Mountain costs 3 m.p. while Grassland costs 1. The rest you
will find
out during the game. We don't want to give away all the terrain
types now). It costs the same amount of movement points even if a shire exit is changing planes (ie. to the Underworld).
Certain units will be able to move more easily (such as flying
units). Details
of these will also be revealed during the course of the
game.
Note: units that move into a location using the attack command will
only be
able to move again that turn if the shire they issued the attack
command on was
unoccupied. Once a unit is involved in a battle, it will
not
move any
further during that turn
All units can attempt to move from one shire to an adjacent shire (all
adjacent shires will be listed in your turn report). If a unit has movement
points remaining and if the first shire moved into is not occupied by hostile
units it may continue to move. A player may only move through a shire if it is
controlled by themselves, by a wizard with whom the player has an alliance, or
if there is no unfriendly units present. This means that you are unable to
move/attack out of shires if there are enemy present and you are not in control
of the shire, even if you started in that shire the same turn. So when setting
ALLY NO you may not be able to move out. Also note that you will never be able to
move all your
units out of your city as this would result in your losing the
game.
A note on movement points. All units with one or more movement points
remaining may leave the shire they are currently in. When they arrive the
movement cost of that move is deducted from their movement point total. If this
results in a score of zero or less, they can move no further. The movement
costs depend on four factors; the current season (add 1 MP during winter), the
presence of paths or roads, the land type and any spells that are in effect. The
movement
cost of the land type you are moving from is reduced to one if you
have roads
through this region. This applies only to all units moving from a
ground
location. All other move types cost one.
In all the movement type orders, MOVE,ATTACK,FLYMOVE, ... the following
guidelines apply. All multiple moves of units must take place as one
order,
starting at the location where the units reside.
For example, you may not move
a unit from shire one to shire two, in the
shire one orders
section, and then
in the shire two orders try to move that unit to shire
three. This will not
work because at the time of processing the order
the program checks that the
unit does exist at this location. As all the actual moves are
processed at a
later date, the check will report that the specified
units do not actually
exist at
shire two yet. To perform this example move, one must make
the move
a multiple destination move, listed under shire one.
To move to other regions you have to be in the shires 1, 2, 3, or 4 (Shire 5
can connect to other regions only on another plane. E.g., Underworld or Astral
Plane). From each of these locations you will be given a list of connecting
regions, if any exist. The map is basically symmetrical (other than the World of
Varlania) but there are several special links which do not fit this pattern.
This makes exploring and Travelling that much more of a challenge and allows for
a vast variety of possible unit movements. Below is a sample section of a
world
map.
A few points worth noting. Notice that the shires inside every region are
identically organised. Also note that not every shire connects to another
region. A shire numbered 1, 2, 3 or 4 will usually connect to two other regions
(but may connect to zero, one or even more than two other regions in some
circumstances). Finally, all troops can always move at least one shire per
turn,
or perform at least one state change (To Flying State, To Underground
State or
To Ground).
6.1 MOVEMENT TYPES
There are 3
different
movement types for units: Ground, Flying and Tunnelling.
Ground level
movement is further divided into boat, land and water movement.
Ground Units are the standard unit. They use movement points every time
they leave a shire until they reach 0 movement points, after which time
they
can not move until the next turn. Flying and Tunnelling units may act
as land
units using the MOVE command but also have the addition of the
FLYMOVE/TUNNELMOVE commands. Note that you can take off/tunnel and ground
in
the same turn, however you cannot do the opposite. The air, ground and
underground are treated as three separate areas and units in any of the
three
areas do not interact with units in the other two. While flying or
tunneling, units only use one movement point per shire no matter what
the
terrain type.
Note that the flying and tunneling units can move in two states
e.g.,
ground and air or underground and ground.
The number of movement points that
these units start with each turn depends
on the movement type performed. If
the MOVE or ATTACK orders are used then it
is their ground movement value,
otherwise they will use their
flying/tunnelling movement
value as they use
the FLYMOVE/TUNNELMOVE related orders.
For example, a giant worm that crawls
across the ground might get one
movement point, but if the worm dug down
into
the ground and traveled underground, it might get two movement
points.
Moving from the ground state to flying/tunnelling or vice versa costs one
movement
point.
Some special units have the ability to swim in ocean regions and walk on
land. These units will have a special attribute called "Water Movement". All
normal units will report an error if you try to move them off land and into the
ocean, but not these units. They can keep on moving over any terrain type.
The other movement type is naval. Ships can move in any ocean shire or shire
that connects to an ocean shire (coast), where some ships may load/unload units.
Direct movement from one coast region to another is not possible. Troop carrying
ships will have a capacity number mentioned. This capacity is the number of
units that can be transported. Foot units count as one while wandering monster, mounted, units with flying
or tunneling movement and heroes count as two. All unit types with regard to
their load are based on their unit type/battle position attribute and their movement abilities, which can be found in the unit
abbreviations part of the report. Some may not seem logical i.e. Sprites count as 2
because they have a flying movement value of more than 0. Catapults are counted as five.
Note if there are any move related orders where the destination is the same
as the from location then that move will be ignored and processing of the
order
will continue, except for FLYING and TUNNELLING move orders, where if
the
first
destination is the same as the current shire, it means that the
units are to
leave their ground state and enter the FLYING/TUNNELLING state.
Also remember to be wary of wandering monsters, as they can be found
Travelling
all over the world, and in all planes and states.
6.2 MOVEMENT RULES
The rules of movement.
When and how a particular move scenario will work.
TRAVELLING RULES
You can only move from one
shire to another if there is a link
mentioned on your shire
report to that
other shire.
You cannot FLY in Underworld regions.
You cannot TUNNEL
in Astral Plane regions.
You cannot enter or leave Astral Plane or
Underworld regions
whilst
tunneling or flying.
Ships can only move to
and from shires that are ocean or have an
exit to an ocean
shire (coast).
You can not move directly from coast to coast.
Units can only move on
ocean shires if they are a ship or have the
"Water Movement" attribute.
Otherwise they must be placed on ships and to be transported.
Units on board a ship do not become involved in combat unless it occurs in a coastal shire.
Ships can be used to control coastal shires.
Heroes and their armies do not have the "Water Movement" attribute,
and
as a
result can only be transported
across water on board a ship or by magical
means.
You may not move your last unit out of the capital as the city
requires a garrison (heroes can not be used as a garrison).
MOVE AND ATTACK ORDER RULES
For orders directed
to a ship or hero, the ship/hero must be present.
For orders directed to units,
at least some of the requested unit
type must be present. If more units are
requested than are present,
then the order will move the largest number it
can.
The ship/hero/units must have at least one movement point left.
The ship/hero/units may only leave their current location if they are not
in a hostile situation (there are no unallied ships, heroes or units at
their
current location), or if they are in the GROUND state and they
or an ally
controlled the shire at the beginning of the turn.
EXTRA MOVE ORDER RULES
The ship/hero/units may
only enter a destination if
you or an ally controls the destination
location,
all the players present at the location are yourself and
your
allies,
there is no one present at the location.
If the above criteria are not met the move will be blocked but details of
which enemy player blocked the unit will be revealed.
If in a movement orders with multiple locations, one destination can not be
reached (due to enemy presence or a wrong shire number) the remaining moves
are cancelled.
7. Allies
Generally only one wizard is allowed to have units in a shire. The exception to
this is if two or more wizards are allied. In this case they can all move
units
into a single shire but still only one can control the shire. Allied
wizards
may always cast spells on each other without being hindered by each
other's
counter-magic spells. Allied units are also treated as if they are
under the
control of one wizard when it comes to combat, as they will fight
together when
attacking or being attacked (with the exception of when a player
is allied to wizards on both sides). To be allied both wizards must use the ALLY
command. If either wizard does not wish to be allied at any stage, the
alliance
can be broken by issuing the ALLY command again with the NO
parameter. If an
alliance is broken a battle will take place in any shared
shires.
There will appear a * next to any other player numbers on your reports who
you have formed an alliance with. Any wizard on your allies list that does not
have this * means that wizard is still as yet to declare you an ally as well.
8. Combat
Combat occurs when units in a shire attack another shire within movement
distance. Note that there can actually be up to three battles in one shire (air,
ground and Tunnelling), but it is only units on the ground that can CONTROL a
shire. Below is a brief summary of how the combats will take place within the
game.
All Combat Spells are cast, the order being determined by heroes
combined
leadership score.
In the first round units are grouped by their Battle Position (Ranged,
Flying/Tunnelling,
Mounted and Foot Melee). A ranged unit is selected at
random (from any side) who
will attack an enemy at random. If the attack is
successful the enemy dies.
This continues until all ranged units on each side
have had an attack. The
target cannot retaliate to ranged attacks.
Next a Flying/Tunnelling unit (only involved if at the same level as rest of
battle i.e., if underground will not be involved in a ground battle) is
selected at
random (from any side) who attacks a randomly selected enemy
(Ranged and Behind
units can't be reached yet). If successful, the enemy dies.
If not, the enemy
retaliates and will kill the original unit if successful.
This process
continues until every flying/tunnelling unit has had an attack
(and may also have
retaliated as many times as it has attacks). Some units
also have multiple attacks. The same
process is repeated for mounted and then
foot melee units, after which every
unit should have had an attack and Round 1
is complete.
After Round 1 has been completed, all units are in one group for subsequent
rounds. So a unit is picked at random from the entire battlefield and attacks an
enemy at random. If successful the enemy dies, if not the enemy gets the
chance
to retaliate. This continues until every unit has used all attacks (and
may have
retaliated multiple times). After this the same process is repeated
for Round 3
and so on.
If one side has a higher combined hero leadership score than the other side/s
the first round works slightly differently. All units in each group (ranged,
mounted, etc) on the
heros' side attacks before the equivalent group on the
other side. If the battle
is being fought at a city, then the player's wizard
provides a leadership score
of 10 which is combined with any hero's leadership
score. In ocean battles only the admiral, pirate hero or a hero with the "walk
on water" spell active may contribute to the leadership total.
Note: Some units (Clerics for example) and heroes are termed behind units.
Behind units cannot attack (unless they have a ranged combat value)
or be attacked until all other units have been killed.
The exception to this rule is if the attack is made by magic. At which point they are as susceptable
as other units.
In summary combat proceeds in the order of;
ROUND 1
Heroes Cast Combat Spells
Ranged Units attack. Ship Units attack
Flying/Tunnelling Units attack.
Mounted Units attack.
Foot Units
attack.
Behind Units attack if and only if there were no other units
available to fight.
ROUND 2+ All units attack (Units which had ranged attack values use their normal offence
value after round 1 is completed and general melee begins).
Behind Units Attack
if and only if there are no other units available
to fight.
This continues until only one player or one alliance is left alive. After
the winning side has been decided, some units may be healed. Healing may be
performed by cleric units (each cleric has a 50% chance of healing each of up to
5 units) as well as some special heroes, buildings and artifacts. The order
in which they will heal is buildings, heroes, units and artifacts. Ships,
heroes
and units with multiple hit points are restored to their full value at
the end
of combat if they have at least one remaining. Units are healed at
random from
both friendly and allied casualties. No Preference is given to
your own or your
allies. Neither is preference given to strong over weak
units or heroes over units.
We wish to keep most of the combat system as a surprise. You will see how the
system works once you go into battle and will soon be able to evaluate your
chances of victory. To get yourself into a battle you will either be attacked
or you will attack someone else in a surrounding shire by issuing the ATTACK
order.
NOTE: Allied wizards will never fight each other. An interesting example to
note is that if three wizard are at a site, and wizards one and three are
allied
to wizard two, but wizards one and three are not allied to each other,
a battle
will occur between wizards one and three and wizard two will abstain
from the
fight.
NOTE: Occasionally border battles will occur. They are only possible when
enemies cross a shire border from opposite directions. In these situations none
of the regular bonuses (defender's bonus and hero's land type bonus) will
apply,
but hero artifact bonuses will still apply. Border battles may not
occur every
time as there is a random element involved. However, having
increased numbers
of scouts amongst the crossing units will increase the
chances of a border
battle.
9. Magic Magic
will be an important part
of
any successful player's strategy. The speed and
direction of research can
make the difference between dominance and
self-destruction. Magic is
divided into 7 areas of which one area (Druid) is
divided into a further
4
areas. Each area has 3 or more levels (this may
increase at a later
stage), with higher levels allowing more powerful magics.
The areas of magic are:
DARK - The study of evil, fear and pain. Combined with Necromancy
has some powerful spells.
NECROMANCY - The study of death and the
awakening of the
dead.
SUMMONING - The study of the spirit
world.
SORCERY - The study of magic itself and its relationship with
the
universe.
CONSTRUCT - The creation of artifacts and of
embodiment of power
in objects.
WILL - The study of the mind and
thought may enable one to control
others.
DRUID - The power of magic
within nature.
FIRE - The study of the flame and heat.
WATER - The study of the water and life.
EARTH - The study of the
soil and plants.
AIR - The study of the wind and moon.
9.1 RESEARCH Each turn each player will
receive a number of research points (RP). Players have a base of 8 RP/turn. This
can be increased by hiring apprentices or heroes, constructing certain
buildings
and finding items in special places such as scrolls. After
accumulating
sufficient RP (usually turn 4), players may research an area of magic. Players may
research as
many different areas as they wish, with the only exception being
that players
who study black (dark and necromancy) magic may not study druidic
(fire, water, earth and air) magic and vice versa. The cost to
research a
level is dependent on the type of magic being researched. It will
include a
certain amount of research points, gold and gems, with each level costing
more
to research. Your turn report will tell you what you can research and how
much it costs to research. This will be displayed near the research points
field of the report when you have enough points to research a level. Several levels of the same area can be researched in the same turn if the
costs can be paid.
9.2 SPELLS Once a magic area has been
studied the player will be informed in their turn report of any new spells which
they can now use. Spells become available for each area level obtained and
sometimes for combinations of levels obtained.
For example, a player with Necromancy Level 2 and Summoning Level 2 may be
able to cast a "summon spectre" spell. Part of the fun of the game is
discovering spells as the player progresses. It also creates a further
advantage in working with other players and sharing spell information. It is
also worth noting that all spells will require a base number of GEMs (and extra
gems per unit affected in some cases) to cast and a level of Spellcraft.
Spellcraft is the wizard's skill with the magic arts. Each spell has a
spellcraft rating, one for easy spells through to ten for the hardest. Every
wizard begins with a spellcraft rating of 8. This means the wizard may cast 8
Spellcraft 1 spells, 4 spellcraft 2 spells, etc per turn. To increase
spellcraft above 8, wizards may use Research points to RESEARCH SPELLCRAFT. It
will be listed as an option on your turn report when you have enough Research
Points to do this.
Druid magic is different from other magics in that its PURE druidic spells
require more than just gems to cast. They also require elemental objects, which
are available in certain special places or may be created. Combination
druidic spells do not
require these objects. Necromancy spells require the
player to have control of
a shire containing a graveyard (special place) that
has been successfully
explored in order to cast them. Raised undead units
created with pure necromancy
(as opposed to combined spells) will appear in
one of the wizard's graveyard
shires (randomly chosen).
An important thing to note is that magic cannot be forgotten once
researched, so if you choose to study dark magic you will never be able to
research the druid magics and vice versa.
Another important note is that a spell can be cast as many times as the
wizard likes once they have researched the spell. They just have to have enough
gems to cast the spell each time and enough spellcraft points.
9.3 SPELL TYPES The spells that you will
have after researching are broken into a few different types. These are the
following.
Combat Spell - These are used in conjunction with the SPELL order.
They are used to set the combat spell of a hero. These are cast at the start of
a battle if all the required conditions (such as enough enemies to warrant
casting
and enough gems) are met. This is the only spell type that doesn't use
the
wizard's Spellcraft (the exception being a wizard casting a combat spell
when his capital is under attack). Instead it uses the spellcraft of the hero
for whom the
spell is set. A heroes Speelcraft is regenerated at the end of each battle.
Charm Spells - These spells are used to
take partial
control of the wandering monsters of WoW and send them into
enemy's shires (they appear after movement and hence can not pin units).
Create Unit - This type of spell will create a unit through summoning or through
necromancy. These units usually require gems as maintenance.
Create
Object - This type of spell will create a specific artifact.
Hero
Spell - A spell that the hero can have working all the time.
This spell is canceled with the CANCEL order and is set with the
CAST
order.
Miscellaneous - This spell will carry out a particular task
described
in the spell book description that you will receive.
10. Orders
Orders are sent in response to turn reports the players receive. There are
basically three types of orders: Global, City and Shire orders. Global orders
are used to set options not directly involved in the game, such as specifying
certain details the player's wishes to see on their turn report. City based
orders are used to perform actions not related to a specific shire such as
researching magic. Shire based orders are used to command the units, heroes and
peasants inside each shire the player controls
The format for orders is;
Global Orders
City Orders
Each Shire's Orders
At the end of this section there is a sample set of orders that could be
submitted. Each order has to be on the start of a new line and shire orders have
to be under a shire number heading (SHIRE Shire_num). Global and City orders
can
be placed anywhere in the orders section although at the top makes the set
out
more clear.
Orders are to be sent in weekly. For the first few turns we will be checking
to make sure no obvious bugs occur, but if we don't catch them, and you do
please tell us as soon as possible. Rewards will be given, in terms of a mention
on the game credits' bug fix page and with gold and other resources for your
use
in the game. The more subtle and dangerous the bug found the bigger the
rewards. Be warned, if it is found that somebody has been exploiting a bug in
the game, we reserve the right to send our demonic minions down into the realm
of wizard's to wreak havoc upon your mortal and puny armies. We have some
mighty
units at our disposal, so be scared. We also offer rewards for player
blurbs,
news and player WoW web sites.
Note that wherever you type in a
location, the
form region,shire with no spaces between the comma should be
used. Also note
that any command parameter that is more than one word must be
contained in
"quotation marks". e.g. CAST "Sword of Flame" For all orders
requiring a yes/no
parameter the orders processor will accept (y,n,yes,no) as
parameters. Also note
that comments (anything following a semicolon on a line)
and all leading and
trailing spaces are stripped from your orders before
processing and that
everything is converted to uppercase, so it doesn't matter
what case your orders
are sent in as. One final note; placing a @ before a
line will add this line to the template at the end of a players' next report.
This is a time saving function for producing weekly orders from the template.
The orders syntax notes are as follows.
A line beginning with a
Square is a command syntax line. An
indented line beginning with
a circle is
an example line for (most likely) the syntax line above
it. For the older
browsers
it is a solid circle for both. However it is fairly self-evident.
Any text in capitals is required text
and specifies the type of order that
is being issued.
For example HIRE <hero number> HERO
Any
text within a <text> is a parameter and the text within the
parameter
will describe what information has to be placed here. Note that
if any parameter
you place on the command line contains a space then place it in
"'s to ensure
that it is still treated as one parameter.
Parameters that have their text broken up with / (forward slash)
represent the different
values that can be used with this command.
Any parameter that is <...> means that it is the same as
the previous parameter type and
that you can enter this parameter type as many times as you like.
Note that wherever it asks for xxxx type name e.g. unit type
name, you can either place the
full name of the item here or just the abbreviation of the item.
Any parameters of text in capitals that is enclosed within []
means that these
are optional parameters and can be left out if not needed.
An example is all the
movement commands.
And now here are the orders:
10.1 GLOBAL ORDERS
These orders are used to change your general preferences about the game,
and the way in which you
will receive your report.
ABBREVIATIONS
This enables the player to chose whether a list of abbreviations is
placed at the bottom of the turn report.
ABBREVIATIONS <yes/no>
ABBREVIATIONS yes
ADDRESS
This order changes the address to
which the player's turn reports are to be sent.
ADDRESS <email@address>
ADDRESS chris@wow.pbemgame.com
AUTOCONTROL
Units will automatically control any shires that they are
in which are currently uncontrolled. When taking over a new shire, settings for that shire will reset to FEED 1, TAX l and DEFAULT production.
AUTOCONTROL <YES/NO>
AUTOCONTROL no
CLIENTINFO
Setting this option to yes will cause an extra section to be added to your report.
This section will include information on your empire in a format that will be used
by other client applications. These applications will provide graphics interface of
help generate your turn orders.
CLIENTINFO <YES/NO>
CLIENTINFO yes
COMPRESS
Allows a player to have their report compressed and sent as a
zip file attachment. When specifying Yes a message greater than size in
kilobytes also needs to be specified. This range is from 0 to 4000KB. Setting a
value of 0 will mean that all emails will be compressed. We recommend a setting
around 30 to 150 would suit most people that wish to have their mail compressed.
COMPRESS <YES/NO> [<if greater than KB>]
COMPRESS yes 30
DESCRIPTION
This enables the player to chose whether the players turn report will
include extra spell book descriptions.
DESCRIPTION <YES/NO>
DESCRIPTION <no>
HEROSUMMARY
This
enables the player to chose whether a hero summary is placed at the bottom
of their turn report.
HEROSUMMARY <YES/NO>
HEROSUMMARY <no>
PASSWORD
This order is used to change a player's password. It is important to
note that the new password will not take affect until after the turn
has
been run, so any further submissions before the turn takes place
should use
the old password.
PASSWORD <new password>
PASSWORD fireball
TEMPLATE
This
enables the player to chose whether the orders template is placed at the bottom
of their turn report. If this order is set to yes, then an extra parameter can
be supplied; this turns on and off detailed extra template information. The
detailed extra template contains information such as troops present in each
shire.
TEMPLATE <No>
TEMPLATE no
TEMPLATE YES <yes/no>
TEMPLATE yes
no
10.2 CITY/WIZARD ORDERS
These are orders that control some of the player's key diplomatic and
magic events within
the player's city and empire as a whole.
ALLY
This order allows the player to
declare another player an ally. The alliance will not take place until
both players have declared each other an ally. Allied players may both
have units in the same region and will fight together in all battles
if
there is a common enemy.
ALLY <player number> <yes/no>
ALLY 4 YES
BUY
This command is used to buy resources from the caravan, which is
currently in your city. It will have no effect if there is no caravan
in your
city or if the caravan is not selling that resource. Note that you
can
specify the full resource name and not just the abbreviation.
BUY <amount to buy> <resource type>
BUY 300 Wood
CAST
This command is used to cast a
non-combat spell. Some spells require extra parameters, which
will
be listed in their spell description.
CAST <spell name>
CAST "Armageddon"
HIRE
This order is used to hire heroes or mercenaries who have offered their services.
HIRE <hero number> HERO [<hero name>]
HIRE 23 HERO
Would hire the hero that offered itself in your capital
city.
HIRE <number of mercenaries> <mercenaries type>
HIRE 20 "Orc Wolf Riders"
Would hire 20 Orc Wolf Riders that offered themselves in your capital
city.
RESEARCH
This order is used to spend research points studying a magic area
level or to study to increase spellcraft. You must have enough
research
points for the order to be successful. In the case of Druid research
just
the discipline name is used for the magic area in the command line
RESEARCH <area>
RESEARCH SPELLCRAFT
RESEARCH Necromancy
RESEARCH Spellcraft
SELL
This command is
used to sell resources to the caravan, which is currently in your city.
It
will have no effect if there is no caravan in your city. You will
receive
gold in exchange for the resource you wish to sell. You can only sell
resources that the caravan is wishing to buy. Note that you can
specify the
full resource name and not just the abbreviation.
SELL <amount to sell> <resource type>
SELL 100 Gems
TOURNAMENT
This command is
used to hold a tournament and offer prize money, in an attempt to lure
heroes. A minimum prize purse of 1000 Gold must be offered to have any
effect, and more prize money will further increase the chances of a hero
offer. Note that all players will be notified of your tournament,
it's prize purse and the position of the city in which it is held.
Also note that other players holding
tournaments detract from a wizard's chances of receiving a hero. Future
tournaments require more prize money to have the same
effect. You can only hold one tournament per turn.
TOURNAMENT <amount of gold offered>
TOURNAMENT 2000
TRADE
This order is used to transfer resources to another player. The target player
must have a unit present at the destination location at ground level. The player issuing the order must
either also have a unit at ground level (excluding charmed wandering monsters, summoned units,
undead units, or heroes that are currently undercover) present at that
location or at one of the shires exits of the location. Once this link
has been established the two players may transfer any amount/type of resources
from their city's global stock as they wish. If the required resources are not available the entire order will fail
(the amount will not be adjusted to transfer the amount of that resource you do possess).
This order only gives resources away. There is no guarantee that your trading partner will give resources in return.
Note: Ensure the DESTINATION LOCATION is owned by your trading partner, not yourself.
TRADE <resource amount> <resource type> <to player number> <destination location>
TRADE 200 IRN 14 125,1
Gives player 14 who has a unit present at 125,1, 200 Iron.
10.3 SHIRE ORDERS
These are the core orders of the game and are generally used within
every shire of your empire.
ATTACK
This order is used to forcefully move into a shire battling any units
already within or entering simultaneously. The shire to be attacked
as
well as the number and type of units to advance must be specified. To
attack a shire units must be able to move to it. Taking off/tunnelling down
or returning to the ground and attacking is done by issuing an attack or move order for the current shire. Multiple attack
orders
can be issued to add more units to your attacking force during the
battle.
Note that units will only move to destination 2 if a battle does not take
place at
destination 1.
This order is used to put peasants to work building structures. The
number of peasants and the type of structure to be built must be
specified.
BUILD <building type> <resource type> <number of
peasants>
BUILD Infirmary WOD 100
BUILD Infirmary STN 50
Would build 100 units of wood and 50 units of stone onto
the infirmary using a total of 150 peasants.
Note this order is restricted to shire 5 of any
region.
CANCEL
The command is used to cancel a
specific spell that a hero currently has activated.
CANCEL <hero number> <spell name>
CANCEL 4 "Fast Move"
Would cancel the fast move spell that hero 4 currently has
activated.
CONSTRUCT
This order is used to create ships. It will only be available if
the player has specific buildings, which will only be available in
regions
with an exit to an ocean shire. This order will only work in
the
region's central shire. The second form of the Construct order is so that
if
you have more than one exit to an ocean shire you can specify the
shire
within the building region that you want your ship to put to water at.
Note:
this shire has to be within the construction region and has to have an
exit to ocean. If it doesn't then the order will revert to the first
form
of the order where it will pick a shire with an exit for you.
Peasant labour is
not needed for the construction of ships, but peasants are used as crew.
Will build a battleship and place it in shire 12,2 of that
region
that has an exit to the sea.
CONTROL
This order is used for a wizard to take control of a shire. Once a
shire
is under the player's control, the player may utilise its peasants and
resources. Note that all the CONTROL no orders are processed before
the
CONTROL yes orders - this allows control of the shire to be
transferred all
in one turn to another player.
CONTROL <yes/no>
CONTROL Yes
Takes control of a shire.
DISBAND
This order is used to remove
unwanted units from your pay roll. The number and type must be
specified.
A percentage of the units will return to become peasants in that
shire,
provided they are of the same race type. The stronger the unit type,
the
higher the proportion that will revert to peasants.
Note: When a hero is disbanded they will take all their army with them,
so remember to transfer all units out of the
hero's
army first. Also note that a ship cannot be disbanded until
it is empty. The order will fail until such a time. Finally,
units can only be disbanded if they are currently in the ground
state.
DISBAND <number> <unit type>
DISBAND <hero number> HERO
DISBAND <ship number> SHIP
DISBAND 20 hemil
Will disband 20 High Elf Militia from this shire and attempt
to
re-integrate them back into the population.
DISBAND 36 HERO
Will disband hero number 36.
DISBAND 21 SHIP
Will de-commission ship number 21.
DUEL
This order is used to give heroes experience, and to be used as a
decision making tool. An example would be that if two wizards are allied
and both
occupy a shire, but they are unable to decide who should get control
of the
shire - they could send their heroes to the location to duel. The winner
would then get control of the shire. The heroes do not die as a result of
dueling;
they just take up all their movement points for that turn. A hero
cannot explore
and duel in the same turn. Note that only one wizard is to issue the
order. If both
try then one of the reports will have an error saying that hero
has already dueled
this turn. Wizards may only duel while on land.
DUEL <hero number 1> <hero number 2>
E.g. DUEL 12 54
Will set up a duel between two heroes, hero 12 and hero
54.
EXPLORE
This command is used to instruct a hero
to enter a special place contained in the shire he/she is currently
in. A hero cannot explore as well as move or duel in the one turn.
The hero number must be specified. There are three options that can be associated with
hero exploring. Those are cautious, normal and bold. If nothing is specified normal is
assumed. Also if an unknown explore mode is specified it will default to Normal.
When exploring cautiously a hero's chance of dying is 0%, their chance of successfully exploring
however is reduced by 50%.
On the other hand if the hero explores boldly they have a 50% more
chance of successfully exploring the site, they also have a 50% more chance of dying if they
still fail to explore the special place.
When a hero fails to explore a special place it will mention all the tests that the hero happened
to fail and what the heroes chance of dying was for that particular time. This information will
help you to decide if the risk is worth exploring boldly next time or if it is going to require a
more powerful hero to come and explore the special place. One important thing to note is that there
can be many tests to pass for each special place. The system will only report those tests that the
hero fails.
EXPLORE <hero number> [<CAUTIOUS|NORMAL|BOLD>]
EXPLORE 2 BOLD
Will send hero number 2 boldly into the special area at their
current location.
ENSLAVE
This order is used to enslave the
peasants of a shire forcing them to work. Read the guidelines on
Enslaving
in section Peasants.
ENSLAVE
ENSLAVE
Will enslave the peasant population in the shire.
FEED
This order is issued to direct the
number of food units to be given to each peasant in a shire. The
default
is 1. The maximum amount you can feed per peasant is 5 food units.
Feeding
with a value of 0 will cause people to starve to death.
FEED <feed amount>
FEED 2
FLYATTACK
This is used in the same way as FLYMOVE with the difference being that
the unit will battle any enemy flying units encountered, rather than be
blocked. Note, if you need to take off from the ground first then the destination 1
parameters should be the shire that you are issuing the order from. To land the flying units
just place the Ground parameter at the end of your orders.
This is used for flying units to take off from the ground and move
through the air. Note, if you need to take off from the ground first then the destination 1
parameters should be the shire that you are issuing the order from. With
the fly move order you will not be able to reach the destination if an
enemy is present. To land the flying units
just place the Ground parameter at the end of your orders.
This order is issued to return enslaved peasants to their normal
state.
They will have a morale of zero just after being freed.
FREE
FREE
Returns an enslaved population back to normal.
GIVE
This order is used to give units, heroes, or ships to another
player. To give to another player, you must have a unit (excluding charmed
wandering monsters or heroes that are
currently undercover) in the same shire as the target player. Giving a ship to another player
does not change the owner of the heroes and units on board the ship. These have
to be transferred on land to the other player.
In the Syntax below: The player number is the player you are
transferring the unit, hero or ship to. The three types of give orders take place in a common shire. Both
players have to have a representative present to supervise the transaction. Note
that it is not possible to give units or heroes directly to another player if
they are currently on board a ship. All flying and tunneling units that you
wish to give to another player have to be on the ground before the transaction
will work.
GIVE <number> <unit type> <player number>
GIVE <hero number> HERO <player number>
GIVE <ship number> SHIP <player number>
GIVE 34 "High Elf Militia" 6
Gives 34 High Elf Militia to player 6 in the current
shire.
GIVE 23 HERO 7
Gives hero number 23 to player 7 in the current
shire.
GIVE 10 SHIP 8
Gives ship number 10 to player 8 in the current
shire.
INFO
This order is used to get information about different unit types,
heroes, ships and artifacts. The unit and artifact forms of this order
will accept either the name (exactly as it appears in the report) or the abbreviation for the unit or artifact.
The information returned will be along the lines of offence,
defence, movement and a few other details specific to the item that
you
request information on.
You often have to issue the info order in the shire where the object you want info is located. For eample to get info on a Tundra land type you must have a presence in a Tundra region and be issuing the order from that shire. Getting information on a terain type you must specify the terrain name, Desert, Plains Volcanic and so on.
INFO <unit type name> UNIT
INFO <building type name> BUILDING
INFO <hero number> HERO
INFO <ship number> SHIP
INFO <artifact type name> ARTIFACT
INFO <race type name> RACE
INFO <terrain type name> TERRAIN
INFO "High Elf Militia" UNIT
Will return general information about the High Elf
Militia.
INFO church building
Will return information such as construction cost and
bonuses of the church building.
INFO 23 HERO
Will return status information on Hero Number 23.
INFO 36 SHIP
Will return status information on Ship Number 36.
INFO "Tryvorn Lance" ARTIFACT
Will return information about the Tryvorn Lance artifact and what
it can do.
INFO Plains TERRAIN
Will return information on plains such as defensive bonuses
and Movement
Points (MP) required to move through.
MOVE
This order is used to move units from one shire to another. The shire you wish
to move to first must be specified in the turn report as an exit from the shire
the unit is currently in. Taking off/tunnelling down or returning to the
ground is done by issuing a move order for the current shire.
Moves 40 militia to shire 4,2
Note, it is not possible to issue multiple move orders to
the same unit from different shires:
you cannot have in the
SHIRE 4,1 orders move cavalry to 4,2 and in the SHIRE 4,2
orders move the same cavalry
to 4,3. The full move has to be specified in the starting
location.
NAMEHERO
This order allows the player to
name any heroes they have hired.
This order also allows you to change your wizard's name. Set the
hero number to 0 and your
wizard will have their name changed. Remember that these are shire orders!
Thus if you wish to rename your wizard then the order must be placed
under your city shire.
NAMEHERO <hero number> <new hero name>
NAMEHERO 10 "Vonblack the Destroyer"
Would name hero 10 Vonblack the Destroyer.
NAMEHERO 0 "Joran Darksword"
Would name the wizard Joran Darksword.
NAMESHIP
This order allows the player to
name any ships they have built.
NAMESHIP <ship number> <new ship name>
NAMESHIP 13 "Dreadnought"
Would name ship 13 Dreadnought.
PILLAGE
This command is used to instruct troops to decimate a shire doing long term
damage to its population but reaping a large amount of resources as booty. The
player receives double the maximum amount the peasants could produce
of EACH resource. After this occurs each peasant has an 85% chance of
dying and morale automatically drops to 0. Note the same requirements
as
ENSLAVE (1 point of troop offence for every 5 peasants) apply.
PILLAGE
PILLAGE
Will cause the shire to be
pillaged.
PRODUCE
This
order is used to instruct peasants to produce resources. The
number of a
particular resource each peasant can produce is listed in
the
turn report.
The number of peasants producing and the type of resource
produced should be
specified. If the number_of_peasants parameter
is left blank then this will
become the default production and all
available peasants will be used to
produce
that resource. If in the example below there were 350 peasants
available, then 300 peasants would produce FOOD and 50 would produce IRON.
PRODUCE <resource type> [<number of peasants>]
PRODUCE <default resource type>
PRODUCE NONE
PRODUCE FOD 300
Uses three hundred peasants to produce food in the
shire.
PRODUCE IRN
Changes the default resource to be
produced to the one
specified, IRN. Uses all unused peasants to produce iron
in the shire
each turn until the default is changed.
PRODUCE
NONE
Clears all preset produce orders, both specific and
default. If no
further orders are given the program will
then go and find the highest shire
resource and set that as default to be produced
from this turn onwards.
Notes: You do not need to re-issue the orders each turn. The game will
remember your settings between turns. Hence if you forget to send in
orders
your production settings are remembered and they are produced
again (That is
the main reason for the implementation of these new
features). Default
Production is reset to NONE when a new player takes control of a shire.
The specified resources (for orders that have a specified peasant amount) are
produced in order of importance. E.g. Food, wood, stone, iron, gems
mithril,
Then the default are executed after that if there are any
peasants left. The
resource that will be produced by default is indicated by a '*'
on the turn
report.
So for the following orders
produce irn 6
produce
stn
produce gem 5
produce wod 10
produce fod 7
it would be
executed as;
produce fod 7
produce wod 10
produce irn 6
produce gem 5
produce stn
If in the above example, the shire runs out of
available peasants at
the produce wod order and only 5 peasants are available,
only the 5 are
used to produce wood. The remaining orders then fail. However
the
settings are not changed, so next turn when there may now be peasants
available (due to not issuing a build order or perhaps because of pop
growth.)
the full produce wod 10 is executed along with the
other orders in a
subsequent fashion.
Further note that the Produce
Default order (e.g.
PRODUCE WOD) only changes the default production
it does not clear the
specific produce (e.g. PRODUCE STN 50) orders
you may have set the previous
turn.
You need to issue PRODUCE NONE to clear any specific ones that are set.
e.g. PRODUCE NONE
PRODUCE WOD
Will clear all other specific produce orders and just set wood to be
produced
RECRUIT
This order is used to create new
units in the capital city or a town. The units
will only be recruited
if
you have enough free peasants and resources to
create the requested
amount.
RECRUIT <number> <unit type>
RECRUIT 10 MIAXE
Would create 10 Minotaur
Axemen.
SPELL
This order
is used to set a spell for the wizard to cast through a hero every time they
enter combat. The wizard must have a spell in his spell book before it can be
set as a hero's combat spell. The number of enemies to be faced before the spell
is cast can also be set. This is a useful method of conserving gems. For
example, if an army of 1000 runs across an enemy scout, it is not really worth
expending 100 gems for a fireball that could take out 50 enemy. Ensure when you
set the hero combat spell that the hero has enough spellcraft points to be
able
to cast that particular spell. This order will fail if the hero does not
have
enough spellcraft points.
If you wish your heroes to cast their spells
in a particular order you can also set a cast order number between 1 and 3. A
hero with cast order 1 will cast a combat spell before another hero of the same
or allied wizard with cast order 2 set. NOTE: This does not in any way affect initiative
or who gets to cast spells first out of a wizards hero and the enemies. If a wizard has
the initiative, all that wizards and allies heroes will cast spells (even with cast order 3)
before the enemy heroes get a chance.
If you are trying to set the combat spell for your
player's wizard then you must specify a <hero number> of 0.
You must also place the order
under your city shire orders. Note that the wizard will only cast
the combat
spell against enemies who are attacking the wizard's city.
SPELL <hero number> <spell name> [<number of
enemies>]
<cast order>
SPELL <hero number> NONE
SPELL 3 "Magic Missile" 40 1
Would allow hero number 3 to cast
a magic
missile spell every time the hero entered combat and
encountered
40 or more
enemy units. The heroes spell will be cast before any heroes with cast order 2
or 3.
SPELL 3 NONE
This will clear the combat spell that the
hero had
set.
SPELL 0 "Wizard's Curse" 200 2
This will set the player's wizard's combat spell to "Wizards
Curse", that it should only be cast if there are 200 or more enemy trying to
take over the wizards city and will be cast after all heroes with cast order 1 have
cast there spells.
TAX
This order allows you to set the
tax rate for a shire. The options are N, L, M or H to specify None,
Low,
Medium or High respectively.
TAX <level>
TAX High
TAX M
Both examples are valid formats to set the tax.
TRANSFER
This order is used to transfer
units and artifacts between heroes and ships. Rmember that ships have a maximum capacity and that foot units count as one while wandering monster, mounted, units with flying or
tunneling movement and heroes count as two
Transferring artifacts from one of a wizard's heroes to the wizard or
back again
costs 20 Gems per item if the hero is not in the capital city. To
perform a transfer to/from the wizard use the hero number 0. If
transferring from one hero to another hero directly then both must be in the
same shire. If you are transferring from one hero to another hero and they are not in the
same shire you must transfer the artifact in two steps via the wizard (hero 0).
To do this in the one turn the shire with the "from" hero must appear in
your orders file before the other hero. This may mean a bit of cutting
and pasting in your orders. Ensure that no matter what direction the
transfer is going, the order must appear under the shire where the hero
involved is located.
Artifact transfers cannot occur whilst the hero is aboard a ship. If at
land, then transfer the
hero off the ship, transfer the artifact, then transfer the hero back
onto the ship.
Artifact transfer cannot occur whilst the hero has any special spells
active. The magical
field of these spells inhibits the ability to transfer artifacts.
Deactivate them first then
perform the transfer, then recast the spell the following turn.
To transfer artifacts between players, heroes owned by the different wizards must be in the
same shire and both heroes must be visible (not undercover).
This is an example of a hero to wizard to hero
transfer:
Hero 1 is in Shire 5,3 and hero 2 is in Shire 6,4, they want to
transfer a
MSW - Magic Sword between them. This is the way the orders would
have to appear in the orders file sent in.
Shire 5,3
Transfer ARTIFACT 1 1 MSW 0
Shire 6,4
Transfer ARTIFACT 0 1 MSW 2
TRANSFER <number> <unit type> <ship number> SHIP
Transfer units to ship.
TRANSFER <ship number> SHIP <number> <unit type>
Transfer units from the ship
TRANSFER <hero number> HERO <ship number> SHIP
Transfer hero and army to ship.
TRANSFER <ship number> SHIP <hero number> HERO
Transfer hero and army from ship.
TRANSFER 12 hemil 12 HERO
Will transfer 12 High Elf Militia to hero number
12.
TRANSFER 12 SHIP 34 HERO
Will transfer hero 34 from ship 12 to the current shire.
TRANSFER ARTIFACT 12 4 "Sword of Flame" 0
Will transfer 4 swords of flame from hero 12 to the player's
wizard in their
capital city and will cost 80 gems.
TUNNELATTACK
This is used in the same way as TUNNELMOVE with the difference being
that the unit will battle any enemy Tunnelling units encountered,
rather
than be blocked. Note, if the first destination is the same as the
starting
location then the unit will leave the ground state and tunnel into the
ground at that location, it can then move off from there to other
locations. Also note that the unit will stop moving once a battle
takes
place. To place the units back on the surface add the Ground command
to the end.
Note that they will only make it to the surface if they have enough
movement
points left.
This is used for Tunnelling units to dig down and move under the
surface. If the first destination is the same as the starting
location then
the unit will leave the ground state and tunnel into the ground at
that
location. It can then move from there to other locations if they are
not
occupied. To place the units back on the surface add the Ground
command to the end.
Note that they will only make it to the surface if they have enough
movement
points left.
To: "David Harris"
From: "WOW GAME MASTER"
Subject: WOW GAME 15 TURN 0 REPORTS
----------------------------------------------------------------------
WAR OF THE WIZARDS. GAME 15 TURN REPORT 0. FOR WIZARD Mad Harry.
***************************************************************
PLAYTEST OBLIGATIONS.
*********************
This is a playtest and hence is FREE.
Your obligations as a play tester are the following:
- Find any bugs in the system, for which you will get rewards.
- Find any spelling mistakes, for which you will get rewards.
- Point out any errors or ambiguities in the rules or supporting
web pages, for which you will receive rewards.
- Let us know of any ways that we can make the game simpler and
easy to use.
- Also, to let us know if you have suggestions on how to make the
game better. Holding in mind the point mentioned above.
- To let us know immediately of any problems you are having with
the game or other players.
- To have fun playing War of Wizards.
**********************
CURRENT GAME SETTINGS.
**********************
Include Abbreviations Listing : Yes
Include Spell Descriptions : Yes
Include Hero Summary : No
Include Orders Template : Yes Detailed : No
Auto Control Uncontrolled Shires : No
Include Info For Client Programs : No
Compress Game Emails : No
REPORTS OF BATTLES THAT OCCURRED THIS TURN.
*******************************************
* No Battles This Turn.
ERRORS THIS TURN.
*****************
* No Errors.
EVENTS THIS TURN.
*****************
* No Events This Turn.
PLAYER'S TURN REPORT.
*********************
WIZARD'S NAME : Mad Harry
WIZARD'S CITY NAME : Demons Pass
CITY LOCATION : (71,5)
CASTLE LEVEL : 1
CURRENT ALLIES : No Allies Set.
MILITARY RATING : 250 (33rd)
MAGIC RATING : 30 (35th)
ECONOMIC RATING : 44 (24th)
POLITICAL RATING : 1 (37th)
YOUR EMPIRE RATING : 70 (25th)
SEASON : The season of year 0 is currently Winter and the
season will change to Spring of year 1 next turn.
SPELLCRAFT POINTS : 8
RESEARCH POINTS : 0
MAGIC LEVELS : No Magic Levels Researched.
SPELL BOOK SUMMARY : Do Not Know Any Spells.
WIZARD'S RESOURCES : RESOURCE - CURRENT OUT IN
Gold - 1500 0 0
Food - 800 0 0
Wood - 1500 0 0
Stone - 500 0 0
Iron - 300 0 0
Gems - 100 0 0
Mithril - 0 0 0
WIZARD'S ARTIFACTS : (No Artifacts)
COMBAT SPELL : No Combat Spell Set.
SPECIAL CITY EVENTS
*******************
HEROES ON OFFER : No Heroes On Offer This Turn.
MERCENARY OFFERS : No Mercenaries For Hire This Turn.
CARAVAN OFFER : No Caravan Arrived In The City This Turn.
PLAYER'S MAP SHIRE STATUS REPORTS.
*********************************
CAPITAL CITY SHIRE REPORT
SHIRE : (71,5) REGION TYPE : Arctic. REGION NAME : Demons Pass
REGION DESCRIPTION : This group of dwarves have formed a city upon the
legendary battlefield of the Demon Wars. Its tall
spires are said to be magically enhanced by the
demons' blood of centuries past.
RACE : Hill Dwarves. POPULATION : 300(61) CONTROLLING WIZARD : Mad Harry.
TAX RATE : Low. FEED RATE : 1 MORALE : 2.20
CITY BUILDINGS :
Castle Level 1 : Basic Castle.
Town Hall : The centrepiece of any community, the hall
founds the town and hence allows other
buildings to be constructed around it.
* Buildings that can be built at this location.
BUILDING NAME RESOURCE BUILDING COST.
Blacksmith (Gold:800 Wood:200 Stone:200)
Church (Gold:1000 Wood:300 Stone:500)
Docks (Gold:500 Wood:100 Stone:50)
Granary (Gold:300 Wood:300 Stone:200)
Infirmary (Gold:500 Wood:200 Stone:200)
Inn (Gold:800 Wood:300 Stone:200)
Library (Gold:1800 Wood:200 Stone:500)
Lumber Mill (Gold:600 Wood:600 Stone:50)
Market Place (Gold:600 Wood:200 Stone:200)
Moat (Gold:1300 Wood:200 Stone:300)
Paths (Gold:500 Wood:50)
Tavern (Gold:400 Wood:150 Stone:50)
Well (Gold:600 Wood:200 Stone:200)
* Units that can be recruited from this location.
UNIT NAME ATTRIBUTES - RESOURCE COST PER UNIT.
Hill Dwarves Militia [M:1 O:1 D:2] - (Gold:10)
Hill Dwarves Spearmen [M:1 O:1 D:3] - (Gold:10 Wood:10)
SHIRE RESOURCES : Food:2 Wood:1 Stone:2 Gems:1
SHIRE EXITS
- (71,1) (71,2) (71,3) (71,4)
SHIRE REGION EXITS
- No Region Exits.
GROUND UNITS
- Mad Harry (1) : (Hill Dwarves Militia:50)
SPELL DESCRIPTIONS REPORT.
**************************
No Spells to Display.
ABBREVIATIONS DETAILS.
*********************
* Unit Abbreviations
ABBREV UNIT NAMES AND ATTRIBUTES
HDMIL Hill Dwarves Militia [M:1 UT:O O:1 D:2 A:1 H:1]
COST : (GLD:10) MAINTENANCE : (GLD:2 FOD:1)
HDSPE Hill Dwarves Spearmen [M:1 UT:O O:1 D:3 A:1 H:1]
COST : (GLD:10 WOD:10) MAINTENANCE : (GLD:2 FOD:1)
* Ship Abbreviations
ABBREV SHIP NAMES AND ATTRIBUTES
No Abbreviations To Display!
* Building Abbreviations.
ABBREV BUILDING NAMES
BKS Blacksmith [COST : GLD:800 WOD:200 STN:200]
CA1 Castle Level 1 [COST : Special - No Cost]
CHR Church [COST : GLD:1000 WOD:300 STN:500]
DOC Docks [COST : GLD:500 WOD:100 STN:50]
GRA Granary [COST : GLD:300 WOD:300 STN:200]
INF Infirmary [COST : GLD:500 WOD:200 STN:200]
INN Inn [COST : GLD:800 WOD:300 STN:200]
LIB Library [COST : GLD:1800 WOD:200 STN:500]
LMI Lumber Mill [COST : GLD:600 WOD:600 STN:50]
MAR Market Place [COST : GLD:600 WOD:200 STN:200]
MOA Moat [COST : GLD:1300 WOD:200 STN:300]
PAT Paths [COST : GLD:500 WOD:50]
TAV Tavern [COST : GLD:400 WOD:150 STN:50]
TOW Town Hall [COST : GLD:1000 WOD:450 STN:450]
WEL Well [COST : GLD:600 WOD:200 STN:200]
* Spell Abbreviations.
ABBREV SPELL NAMES
No Abbreviations To Display!
* Artifact Abbreviations.
ABBREV ARTIFACT NAMES
No Abbreviations To Display!
ORDERS TEMPLATE FOR NEXT TURN.
******************************
#WOW ORDERS 15 1 secret_password 1
; GLOBAL ORDERS & CITY/WIZARD ORDERS
; CITY SHIRE ORDERS.
SHIRE 71,5 ; REGION : Arctic - Demons Pass.
; Resources: F2 W1 S2 G1 Settings: FR:1 TR:L CT:Y POP:300(61) M:2.20
#END
11.2 EXPLANATION
For each shire you have one or more
units in, you will receive shire information in your turn report. This
will include:
a description of the shire
the wizard who controls the shire
the other shires in the current region that you can travel
to
other regions which you can reach from the shire you are
currently in
the number of peasants in the shire
the resources of the shire
a list of all units in the shire including allied units
special places (if present)
if a city or town, the units and building types able to be created are
also included.
11.3 SCOUTING
If you happen to have a scout in
the current shire you will also receive the following additional
information;
Connecting Shires and Regions Land
Type · If the destination is controlled by you, an ally, the
enemy,
wandering monster/s or uncontrolled. · The number of the units at
the location. · The number of wandering monsters inside a special place.
Scouting reports only apply to ground level.
The accuracy of scout reports is determined by the number of scouts
in the shire and is given as a percentage.
11.4 ATTRIBUTE EXPLANATIONS
At various stages in the report there are different attributes shown in
the report
in an abbreviated form. An example below is of a particular unit from
the abbreviation
report. These abbreviations mean the same throughout the entire report.
The program that generates your reports carries out all the
particular orders of the same type for all players. e.g. All Attack
Orders
are carried out before the taxing of people is performed. Below is the
sequence
in which orders are processed. This is sometimes quite useful to know!
For example, move orders are carried out before a battle takes place,
letting one player move in reinforcements if they know they are going to be
attacked that turn.
ORDERS OF EVENTS
Instant Orders
ADDRESS ORDER
TEMPLATE ORDER
PASSWORD ORDER
DESCRIPTION ORDER
ABBREVIATIONS ORDER
AUTOCONTROL
COMPRESSEMAIL
Other Orders
REWARDS EVENT
SELL ORDER
BUY ORDER
ALLY ORDER
TRADE ORDER
HIRE ORDER
CAST UNIT SPELLS ORDER (All the focusing and create unit type spells. - Note that charmed units do not appear yet, all other units do though. See below for where they actually appear.)
RECRUIT ORDER
TRANSFER ORDER
DISBAND ORDER
GIVE ORDER
NAMESHIP ORDER
CANCEL ORDER
NAMEHERO ORDER
SPELL ORDER (Sets the combat spell which heroes will cast if involved in combat.)
CAST SHIELD SPELLS ORDER (All spells which try to raise a shield of some sort over a region or shire.)
CAST OTHER SPELLS ORDER (All remaining spells are cast.)
INFO ORDER
DUEL ORDER
EXPLORE ORDER
TOURNAMENT ORDER
Movement and battles
ATTACK ORDER
FLY ATTACK ORDER
TUNNEL ATTACK ORDER
MOVE ORDER
FLY MOVE ORDER
TUNNEL MOVE ORDER
NON-OWNED WANDERING MONSTER MOVE ORDERS GENERATED
MOVE EVENT
CHARMED MOSTERS APPEAR NOW.
BEAST MASTER ATTEMTS TO CONTROL WANDERING MOSTERS.
BATTLES EVENT
VANQUISH DEFEATED WIZARDS EVENT
After Battle Related Orders
CONTROL NO ORDER
CONTROL YES ORDER AND AUTOCONTROL EVENT
FREE ORDER
ENSLAVE ORDER
PILLAGE ORDER
RESEARCH ORDER (Research orders are carried out with RP deducted
for the magic levels gained.)
CONSTRUCT ORDER
BUILD ORDER
PRODUCE ORDER
ALL PRODUCTION EVENTS CARRIED OUT
TAX ORDER
TAX EVENT
FEED ORDER
End of Turn Processing Events
MAINTENANCE EVENT
FEED EVENT
BATTLE DEATHS EVENT
PILLAGE DEATHS EVENT
MORALE CALCULATION EVENT
POPULATION GROWTH EVENT
WANDERING MONSTER GROWTH EVENT
RESEARCH EVENT (RP are accumulated through their various
sources and added to current RP total.)
HERO OFFERS EVENT
MERCENARY OFFERS EVENT
CARAVAN OFFERS EVENT
RANDOM EVENTS
Special Hero Processing
HERO SPECIALS EVENT
ESPIONAGE SPECIALS HERO EVENT
HERO LEVEL INFO EVENT
Calculate Advisors Report
TOTAL POPULATION ADVISORS REPORT
MAINTENANCE ADVISORS REPORT
PRODUCTION ADVISORS REPORT
TAX ADVISORS REPORT
FOOD ADVISORS REPORT
BUDGET ADVISORS REPORT
13. Score
Contained in your turn report will be a score. This will be divided into
Military, Political, Magic and Economic as well as a total score. There will
also be a list ranking all players according to the score. The score has no
impact on the game at all. It is just so players can see how they are fairing
and to feed the egos of those who are doing well. The score is based on a
multitude of factors including the amount of controlled land, your castle,
buildings, leadership of heroes, magic researched, cities, special places
conquered and by other special events occurring during the game.
The Hall of fame for the champions
of each game is shown from another link at the main page.
14. The Races Of WOW
These are the races that can be found in any game of WOW.
AMAZONS
Amazons are a race of jungle dwelling
warriors. Both their males and females are the fittest of nearly all humans. The
Amazonian cities blend almost perfectly into the jungle. The amazons are
formidable opponents, especially in there own territory. Poison darts seem to
fly from naught but trees at any that e