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<HTML>
<HEAD></HEAD>
<BODY BACKGROUND = "pic/back.gif">
<IMG SRC="pic/craft.gif" HEIGTH=200 WIDTH=600 >
<HR>
<A NAME = "h the story">
<H1>The Story</H1>
<A HREF="#contents">Contents</A><BR>
You are a Viking, and, one fine day, after drinking a bit to much
beer, you fall out with the leader of your settlement. After several
unpleasantries, the upshot of it all is that you and two of your
equally drunken companions have to make a break for it!. An historic
moment, because you three guys establish a new nation. Since you are
obviously even too lazy to work, your companions vote you to be
King. So let's have a look and see whether you have what it takes to
build up a new and powerful kingdom, or whether you are just another
one of life's losers. To make things a wee bit tricky there just
happens to be a few more of your sort, trying to establish their own
kingdoms; so a few problems along the way are certainly
foreseeable. Your main task is to command your own citizens.
<HR>
<A NAME = "citizen">
<A NAME = "health">
<A NAME = "h Citizens">
<H1>Citizens</H1>
Your nation consists of up to 70 citizens each of whom have one of a
number of possible professions. Every citizen consumes
<A HREF ="#food">food</A> which is produced by your <A HREF="#farm">farms</A>.
Additionally, each individual has his own
measure of health. This may be decreased through hunger or during
<A HREF="#fight">fights</A>. It can be increased through <A HREF="#cast
orders">healing</A> by one of your <A HREF="#scientist">scientists</A>. If
his health is zero an individual dies. To recruit individuals and train them
for their profession, you need different kinds of
<A HREF="#building">buildings</A> and <A HREF="#material">materials</A>.
<A NAME = "worker">
<A NAME = "h worker">
<H2>Worker</H2>
<IMG ALIGN = LEFT SRC="pic/worker.gif">
Workers are completely peaceful members of your nation. They do all the
hard work for you. You can use them to
<A HREF="#harvest order">harvest</A>
<A HREF="#gold">gold</A> from <A HREF="#mine">mines</A> or to chop down
<A HREF="#tree">trees</A> to produce <A HREF="#wood">wood</A>.
They can also construct <A HREF="#building">buildings</A> or
perform excavation work to <A HREF="#excavation order">dig</A> moats or to
<A HREF="#excavation order">heap</A> mounds or walls. And finally they can
build hidden <A HREF="#trap">traps</A>.
Workers can be recruited at <A HREF="#town hall">town halls</A>.
They should never be involved in any encounters because they are
absolutely helpless in conflict situations. Workers obey
orders of the following type:
<A HREF="#move orders">move</A>, <A HREF="#harvest order">harvest</A>,
<A HREF="#construct orders">construct</A> and
<A HREF="#excavation order">excavate</A>.
<BR CLEAR = LEFT>
<A NAME = "pawn">
<A NAME = "h pawn">
<H2>Pawn</H2>
<IMG ALIGN = LEFT SRC="pic/pawn.gif">
Pawns are lightly <A HREF="#armor">armored</A> and poorly <A
HREF="#weapon">armed</A> troopers. As a result of their limited
trappings they can move quite quickly. Pawns can be recruited from <A
HREF="#town hall">town halls</A>. In a <A HREF="#fight">fight</A> they
are quick but vulnerable forces for <A HREF="#short range">short range
fights</A>. They obey <A HREF="#move orders">move</A> and <A
HREF="#fight orders">fight orders</A>. <BR CLEAR = LEFT>
<A NAME = "knight">
<A NAME = "h knight">
<H2>Knight</H2>
<IMG ALIGN = LEFT SRC="pic/knight.gif">
Knights are the standard infantry soldiers of your army. Both their
<A HREF="#armor">armor</A> and <A HREF="#weapon">weapons</A> make them
particularly strong in <A HREF="#short range">short range fights</A>. But the
resulting heavy loads disable them from very quick movement. To train a knight
you need a <A HREF="#camp">camp</A>. Knights obey
<A HREF="#move orders">move</A> and
<A HREF="#fight orders">fight orders</A>.
<BR CLEAR = LEFT>
<A NAME = "archer">
<A NAME = "h archer">
<H2>Archer</H2>
<IMG ALIGN = LEFT SRC="pic/archer.gif">
The bows of the archers are dangerous <A HREF="#weapon">weapons</A> in
<A HREF="#long range">long range fights</A>. They are also effective for
<A HREF="#short range">short range fights</A>. Because of their light
<A HREF="#armor">armor</A> the archers should be prevented from close
man-to-man encounters. Archers are quite mobile. To arm them with
arrows you require a <A HREF="#mill">mill</A>. They obey
<A HREF="#move orders">move</A> and <A HREF="#fight orders">fight orders</A>.
<BR CLEAR = LEFT>
<A NAME = "scientist">
<A NAME = "h scientists">
<H2>Scientists</h2>
<IMG ALIGN = LEFT SRC="pic/sci.gif">
Due to their high degree of knowledge and experience scientists are completely
peaceful members of society. They can <A HREF="#cast orders">heal</A> wounded
<A HREF="#citizen">citizens</A>. Or they can be
used to <A HREF="#cast orders">repair</A> <A HREF="#building">buildings</A>.
Their large experience enables them to <A HREF="#cast orders">persuade</A>
foreign <A HREF="#worker">workers</A> to surrender to your nation. To educate
scientists you require a <A HREF="#uni">university</A>. Scientists can travel
very fast because they carry no extra equipment like
<A HREF="#weapon">weapons</A> or <A HREF="#armor">armor</A>. They obey
to <A HREF="#move orders">move</A> and <A HREF="#cast orders">cast orders</A>.
<BR CLEAR = LEFT>
<A NAME = "merchant">
<A NAME = "h merchant">
<H2>Merchant</h2>
<IMG ALIGN = LEFT SRC="pic/merch.gif">
A <A HREF="#worker">worker</A> can be trained to become a merchant. This is
done by giving an <A HREF="#upgrade order">upgrade order</A> to a worker.
Merchants can be important members of your nation if you have established good
trading links. A merchant can sell <A HREF="#wood">wood</A> to get
<A HREF="#gold">gold</A>, or he can buy wood and pay for it with gold.
To establish trading you require a <A HREF="#market">market place</A>. If
you give a <A HREF="#trade order">trade order</A> to a merchant he
will start to transport trading goods between the
<A HREF="#market">market place</A> and the specified
<A HREF="#trading point">trading point</A>. A trading point can be specified
by aiming the trade order over a point.
<BR CLEAR = LEFT>
<A NAME="trading point">
<A NAME = "h trading points">
<H2>Trading Points</H2>
Trading points a special locations at the four sides of the landscape.
There are two kinds of trading points.<P>
<IMG ALIGN = MIDDLE SRC="pic/wtog.gif">You get 300 gold coins for 100 units of wood<BR>
<IMG ALIGN = MIDDLE SRC="pic/gtow.gif">You get 300 units of wood for 100 coins of gold<BR>
<A NAME = "scout">
<A NAME = "h scouts">
<H2>Scouts</H2>
<IMG ALIGN = LEFT SRC="pic/scout.gif">
Scouts are specially trained <A HREF="#pawn">pawns</A>. To train a pawn to
become a scout, you need a <A HREF="#fort">fort</A>. Here the pawns
learn how to explore foreign regions and to hide themselves. As a
consequence of this a scout can perform a
<A HREF="#hide order">hide order</A>.Doing this a scout becomes invisible for
opponent troops more then one field away from the scout. For them the
scout looks like a <A HREF="#bush">bush</A>. Additionally a scout can see
much further than other units.
<BR CLEAR = LEFT>
<A NAME = "catapult">
<A NAME = "h catapults">
<H2>Catapults</H2>
<IMG ALIGN = LEFT SRC="pic/cata.gif">
Catapults are very powerful <A HREF="#weapon">weapons</A> for
<A HREF="#long range">long range fights</A>. With these machines stones can be
thrown at <A HREF="#building">buildings</A>, <A HREF="#wall">walls</A> or
<A HREF="#citizen">citizens</A> of other nations. Catapults require to
be a minimal distance from the desired goal. Therefore they cannot be used in
<A HREF="#short range">short range fights</A>.
After use the catapults must always be reloaded. This takes a while and
therefore the frequency of thrown stones is relatively low. Catapults are
heavy and thus cannot be moved quickly. To construct a catapult
you require a <A HREF="#smith">smith</A> to build the iron parts. Catapults
obey <A HREF="#move orders">move</A> and
<A HREF="#fight orders">fight orders</A>.
<BR CLEAR = LEFT>
<HR>
<A NAME="ship">
<A NAME = "h ships">
<H1>Ships</H1>
<IMG ALIGN = LEFT SRC="pic/ship.gif">
Ships are essential if the landscape consists of islands. Without
ships it would be impossible to leave your home island to conquer
other islands. Sooner or later the resources of your initial island
will be exhausted, so the ability to leave this island is crucial for
survival. Ships are built in <A HREF="#docks">docks</A>. A ship can
carry upto 12 men. In order to row a ship anywhere at least one man
must be on board. As for any other unit, the ship has a measure of
health. This represents the current damage status of the ship. If the
health is zero the ship is completely damaged and it will sink. In
this situation all the men on the ship will be forced to swim for
their lives. Unfortunatly you forgot to teach your men how to swim
:-). On clicking on a ship a <A HREF="#ship control panel">ship control
panel</A> will be displayed. <BR CLEAR = LEFT>
<A NAME="ship control panel">
<A NAME = "h ship control panel">
<H2>Ship Control Panel</H2>
<IMG ALIGN = LEFT SRC="pic/shcopa.gif"><P>
<UL>
<LI> The <I>sail</I> order causes the ship to sail towards the specified
point.
<LI> The <I>concentrate</I> order causes the selected members of the crew
to walk to the specified point. This point may be some point on land,
if the ship is at the coast, or it may be a point on another ship
if it is alongside. A ship can only be
entered if it is empty, or if there are already some of your men
on the ship.
<LI> The <I>attack</I> order causes your ship to move into
<A HREF="#long range">long range fight distance</A> to the specified
goal. Once this distance is reached the ship tries to remain within
this distance, even if the goal is moving.
This order can be used to enable the <A HREF="#archer">archers</A>
and <A HREF="#catapult">catapults</A> on your ship to attack an enemy.
<LI> The <I>enter</I> order is used to bring your ship alongside another
ship. After docking beside the goal ship a heavy fight between your crew
and the others will ensue. Once both ships are locked to
one other there is no escape until the fight is decided.
After killing all crew members in the other ship one of your men will
enter the other ship.
</UL>
As mentioned above empty ships can be entered by anybody. This can be used to
steal a ship if there is nobody looking after it.
To give orders to the crew members, they must be marked in the
ship control panel. This can either be done using the mouse
(left = mark, middle = toggle), or it can be done
by the to <I>crew select buttons</I> at the buttom of the control panel.<P>
<IMG SRC="pic/markcap.gif">
This button toggles marking the captain of your ship (the first man on ship).<BR>
<IMG SRC="pic/markall.gif">
This one will toggle marking the whole crew, but the captain's marking will be untouched.<P>
If more than one ship is marked by <A HREF="#select">multiple selection</A> it
becomes impossible to give orders to individual crew members. Therefore the
<I>ship control panel</I> disappears in this case.
If a ship is hit by any weapon of an opponent, the hit either causes damage to
the ship itself or to the ship's crew. The crew members can be
healed by <A HREF="#scientist">scientists</A> on the ship. If the
ship is damaged there is no way of repairing it. This means ships can never be
repaired, therefore you should always have at least one site with
<A HREF="#docks">docks</A> to build new ships if the existing are becoming
too greatly damaged.
<BR CLEAR = LEFT>
<HR>
<A NAME = "building">
<A NAME = "h buildings">
<H1>Buildings</H1>
Your <A HREF="#worker">workers</A> can <A HREF="#construct orders">construct</A>
different kinds of buildings. Each building has its own special purpose. The
state of a building is measured in terms of the <A HREF="#health">health</A>
of its administration officer. This <A HREF="#health">health</A> may be
decreased by <A HREF="#fight">fights</A>. If the <A HREF="#health">health</A>
of a building is zero, the building will break down. The damage can be
repaired under the guidance of one of your scientists. Normally a building
supports only a limited number of citizens of a special kind. The
construction of buildings will consume gold and wood. The amount of material
required is shown in the <A HREF="#order panel">order panel</A>. The
gold-colored numbers denote the <A HREF#gold# required, and the green numbers
denote the required amount of <A HREF="#wood">wood</A>.
All buildings (except farms, forts and markets) can perform
<A HREF="#recruit orders">recruiting orders</A>.
<A NAME = "town hall">
<A NAME = "h town halls">
<H2>Town Halls</H2>
<IMG ALIGN = LEFT SRC="pic/thall.gif" HEIGTH=80 WIDTH=80>
A town hall is essential for your nation. Without a town hall you can't
construct other buildings. Additionally town halls are the central trading
places for your nation. The gold and wood harvested by your workers is stored
in your town halls. Town halls can recruit <A HREF = "#worker">workers</A>
and <A HREF="#pawn">pawns</A>. The number of existing town halls per
nation is limited to two for scenarios on land and it is limited to four for
those with oceans. Of course town halls can be reconstructed if they have
been broken down. All other kinds of buildings can be constructed in
arbitrary numbers.
<BR CLEAR = LEFT>
<A NAME = "farm">
<A NAME = "h farms">
<H2>Farms</H2>
<IMG ALIGN = LEFT SRC="pic/farm.gif" HEIGTH=119 WIDTH=277 >
Farms are needed to produce <A HREF="#food">food</A>. Without a farm, your
food will rapidly decrease and there is the danger of a famine. In this case
of your <A HREF = "#citizen">citizens</A> will all die before you can
count to ten. Farms need flat land to grow plants, therefore you should make
sure that there is enough free land around a farm.
<BR CLEAR = LEFT>
<A NAME = "camp">
<A NAME = "mill">
<A NAME = "smith">
<A NAME = "uni">
<A NAME = "h camps mills smiths universities">
<H2>Camps, Mills, Smiths, Universities</H2>
<IMG SRC="pic/allbuilt.gif" HEIGTH=80 WIDTH=377><P>
Each of these buildings supports a special type of citizen.
See the table below.<P>
<TABLE BORDER=1> <CAPTION>Building Support</CAPTION>
<TR><TD ALIGN=LEFT>Name <TD>Profession <TD>Supported
<TR><TD ALIGN=LEFT>Town Hall <TD>Worker, Pawn <TD>Unlimited
<TR><TD ALIGN=LEFT>Farm <TD>- <TD>-
<TR><TD ALIGN=LEFT>Camp <TD>Knights <TD>10
<TR><TD ALIGN=LEFT>Mill <TD>Archers <TD>10
<TR><TD ALIGN=LEFT>University <TD>Scientists <TD>5
<TR><TD ALIGN=LEFT>Smith <TD>Catapults <TD>2
<TR><TD ALIGN=LEFT>Fort <TD>Scouts <TD>4
<TR><TD ALIGN=LEFT>Market <TD>Merchants <TD>10
<TR><TD ALIGN=LEFT>Docks <TD>Schips <TD>Unlimited
</TABLE>
<A NAME = "fort">
<A NAME = "h fort">
<H2>Fort</H2>
<IMG ALIGN = LEFT SRC="pic/fbort.gif"><P>
A fort is used to train <A HREF="#pawn">pawns</A> to become
<A HREF="#scout">scouts</A>. Therefore a pawn enters the fort and
leaves it as a scout. A fort can support up to 4 scouts.
<BR CLEAR = LEFT>
<A NAME = "market">
<A NAME = "h market">
<H2>Market</H2>
<IMG ALIGN = LEFT SRC="pic/market.gif"><P>
A market is used to store material for trading. Additionally it is
needed to train <A HREF="#worker">workers</A> to become
<A HREF="#merchant">merchants</A>. A market can support up to
10 merchants. The merchants travel from market to trading points
and back. You may have only one market. Therefore it is important
to choose a good place for that market to minimized the length of your
trading routes.
<BR CLEAR=Left>
<A NAME = "docks">
<A NAME = "h docks">
<H2>Docks</H2>
<IMG ALIGN=LEFT SRC="pic/docks.gif"><P>
Docks are used to build ships. Each dock can build as many ships as you wish.
But a ship itself is not armed. Therefore it makes no sense to build a lot
of ships if you do not have enough men to form the crews. To build
a dock you need 3x3 squares at height 1 adjacent to the water. Normally
buildings are not that resistant to attacks because they can
be protected by walls. But docks cannot be surrounded by walls, therefore
docks are built much more robustly to protect them against attacks from sea.
<BR CLEAR = LEFT>
<HR>
<A NAME = "h orders">
<A NAME = "orders">
<H1>Orders</H1>
There are various classes of orders which can be given to the different
<A HREF="#citizen">citizens</A> and the administration of
<A HREF="#building">buildings</A>. Each profession or building supports
different mixtures of orders. When a citizen receives a new order he forgets
his current order and starts obeying the new one.
In case of the <I>IDLE</I> order this means an immediate stop.
<A NAME ="move orders">
<A NAME = "h move orders">
<H2>Move Orders</H2>
There are two kinds of move orders. The difference lies in their behavior if a
<A HREF="#select">multiple selection</A> is active. In case of a
<A HREF = "#select">single selection</A> there is no difference between
these two orders.<P>
Ordering <I>move</I> will preserve the actual formation of the selected
citizens. During their march, the formation may temporarily be interrupted,
but at the final position the initial formation will be restored. The
<I>move</I> order is only accepted if all members of the
<A HREF="#select">multiple select</A> can reach their
<A HREF="#destination">destination point</A>. The citizen selected first
will be moved exactly to the <A HREF="#destination">destination point</A>.<P>
After ordering <I>concentrate</I>, all selected citizens will try to reach the
<A HREF="#destination">destination point</A> as near as possible.
This means formations are lost and not all citizens exactly reach the
destination point, but in principle the destination point must be reachable
by each of them, otherwise the order is not accepted.<P>
While carrying out a move operation the route may be blocked by
obstacles such as a walls, buildings, etc. Additionally each individual has
its own idea of a nice route. Therefore it may happen that the
<A HREF="#citizen">citizens</A> work along unexpected routes. E.g. they may
decide to leave a fortification, even if you prefer a way somewhere behind
your walls. In this case you have to provide subgoals to force your men to use
the routes you'd like to see them taking.<P>
Many orders like <A HREF="#harvest order">harvest</A> or
<A HREF="#fight orders">fight</A> may produce movements implicitly
if this is required to come closer to an important point (e.g. to hit an
opponent).
<A NAME = "guard order">
<A NAME = "h guard order">
<H2>Guard Order</H2>
All your fighting citizens obey the <I>guard</i> order. The man looks out for
enemies and if any goal is seen within a range of 6 fields, then it is
attacked automatically.
<A NAME = "fight orders">
<A NAME = "h fight orders">
<H2>Fight Orders</H2>
There a 4 different ways of starting a <A HREF="#fight">fight</A>.
The explicit <I>attack</I> order is used to force the
<A HREF="#select">selected</A> troops to attack the <A HREF="#citizen">
citizen</A> or <A HREF="#building">buildings</A> at the
<A HREF="#destination">destination point</A>, if there are any. In the case of
<A HREF="#catapult">catapults</A> it is also possible to order an attack to
destroy a wall.<P>
The order <I>search and destroy</I> causes the
<A HREF="#select">selected troops</A> to attack any foreign
<A HREF="#citizen">citizen</A> or <A HREF="#building">building</A> near the
<A HREF="#destination">destination point</A>. If an enemy leaves the
<A HREF="#destination">destination area</A> it will not be followed by
your troops. <I>Search and destroy</I> can be used to clear a
selected area of enemies without causing a redistribution of your troop
concentrations.<P>
The order <I>follow and destroy</I> works like <I>search and destroy</I>,
but the enemy is followed by your troops. This may result in a radical
redistribution of the troops, but it is quite useful for eliminating scattered
enemies that have no chance of receiving reinforcement.<P>
And finally each of your armed men performs self-defence if it is approached
by an enemy in range of his own weapon. But the men don't walk,
they don't even run away. Thus a <A HREF="#scientist">Scientist</A> will
<A HREF="#cast orders">cast</A> all his own <A HREF="#citizen">citizens</A> and
<A HREF="#building">buildings</A> which are close to him if their
<A HREF="#health">health</A> is below maximum.<P>
Finally it should be mentioned that it is impossible to attack your own
<A HREF="#citizen">citizens</A>, but you may attack your own
<A HREF="#building">buildings</A>. E.g. if mines have been exhausted,
it is quite useful to destroy
your own <A HREF="#town hall">town halls</A> and to rebuild them near a fresh
mine somewhere else.
<A NAME = "recruit orders">
<A NAME = "h recruit orders">
<H2>Recruit Orders</H2>
If you <A HREF="#select">select</A> <A HREF="#building">buildings</A>, the
possible <I>recruit</I> orders of the building are shown in the
<A HREF="#order panel">order panel</A>. Recruiting and training a
<A HREF="#citizen">citizen</A> consumes <A HREF="#gold">gold</A> and
<A HREF="#wood">wood</A>, the amount needed is shown in order panel behind
the orders.
After selection of a building it is shown, how many citizens can still be
recruited, before the <I>support capacity</I> of the building is exhausted.
All buildings except a <A HREF="#town hall">town hall</A> and a
<A HREF="#farm">farm</A> have the ability to perform recruit
automatically, if the current resources are above a specifiable level.
There are two dials in the <A HREF="#order panel">order panel</A>
that allow adjustment of these levels. The zero-button is a toggle button, if it is pressed, the
building starts to produce as much units as possible, if it's released, the production is stopped
immediately.
<A NAME = "construct orders">
<A NAME = "h construct orders">
<H2>Construct Orders</H2>
<IMG ALIGN = LEFT SRC="pic/constr.gif" HEIGTH=83 WIDTH=96>
If there is enough <A HREF="#gold">gold</A> and <A HREF="#wood">wood</A>
available and if there exists a least one <A HREF="#town hall">town hall</A>,
after selection of a <A HREF="#worker">worker</A>, the
<A HREF="#order panel">order panel</A> shows what kind of buildings can be
constructed. At the <A HREF="#destination">destination point</A> of this
order, there must be a square of flat land. After receiving the
<I>construction</I> order, the worker will walk to the
<A HREF="#destination">destination point</A> and he will start to construct
the building. This process takes a while. If the worker is interrupted
during construction, e.g. by other orders or by being killed (haha), the
construction site breaks down and the <A HREF="#gold">gold</A> and
<A HREF="#wood">wood</A> for construction is lost, without finishing any
building.
<BR CLEAR = LEFT>
<A NAME = "excavation order">
<A NAME = "h excavation orders">
<H2>Excavation Orders</H2>
A <A HREF="#worker">worker</A> can perform two kinds of excavation
orders. He may either <I>dig</I> or <I>heap</I>. Digging decreases
the height of the <A HREF="#landscape">landscape</A> by one step, and
<I>heaping</I> increases the height. Depending on the heights of the
neighboring fields this can be used to build walls, moats, or bridges.
See the description of the <A HREF="#landscape">landscape</A> to
understand the consequence of these orders.<P>
If an <I>heap</I> or <I>dig</I> order is to be performed on a square
this can be ordered by <I>heap to</I> and <I>dig to</I>. E.g. if these
operations are applied along a column or line of width one, it can
easily be used to build walls or moats. Heaping and digging requires
small amounts of <A HREF="#gold">gold</A> and <A HREF="#wood">wood</A>
to buy building material. As a special case of digging a <A
HREF="#worker">worker</A> can construct <A
HREF="#trap">traps</A>. These hidden holes may be quite useful for
weakening enemy forces during their marches.
<A NAME = "harvest order">
<A NAME = "h harvest orders">
<H2>Harvest Orders</H2>
<IMG ALIGN = LEFT SRC="pic/harvest.gif" HEIGTH=94 WIDTH=179>
<A NAME="home">
<I>Harvest</I> orders are given to <A HREF="#worker">workers</A>. The
<A HREF="#destination">destination point</A> of the <I>harvest</I> order can
either be a <A HREF="#mine">mine</A> or a <A HREF="#tree">tree</A> or
a <A HREF="#bush">bush</A>.<BR>
In the case of a mine the worker will start to dig <A HREF="#gold">gold</A>
from the mine, until it is empty. <BR>
In the case of a tree or bush, the worker will continue to harvest
<A HREF="#wood">wood</A> in an area around the initial
<A HREF="#destination">destination point</A> until all trees and bushes have
been cut. <BR>
The harvested <A HREF="#wood">wood</A> and the <A HREF="#gold">gold</A> from
the mines is carried to the <A HREF="#home">home town hall</A> of the
<A HREF="#worker">worker</A>. <P>
Per default each <A HREF="#worker">worker</A> uses the
<A HREF="#town hall">town hall</A> of its own recruitment as home. But the
home
can be changed by giving a <A HREF="#move orders">move order</A> to the
<A HREF="#worker">worker</A>. If the
<A HREF="#destination">destination point</A> of this order is another of your
town halls, the home will be switched to this location.
<BR CLEAR = LEFT>
<A NAME = "cast orders">
<A NAME = "h cast orders">
<H2>Cast Orders</H2>
<IMG ALIGN = LEFT SRC="pic/cast.gif">
<I>Cast</I>s performed by <A HREF="#scientist">scientist</A>s may have
one of three effects. <BR> <I>Cast</I>ing a <A
HREF="#citizen">citizen</A> of the own nation increases the <A
HREF="#health">health</A> of this individual to maximum. <BR>
<I>Cast</I>ing a <A HREF="#worker">worker</A> of another nation will
persuade the <A HREF="#worker">worker</A> to become a member of your
nation. <BR>
<I>Cast</I>ing one of your own <A HREF="#building">buildings</A> will increase
the <A HREF="#health">health</A> of the administration of the building to a
maximum.<P>
Using a <I>Cast all</I>, the <A HREF="#scientist">scientist</A> will
sequentially cast all own <A HREF="#citizen">citizens</A>, own
<A HREF="#building">buildings</A> and foreign <A HREF="#worker">workers</A>
in the <A HREF="#destination">destination area</A>.
<BR CLEAR = LEFT>
<A NAME = "upgrade order">
<A NAME = "h upgrade order">
<H2>Upgrade Order</H2>
Upgrade orders can be used to force <A HREF="#worker">workers</A> to become
<A HREF="#merchant">merchants</A> and <A HREF="#pawn">pawns</A> can be
forced to become <A HREF="#scout">Scouts</A>. The orders need no
specification of goals, because the citizen automatically selects the
<A HREF="#market">market</A> or the
<A HREF="#fort">fort</A> to be entered for training.
<A NAME = "trade order">
<A NAME = "h trade order">
<H2>Trade Order</H2>
<IMG ALIGN = LEFT SRC="pic/tradeor.gif">
The trade order tells a <A HREF="#merchant">merchant</A> which
<A HREF="#trading point">trading point</A> should be served. The trading
point is specified by clicking on it.
<BR CLEAR = LEFT>
<A NAME = "hide order">
<A NAME = "h hider order">
<H2>Hide Order</H2>
<IMG ALIGN = LEFT SRC="pic/hideor.gif">
Hide orders can be used to tell <A HREF="#scout">scouts</A> where to hide.
After clicking on a goal point, the scout starts to move to this point. At
this point the scout camouflages himself as a bush.
<BR CLEAR = LEFT>
<HR>
<A NAME = "landscape">
<A NAME = "h the landscape">
<H1>The Landscape</H1>
The operation area as shown in the
<A HREF="#tactical panel">tactical panel</A>
consists of various types of landscapes. Each type has different properties
relevant for the movement of your troops.
<A NAME = "grass">
<A NAME = "h grass">
<H2>Grass</H2>
<IMG ALIGN = LEFT SRC="pic/grass.gif">
Most parts of the area are covered by grass. It is easy to travel over
grassy land.
<BR CLEAR = LEFT>
<A NAME = "mud">
<A NAME = "h mud">
<H2>Mud</H2>
<IMG ALIGN = LEFT SRC="pic/mud.gif">
Whenever some excavation work is done, muddy areas are produced.
Travelling over mud is as easy as travelling over grass, but the
presence of mud gives an indication that somebody excavated
recently. <BR CLEAR = LEFT>
<A NAME = "tree">
<A NAME = "h tree">
<H2>Trees</H2>
<IMG ALIGN = LEFT SRC="pic/tree.gif">
It is impossible to travel trough forests, because they are too dense and
your citizens dislike the annoying flies. Anyway trees can be chopped down by
<A HREF="#worker">workers</A> to produce <A HREF="#wood">wood</A>.
<BR CLEAR = LEFT>
<A NAME = "bush">
<A NAME = "h bush">
<H2>Bushes</H2>
<IMG ALIGN = LEFT SRC="pic/bush.gif">
As with trees, there is no travelling through bushes, but bushes can also be
cut to produce <A HREF="#wood">wood</A>.
<BR CLEAR = LEFT>
<A NAME = "water">
<A NAME = "h water">
<H2>Water</H2>
<IMG ALIGN = LEFT SRC="pic/water.gif">
Since none of your men knows how to swim, there is no way through the water.
If any <A HREF="#citizen">unit</A> or <A HREF="#building">building</A> is
flooded by water this will cause death and destruction. If you
<A HREF="#excavation order">dig</A> too deep, then you will hit the
water table and flood the hole and all neighboring fields that are
below sea level. If any land reaches a height above sea level,
then it
will automatically turn to dry <A HREF="#mud">mud</A> land. This enables
<A HREF="#worker">worker</A>s to cross rivers by applying the
<A HREF="#excavation order">heap order</A> for a few times.
Building a bridge is
thus like building a wall across the water.
<BR CLEAR = LEFT>
<A NAME = "sea">
<A NAME = "h sea">
<H2>Sea</H2>
<IMG ALIGN = LEFT SRC="pic/sea.gif">
Sea is water with depth of at least 3. It has exactly the same
properties as normal water, but it is impossible to heap or to dig
near a sea field. This makes the building of
bridges between islands in the ocean impossible.
<BR CLEAR = LEFT>
<A NAME = "hill">
<A NAME = "h hill">
<H2>Hill</H2>
<IMG ALIGN = LEFT SRC="pic/hill.gif">
You are standing on an absolutely flat landscape and give a single
<A HREF="#excavation order">heap order</A>. The result is a
muddy hill, that's it. Running up a hill is slower than on the flat,
but it is not an unassailable obstacle.
<BR CLEAR = LEFT>
<A NAME = "hole">
<A NAME = "h hole">
<H2>Hole</H2>
<IMG ALIGN = LEFT SRC="pic/hole.gif">
A hole is the result of a single <A HREF="#excavation order">dig</A> order
applied to a flat piece of land. Running downhill is no problem, in fact
the unit will be quicker while running downhill.
<BR CLEAR = LEFT>
<A NAME = "wall">
<A NAME = "mote">
<A NAME = "h walls and moats">
<H2>Walls and Moats</H2>
<IMG SRC="pic/wallmote.gif" HEIGTH=88 WIDTH=184 >
<A HREF="#excavation order">Heaping or digging</A>
twice at the same position results in walls and moats. Walls or moats cannot
be crossed.
<A NAME = "fortification">
<A NAME = "h fortifications">
<H2>Fortifications</H2>
<IMG SRC="pic/forti.gif" HEIGTH=30 WIDTH=90 >
If a wall is increased in height again, you will get a fortification.
<A NAME = "h landscape a bit more in detail">
<H2>Landscape in a bit more detail</H2>
In fact the story of the different land heights is a bit complicated.
Each square of land has four neighbors, each of which
may have a height differing from that of the middle
square. The difference may be any values from -3 to +3. Depending on this
difference, the corresponding edge of the actual square will be anything
from a normal peace of land to a fortification. See in the table below
for details.<P>
<table>
<tr><td>
<table>
<tr><td>difference<td>outlook
<tr><td> 1 <td><img src="pic/hill.gif">
<tr><td> 2 <td><img src="pic/wall.gif">
<tr><td> 3 <td><img src="pic/fort.gif">
</table>
<td>
<IMG SRC="pic/landbsp.gif" HEIGTH=112 WIDTH=112 ><P>
</table>
As you can see, only positive differences are taken into account, the
negative ones are not needed because the neighboring fields are changed
accordingly in the case of a hole.
Any difference larger than 3 is not valid, (some damned programmer
disabled that :-), therefore it may happen that an <A
HREF="#excavation order">excavation order</A> is simply not executed.
Anyway you should try a bit to understand what's going on, and the
meaning behind the different landscape layouts. A final hint:
normally units can move to any of the 8 neighboring fields, including
diagonal moves. When there is a height difference between two fields,
diagonal moves are not possible. This is because your <A
HREF="#citizen">citizens</A> are always a bit drunk and they will fall
if they have to ascend or descend on a slope. The valid orders also
depend on the land type as described below.<P> Normally a worker can
<A HREF="#excavation order">heap</A> or <A HREF="#excavation
order">dig</A> to/from any neighbouring square or on the square it is
standing on. The only execption is that it is not allowed to heap at
a square which is two or more units below the current square the
worker is standing on. This means <A
HREF="#fortification">fortifications</A> cannot be enlarged from the
inner side, you have to leave your secure walls to do this!<P>
<table BORDER=1>
<caption>Operations and Land Types</CAPTION>
<tr><td align=left> type <td> move <td> dig <td> heap <td> harvest
<tr><td align=left> grass <td> + <td> + <td> + <td> -
<tr><td align=left> mud <td> + <td> + <td> + <td> -
<tr><td align=left> tree <td> - <td> - <td> - <td> +
<tr><td align=left> bush <td> - <td> - <td> - <td> +
<tr><td align=left> water <td> - <td> + <td> + <td> -
<tr><td align=left> sea <td> - <td> - <td> - <td> -
<tr><td align=left> hill <td> + <td> + <td> + <td> -
<tr><td align=left> hole <td> + <td> + <td> + <td> -
<tr><td align=left> wall <td> - <td> + <td> + <td> -
<tr><td align=left> fortification <td> - <td> + <td> - <td> -
</table>
<A NAME = "mine">
<A NAME = "h mines">
<H2>Mines</H2>
<IMG ALIGN = LEFT SRC="pic/mine.gif">
If you order <A HREF="#worker">workers</A> to <A HREF = "#harvest
order">harvest</A> in a mine, they will bring sacks full of <A
HREF="#gold">gold</A> to their <A HREF="#home">home town halls</A>.
But the amount of gold in a single mine is finite and after exhausting
this amount, the mine will break down and become worthless. The number
of gold coins which you can harvest from a mine is shown in the <A
HREF="#order panel">order panel</A> if you <A
HREF="#select">select</A> the mine. Very soon you will find out that
positioning <A HREF="#town hall">town halls</A> near mines will
stimulate the growth of your nation enormously. Therefore it is
important to know as much as possible about the location of
mines. Mines are always visible on the <A HREF="#strategic
map">strategic map</A>. In a land there are always 9 mines. In a land
with oceans the number of mines may vary with the number of
islands. Normally there are 3 mines on each island. <BR CLEAR = LEFT>
<A NAME = "trap">
<A NAME = "h traps">
<H2>Traps</H2>
<IMG ALIGN = LEFT SRC="pic/trap.gif">
Traps are hidden holes. If a unit walks over such a trap, it falls into the
hole. This hurts really bad and the <A HREF="#health">health</A> of the unit
is decreased. For already weak units this can mean death. As
mentioned above, deep <A HREF="#hole">holes</A> like traps can not be climbed.
Therefore normally one needs a <A HREF="#worker">worker</A> to leave a trap
and it will be a good idea to be <A HREF="#cast orders">healed</A> by a
scientists afterwards. Traps are weapons which enable even weak forces to
cause bad damage to strong enemy units. But traps do not distinguish between
friend and foe, so be careful in using this near your own favorite routes.
<BR CLEAR = LEFT>
<HR>
<A NAME = "fight">
<A NAME = "h fights">
<H1>Fights</H1>
<IMG SRC="pic/battle.gif" HEIGTH=124 WIDTH=156 >
There are two type of fights.
<A NAME = "long range">
<A NAME = "h long range fights">
<H2>Long Range Fights</H2>
<IMG ALIGN=LEFT SRC="pic/lrf.gif" HEIGTH=40 WIDTH=167>
Stones and Arrows can be used to attack an enemy over a long
distance. The range of a stone is one field larger than the range of
an arrow. Arrows are dangerous, but stones take the biscuit. Long
range fights are only allowed if the landscape properties allow
them. Trees and bushes are no barrier. Any field which is more than two
units higher the the field of the shooter cannot be passed by the
line of fire. E.g. a <A HREF="#fortification">fortification</A> can
not be passed by a shot from a shooter, at the bottom of the walls. In
case of an arrow, the unit on top of the fortification is not hit and
an arrow can't damage any wall. In the case of a stone, the unit on
top is also not hit but the wall is damaged with a likelihood of
0.3. Damage means the height of the wall is decreased by one.
<A NAME = "short range">
<A NAME = "h short range fights">
<H2>Short Range Fights</H2>
<IMG ALIGN=LEFT SRC="pic/srf.gif" HEIGTH=64 WIDTH=94>
All weapons (except stones) can also be used for man-to-man fights. In
this case both enemies must be located on neighboring fields. In the case of
arrows, the <A HREF="#fortification">fortifications</A> have the same effect
as in long range fights. Any other weapon can only by applied if the height
difference between the two opponents is less than two. If a hitting unit
is lower than the attacked unit, the power of the hit is only 20% of the
strength it would have if both stand at the same level (as mentioned above
this is not valid for arrows).
This means building <A HREF="#wall">walls</A> and <A HREF="#fortification">fortifications</A>
improves defensive power significantly. Walls prevent
invasion and short range fights, while fortifications prevent
attacks with long range weapons.
<A NAME = "armor">
<A NAME = "weapon">
<A NAME = "h effect of a weapon">
<H2>Effect of a weapon</H2>
The effect of a hit is calculated from the strength of the used weapon and
the landscape properties described above. If both fighters are on the
same level or if the landscape allows a long range weapon to cause
maximal effect, the health of the attacked unit is decreased accordingly
to<P>
<B>health = health - max (1, effect - armor)</B><P>
where the effect and armor are the following :<P>
<table border=1>
<caption>Armor and Effects</caption>
<tr><td align=left>unit <td>armor <td>effect
<tr><td align=left>worker <td>0 <td>-
<tr><td align=left>scientist <td>0 <td>-
<tr><td align=left>pawn <td>10 <td>25
<tr><td align=left>archer <td>5 <td>-
<tr><td align=left>knight <td>15 <td>30
<tr><td align=left>catapult <td>20 <td>-
<tr><td align=left>ship <td>98 <td>-
<tr><td align=left>building <td>25 <td>-
<tr><td align=left>arrow <td>- <td>30
<tr><td align=left>trap <td>- <td>80
<tr><td align=left>stone <td>- <td>100
</table><P>
<A NAME = "h a few hints">
<H2>A few Hints</H2>
Normally it is always good to :
<UL>
<LI>protect a troop from long range attacks
<LI>protect long range fighters from short range attacks
<LI>attack foreign long range fighters with short range attacks
<LI>attack any foreign force as long as possible using long range attacks
</UL>
And of course many other things like <I>keeping formations during a fight</I>,
<I>obeying the different move speed of units</I>, etc.
<HR>
<A NAME = "material">
<A NAME = "h material">
<H1>Materials</H1>
Your economy is dependent on various resources. These resources are
<A NAME = "food">
<A NAME = "h food">
<H2>Food</H2>
<IMG ALIGN = LEFT SRC="pic/food.gif">
You need something to feed the mouths of your citizens. Food is produced by
<A HREF="#farm">farms</A>. Therefore you should always have at least one of
these structures. Your food will be stored in your
<A HREF="#town hall">town halls</A>. In your <A HREF="#administration panel">
administration panel</A> you can get an overview of the current amount
of food in store. If this amount is below a certain level,the
<A HREF="#health">health</A> of your <A HREF="#citizen">citizens</A> begins to
decrease and finally they will die. The different professions need different
quantity of food and therefore they start to hunger at different levels of
stored food.<P>
<BR CLEAR = LEFT>
<table border>
<caption>Minimal required food</caption>
<tr><td align=left>type <td>start to hunger at
<tr><td align=left>you <td>never
<tr><td align=left>worker <td>0
<tr><td align=left>pawn <td>0
<tr><td align=left>archer <td>70
<tr><td align=left>knight <td>70
<tr><td align=left>scientist <td>0
<tr><td align=left>catapults <td>0
<tr><td align=left>ships <td>never
</TABLE><P>
It is surprising to see how blooming societies are reduced to
insignificance if there is no food, on the other hand building a
<A HREF="#farm">farm</A> and waiting for harvest takes a while, so
<B>always be careful with your food and start to build farms early enough</B>.
On the other hand <A HREF="#farm">farms</A> are wonderful targets for attacks.
<A NAME = "wood">
<A NAME = "h wood">
<H2>Wood</H2>
<IMG ALIGN = LEFT SRC="pic/wood.gif">
Your workers can cut wood to produce timber for various purposes. Cutting
timber takes a while and you should start to do this early enough, before you
plan to built structures, or large armies of archers or catapults.
<BR CLEAR = LEFT>
<A NAME = "gold">
<A NAME = "h gold">
<H2>Gold</H2>
<IMG ALIGN = LEFT SRC="pic/gold.gif">
Gold is the driving force of your economy, so you should always have enough.
In fact most of your workers will be used to mine gold.
<BR CLEAR = LEFT>
<HR>
<A NAME = "control panels">
<A NAME = "h control panels">
<H1>Control Panels</H2>
You see various control panels on your screen. With these panels you can
retrieve
information about your current progress and you can give orders to members
of your nation. The screen looks like<P>
<IMG SRC="pic/panels.gif" HEIGTH=343 WIDTH=574>
<A NAME = "administration panel">
<A NAME = "h administration panel">
<H2>Administration Panel</H2>
<IMG ALIGN = LEFT SRC="pic/admp.gif" HEIGTH=45 WIDTH=150 >
This panel is shown in the lower part of the
<A HREF="#order panel">order panel</A>.
At this panel, you see the number of <A HREF="#citizen">citizens</A> you
are commanding, the amount of <A HREF="#wood">wood</A> which is at store
and the number of <A HREF="#gold">gold</A> coins in your cash-box.
Additionally you see how much <A HREF="#food">food</A> is stored for
your citizens.
<BR CLEAR = LEFT>
<A NAME = "order panel">
<A NAME = "h order panel">
<H2>Order Panel</H2>
<IMG ALIGN = LEFT SRC="pic/orderp.gif" HEIGTH=350 WIDTH=100 >
This panel shows the list of the <A HREF="#orders">order</A>s you can
submit at the moment. The kind of <A HREF="#orders">orders</A>
possible depends on the number and type of
<A HREF="#select">selected</A> <A HREF="#citizen">citizens</A> or
<A HREF="#building">buildings</A>. Behind each order is shown
how much <A HREF="#gold">gold</A> (in yellow digits) and how much
<A HREF="#wood">wood</A> will be consumed if this order is
performed.<P> The <A HREF="#orders">orders</A> can be given by pressing
the button, or by typing the capital letter on the button. Most
commands require a specification of a
<A HREF="#destination">destination point</A>. This can be done in the
<A HREF="#tactical map">tactical map</A> as described below. After
your <A HREF="#orders">order</A> has been accepted, the button is
released again. Additionally you see the <A HREF="#health">health</A>
of a unit, if it is selected by
<A HREF="#select">single selection</A>. In case of
<A HREF="#building">buildings</A> you can also see the degree of
completeness of construction and training processes running at the moment.
<BR CLEAR = LEFT>
<A NAME = "message panel">
<A NAME = "h message panel">
<H2>Message Panel</H2>
<IMG ALIGN = LEFT SRC="pic/msgp.gif" HEIGTH=29 WIDTH=149><P>
In this panel, you receive messages from your citizen. E.g. if you
try to submit a command and this command is not executed then there
is normally a message in this window.
<BR CLEAR = LEFT>
<A NAME = "strategic map">
<A NAME = "h strategic panel">
<H2>Strategic Map</H2>
<IMG ALIGN = LEFT SRC="pic/smap.gif" HEIGTH=138 WIDTH=136>
This map gives an overview of the entire area where you can operate.
By clicking the left mouse button on a point in this map, your
tactical window is centered on this point. It is a good idea always
to have an eye on this window, to make sure that there are no
unrecognized enemy movements which are not displayed in the tactical
panel at the moment.
<BR CLEAR = LEFT>
<A NAME = "tactical map">
<A NAME = "tactical panel">
<A NAME = "h tactical map">
<H2>Tactical Map</H2>
<IMG ALIGN = LEFT SRC="pic/tmap.gif" HEIGTH=179 WIDTH=179 >
This panel contains a zoomed view of a part of the operation area. In
this window you can see all <A HREF="#citizen">citizens</A> and
<A HREF="#building">buildings</A> that are visible for you at the
moment.
Each of your citizens has only a limited range of view. Everything
outside the view of your citizens is gray and unknown for you. The
tactical map is used to perform
<A HREF="#select">select operations</A> and
<A HREF="#destination">destination point</A> specification.
By clicking with the right mouse button, the map is centered to
mouse position. This is only true if there is no
<A HREF="#destination">destination point specification</A> is
pending, in this case, the current order will be canceled.
<BR CLEAR = LEFT>
<A NAME = "group control panel">
<A NAME = "h group control panel">
<H2>Group Control Panel</H2>
<IMG ALIGN = LEFT SRC="pic/grpan.gif">
<IMG SRC="pic/grpan2.gif"><br>
<IMG SRC="pic/grpan1.gif"><br>
If you have selected one or more of your <A HREF="#citizen">citizens</A>,
you may put them into a <I>group</I>. This can be done by clicking on
one of the <I>grouping buttons</I> in your <I>group control panel</I>.
Whenever you click on the corresponding <I>group focus button</I>, the
same units will be selected and your windows will be centered on the
middle of the group. This enables a quick change between different
independently acting groups, even if the groups are far away from
each other. Especially in battles it can
be very useful for commanding your troops if you have split them to
surround the enemy.
<BR CLEAR = LEFT>
<A NAME = "pause panel">
<A NAME = "h pause panel">
<H2>Pause Panel</H2>
<IMG ALIGN = LEFT SRC="pic/pausep.gif" HEIGTH=79 WIDTH=100 >
The pause panel allows each player to stop the game temporally, by
pressing the button with his name. E.g. the panel above shows a game
where "hua" paused. Pressing the button again shows your willingness to
continue the game. If all buttons are released, the game continues.
<BR CLEAR = LEFT>
<HR>
<A NAME = "select">
<A NAME = "h selection operations">
<H1>Selection Operations</H1>
To give orders to <A HREF="#citizen">citizens</A> or
<A HREF="#building">buildings</A> you have to specify the units. This is
done by selecting the unit in the <A HREF="#tactical map">tactical map</A>.<P>
A click with the <B>left mouse button</B> selects the unit under the mouse
cursor exclusively. <P>
A click with the <B>middle mouse button</B> can be used to toggle from
a set of
selected units. This means middle mousing an unselected unit adds this unit
to selected set, while middle mousing a selected removes it.<P>
A click with the <B>right mouse button</B> has two functions. If any command
is waiting for a <A HREF="#destination">destination point specification</A>
the command is canceled. If no command is pending the
<A NAME = "tactical map">tactical map</A> is centered to the current mouse
point.<P>
The selected units are surrounded by a red square. If you point on one of
your own units, the mouse cursor will be a circle, pointing on a foreign units
will switch it to a cross. If you point on yourself
(remember you are a <A HREF="#knight">knight</A>), the the cursor will change
to an owl.
<HR>
<A NAME = "destination">
<A NAME = "h destination point specifications">
<H1>Destination Point Specifications</H1>
Most instructions need the specification of a destination point. E.g. this
can be the unit to be attacked, or the place where a building should be
constructed.<P>
After pressing the order button in the
<A HREF="#order panel">order panel</A>, you can use the left mouse button
to set target to your mouse cursor in the
<A HREF="#tactical map">tactical map</A> window. After doing this the order
button is released and the selected units begin to execute your order.
Sometimes the button will not be released, if this is the case, then your
order could not be executed and you should have a look on the
<A HREF="#message panel">message panel</A> to get an idea what's gone wrong.
If you press the right mouse button in the
<A HREF="#tactical panel">tactical window</A>, the current order is canceled,
the order button is released, but no new orders are submitted.<P>
A few operations like <A HREF="#fight orders">search and destroy</A> are
connected to destination areas. To specify such an area, you specify a
destination point as above and this point is used as the center of a
quadratic area around this point. The size of the area is fixed for all
operations and it is approximately <I>11x11</I> squares.
<HR>
<A NAME = "h the winner of a game">
<H1>The Winner of a game</H1>
<IMG ALIGN = LEFT SRC="pic/winner.gif">
There can only be one winner. If you have been killed the game is
over and you fail to get a reputation as a remarkable king. If you
manage to survive longer than all the other kings, you are the "cha
chan", <B>the king of the kings</B> and one may call you the winner.
<BR CLEAR = LEFT>
<A NAME = "h installation of the game">
<H1>Installation of the Game</H1>
<A NAME = "h supported">
<H2>Supported</H2>
<UL>
<LI> At moment, there is an executable for SUNOS 4.1.2 under X11R6
(maybe also X11R5, never tried it).
<LI> The whole thing was compiled under SUNOS, but to my surprise it also
runs under SOLARIS (SunOS 5.4) (at least on our machines), just try it.
<LI> There is an executable for LINUX.
<LI> The source code is available, so that it should be possible to
compile executables for other architectures.
<LI> This html-document with all its pictures can be retrieved.
</UL>
All this stuff can be retrieved from
<A HREF="http://borneo.gmd.de:80/~hua">http://borneo.gmd.de:80/~hua</A>
<A NAME = "h what to do">
<H2>What to do ?</H2>
<UL>
<LI>get the file craft2.tar.z (e.g. via
<A HREF="http://borneo.gmd.de:80/~hua">http://borneo.gmd.de:80/~hua</A>)
<LI>create a directory <I>dir</I>
<LI>in <i>dir</i> you do
<UL>
<LI>uncompress craft.tar.Z
<LI>tar xvf craft.tar
</UL>
<LI>That's it, now you can call "craft" as described above.
</UL>
</UL>
<A NAME = "h system requirements">
<H2>System Requirements</H2>
There are precompiled versions for LINUX and SUNOS 4.1.3. The SUNOS version also runs under
SOLARIS normally.
<UL>
<LI> The SUN should be an IPX or better.
<LI> The game is further optimized to be playable on LINUX PC's with 486/100 or better.
The main problem is that the game requires a relatively high
amount of RAM, therefore the PC should have >= 16Mb RAM.
</UL>
<HR>
<A NAME = "option panel">
<A NAME = "h how to call the game">
<H1>How to call the game?</H1>
To call the game, you must always be in the directory where the executable
"craft" is located. This is needed since the game has no proper installation
and therefore only relative paths are used to locate all data files needed.<P>
The game can be called as "craft". Now the <I>option panel</I> is displayed. It is used to
setup the general game parameters and the type and number of players and their properties.
<UL>
<LI> <B>with king</B><BR>
The human may either have a king or not.
If there is a king, the player loses if the king is killed.
The king is a <A HREF="#knight">knight</A>).
<LI> <B>local sight</B><BR>
The scope of the player may be limited to a local sight around the
citizen, or it may be global.
<LI> <B>num humans</B><BR>
There are either 2 or 3 human players or one human and one robot player.
<LI> <B>with isalnds</B><BR>
The game may play "on land" or the landscape may consist of an ocean
with various islands.
<LI> <B>seed</B><BR>
The landscape is generated by random. If a seed is entered (any sring
of letters), it is used as start value for the random. Therefore
a seed can be used to reproduce the same landscapes by using the
same seeds.
</UL>
<P>
Anyway you should make sure that the <I>xhost</I> permissions are properly
set, since this game is not a client-server game. The calling task always
wants to open windows on the other players' hosts.
<HR>
<H1>What's new since version 2.x?</H1>
<UL>
<LI>I removed a damned large number of bugs.
<LI>The menues have been changed.
<LI>Scouts have been added.
<LI>Trading has been introduced.
<LI>Ships and worlds with islands have been implemented.
<LI>The battle mode and the points system has been removed.
</UL>
<HR>
<A NAME = "robot controller">
<A NAME = "h the robots">
<H1>The robots</H1>
I spent a lot of time improving robots from version 2.x to version
3.x. In version 2 it was quite simple to kill the robot if it was
forced to attack a fortification. In the current version, the robot
knows a bit more about "how to attack fortifications". It is not
perfect, but I hope it plays much better. In a conflict with ships, a
single wrong decision can be fatal (e.g. losing a ship with many
expansive catapults on it). Therefore the robot does not play that
well in worlds with islands, I am still working on it, but it may
need much more time. I have tried many other games like C&C, Z or
Warcraft and I am proud to say that I think my robots are
"quite intelligent" (even if they are still unbelievably stupid) !!!
<HR>
<A NAME = "h a few remarks from the author">
<H1>A few Remarks from the Author</H1>
<IMG ALIGN = LEFT SRC="pic/hua.gif" HEIGTH=70 WIDTH=92 >
This game is a more or less serious offspring of our work on adaptive
agent systems. The final intention of this game is its use as an
experimental environment for different automatic adaptive players.
The whole thing should finally run in a client server version, which
enables the participants of the game to act in real time concurrently.
The quicker one can give orders, the quicker one may do it.
The game should have closed rules (is ok), should be quite complex
(is true for these silly adaptive methods) and should also motivate a
human to play online against these crazy adaptive robots (check it out).<P>
<BR CLEAR = LEFT>
So long, HUA
<HR>
<A NAME = "contents">
<H1>Contents</H1>
<UL>
<LI> <A HREF = "#h the story">The Story</A>
<LI> <A HREF = "#h Citizens">Citizens</A>
<UL>
<LI> <A HREF = "#h worker">Worker</A>
<LI> <A HREF = "#h pawn">Pawn</A>
<LI> <A HREF = "#h knight">Knight</A>
<LI> <A HREF = "#h archer">Archer</A>
<LI> <A HREF = "#h scientists">Scientists</A>
<LI> <A HREF = "#h merchant">Merchant</A>
<LI> <A HREF = "#h trading points">Trading Points</A>
<LI> <A HREF = "#h scouts">Scouts</A>
<LI> <A HREF = "#h catapults">Catapults</A>
</UL>
<LI> <A HREF = "#h ships">Ships</A>
<UL>
<LI> <A HREF = "#h ship control panel">Ship Control Panel</A>
</UL>
<LI> <A HREF = "#h buildings">Buildings</A>
<UL>
<LI> <A HREF = "#h town halls">Town Halls</A>
<LI> <A HREF = "#h farms">Farms</A>
<LI> <A HREF = "#h camps mills smiths universities">Camps, Mills, Smiths, Universities</A>
<LI> <A HREF = "#h fort">Fort</A>
<LI> <A HREF = "#h market">Market</A>
<LI> <A HREF = "#h docks">Docks</A>
</UL>
<LI> <A HREF = "#h orders">Orders</A>
<UL>
<LI> <A HREF = "#h move orders">Move Orders</A>
<LI> <A HREF = "#h guard order">Guard Order</A>
<LI> <A HREF = "#h fight orders">Fight Orders</A>
<LI> <A HREF = "#h recruit orders">Recruit Orders</A>
<LI> <A HREF = "#h construct orders">Construct Orders</A>
<LI> <A HREF = "#h excavation orders">Excavation Orders</A>
<LI> <A HREF = "#h harvest orders">Harvest Orders</A>
<LI> <A HREF = "#h cast orders">Cast Orders</A>
<LI> <A HREF = "#h upgrade order">Upgrade Order</A>
<LI> <A HREF = "#h trade order">Trade Order</A>
<LI> <A HREF = "#h hider order">Hide Order</A>
</UL>
<LI> <A HREF = "#h the landscape">The Landscape</A>
<UL>
<LI> <A HREF = "#h grass">Grass</A>
<LI> <A HREF = "#h mud">Mud</A>
<LI> <A HREF = "#h tree">Trees</A>
<LI> <A HREF = "#h bush">Bushes</A>
<LI> <A HREF = "#h water">Water</A>
<LI> <A HREF = "#h sea">Sea</A>
<LI> <A HREF = "#h hill">Hill</A>
<LI> <A HREF = "#h hole">Hole</A>
<LI> <A HREF = "#h walls and moats">Walls and Moats</A>
<LI> <A HREF = "#h fortifications">Fortifications</A>
<LI> <A HREF = "#h landscape a bit more in detail">Landscape a bit more in Detail</A>
<LI> <A HREF = "#h mines">Mines</A>
<LI> <A HREF = "#h traps">Traps</A>
</UL>
<LI> <A HREF = "#h fights">Fights</A>
<UL>
<LI> <A HREF = "#h long range fights">Long Range Fights</A>
<LI> <A HREF = "#h short range fights">Short Range Fights</A>
<LI> <A HREF = "#h effect of a weapon">Effect of a weapon</A>
<LI> <A HREF = "#h a few hints">A few Hints</A>
</UL>
<LI> <A HREF = "#h material">Materials</A>
<UL>
<LI> <A HREF = "#h food">Food</A>
<LI> <A HREF = "#h wood">Wood</A>
<LI> <A HREF = "#h gold">Gold</A>
</UL>
<LI> <A HREF = "#h control panels">Control Panels</A>
<UL>
<LI> <A HREF = "#h administration panel">Administration Panel</A>
<LI> <A HREF = "#h order panel">Order Panel</A>
<LI> <A HREF = "#h message panel">Message Panel</A>
<LI> <A HREF = "#h strategic panel">Strategic Map</A>
<LI> <A HREF = "#h tactical map">Tactical Map</A>
<LI> <A HREF = "#h group control panel">Group Control Panel</A>
<LI> <A HREF = "#h pause panel">Pause Panel</A>
</UL>
<LI> <A HREF = "#h selection operations">Selection Operations</A>
<LI> <A HREF = "#h destination point specifications">Destination Point Specifications</A>
<LI> <A HREF = "#h the winner of a game">The Winner of a game</A>
<LI> <A HREF = "#h installation of the game">Installation of the Game</A>
<UL>
<LI> <A HREF = "#h supported">Supported</A>
<LI> <A HREF = "#h what to do">What to do ?</A>
<LI> <A HREF = "#h system requirements">System Requirements</A>
</UL>
<LI> <A HREF = "#h how to call the game">How to call the game ?</A>
<LI> <A HREF = "#h the robots">The robots</A>
<LI> <A HREF = "#h a few remarks from the author">A few Remarks from the Author</A>
</UL>
<HR>
</body>
</html>
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