Orders Reference

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This chapter explains all the possible orders that you can give to your units. We'll start by explaining the notation we have used throughout. As an example, let's take HELP faction-id COMBAT [ NOT ], an order to specify whether or not you do or don't help another faction when it is attacked.

Contents

Technical notes

Throughout these rules, we will maintain the following conventions:

  • Keywords, in this case HELP, COMBAT, and NOT, are written in capital letters. You don't have to write them in capital letters yourself, though most people do.
  • Place holders are written as in small letters. You're not supposed to copy them, but instead to fill them in with your own. In this case, instead of faction-id, write the id of the faction that you want to apply the order to.
    Occasionally, you see this written as <faction-id>. It means the same thing, and the < and > symbols must not appear in your orders.
  • Words in [] brackets are optional so they may or may not be part of the order. In this case, NOT does not have to be included - but the order has different meanings depending on whether or not you include it.

Note that upper or lower case is not taken into account by the server, except for passwords. LeaRN POLEArms is perfectly legal (but not recommended, as it is confusing to human readers).

Texts that contain spaces must be included in double or single quotes or replaced by the '~' character (tilde).

   NAME SHIP "Good Wind"
   GIVE 123 ALL "sand reeker" ; or
   GIVE 123 ALL sand~reeker

Orders may be abbreviated (like LEAR pole instead of LEARN polearm). But this is dangerous. RE could mean RECRUIT, RESEARCH, or RESERVE and there might be undocumented orders, skills, or items that are purposefully not listed in the documentation, but might start similar to well-known entities.


Short and Long Orders

The long orders are ATTACK, BUY, CAST, ENTERTAIN, FOLLOW, GROW, LEARN, MAKE, MOVE, PIRACY PLANT, RESEARCH, RIDE, ROUTE, SABOTAGE, SELL, SIEGE, SPY, STEAL,TAX,TEACH,WORK. Long orders are marked with an <L>. Some long orders (ATTACK, BUY, CAST, FOLLOW UNIT, SELL) may allow other long orders under certain circumstances. This is detailed in the individual order descriptions.

Long orders are taken over as DEFAULT orders for the next turn. This order also appears in the order template as a suggestion. Not all long orders are treated in this way. MOVE and ATTACK orders, for example, are not added as default orders. A unit that worked in the last round and MOVEs to another region this round will work again next round if you don't give it another order.

Note that the standard report (NR) only contains one order per unit. Only computer report and the orders template show all the unit's default orders.

Permanent short orders

Sometimes you want a short order to be executed every round, like a miner how should deliver all the iron he mines to the smithy.

To achieve this, you may prepend a short order with an @ sign. Orders like this are copied to the next rounds default orders and are executed as long as you don't delete them.


An example:

 UNIT mine;         Miner [5,400$,U500]
   MAKE iron
   @GIVE smit ALL iron;   always deliver to smithy
 UNIT smit;         Smith [3,1343$,U250]
   MAKE sword

Order Descriptions

Editing note: Theses orders should have their individual pages each, but for now this is better than nothing. Note that some of the information might be outdated!
ATTACK unit-id <L*>
This will cause the unit to attack the specified other unit. You must specify a separate ATTACK order for every unit you want to attack. A unit that has set its combat behaviour to FLEE or NOT cannot attack.

This order is only considered long if the region is not guarded by your own or a friendly faction. Otherwise, an additional long order can be executed. The ATTACK order is a pseudo-long order. You can issue more than one ATTACK order, but an ATTACK order may prevent the execution of other long orders if a battle actually takes place. See the combat chapter for more details on when a battle prevents long orders!

BANNER "text"
Use this order to change the description of your faction. It will be shown to all players that see at least one of your units in their report, and you should use it to give your real name, alternate email Addresses or information about holiday leave.

Example:

    BANNER "On vacation. My backup until June 7th, 2001 is Henning, faroul@gmx.de"
BUY amount luxury-item <L*>
Given this order a unit tries to buy the specified amount of the specified luxury item. The unit needs to be skilled in trading, the luxury item needs to be for sale and there has to be a trading post or larger castle in the region. The unit can acquire 10 luxury items per person and trading skill level. For more information see the chapter on trade.

BUY and SELL are pseudo-long orders, i.e. a unit can carry out any number of BUY and SELL orders in the same turn but no other long order. Note that the limitation of 10 luxury items per person and trading skill level applies to all BUY and SELL orders of a unit in total.

CARRY unit-id
With this order you can give other units a ride. The carried units have to issue the RIDE order for the carrier. One CARRY order is required for each unit to be transported.


    ERESSEA 125 "FooBar"
        UNIT 311
            RIDE 456 ; I need a ride
            [...]

    ERESSEA 300 "BarFoo"
        UNIT 456
            CARRY 311 ; transport unit 311
CLAIM [amount] item
Claims items from the faction pool.

Every unit in your faction can claim items from the faction pool, but it is not possible to put items into the faction pool. The unit who gives the CLAIM order gets the item and can use it in the same week or give it away. The faction pool is only used by the game master to give special items to players without giving them to a specific unit. You will not have to worry about it (or the CLAIM order) much. NB: Do not mistake the faction pool for the item pool!

CAST [parameter] "spell" [parameter] <L*>
This will make the unit cast a spell. The exact syntax of each spell can be found in the spell description and in the chapter on magic. To get the description of a spell use the SHOW order and it will appear again in your report.

This order cannot be used to cast combat spells. See the COMBATSPELL order in this chapter for more details on how to use magic in battles. While CAST is technically a long order, you may issue multiple CAST orders in one week. Usually, new spells are obtained by reaching a new skill level in magic.

COMBAT
COMBAT AGGRESSIVE
COMBAT NOT
COMBAT REAR
COMBAT DEFENSIVE
COMBAT FLEE
COMBAT HELP [NOT]
This order determines a unit's behaviour in combat.

COMBAT AGGRESSIVE: In combat, the unit will take the front and it will fight to the death. This is a reasonable setting for cannon fodder.
COMBAT: In combat, the unit will take the front row. It will try to flee from the battle field when it is severely wounded (less than 20% of its hit points left). It's a good idea to set this for 'valuable' front row fighters like well-trained swordsmen.
COMBAT REAR: The unit will take a second row position in combat. It will try to flee from the battle field when it is severely wounded (less than 20% of its hit points left). After the front row is shattered, the units of the second row engage in close combat. You might want to give this order to your bowmen.
COMBAT DEFENSIVE: This status is identical to COMBAT REAR except the unit tries to flee after it is slightly wounded (less than 90% of its hit points left). A sensible order for magicians.
COMBAT NOT: The unit takes part in combat only if it is directly attacked by an enemy unit. The unit tries to flee from the battle field as soon as it gets slightly wounded (less than 90% of its hit points left). This would be a reasonable status for craftsmen and units with advanced stealth skills.
COMBAT FLEE: Units given this order try to escape from battle field when they would be drawn into combat. For every unit the basic chance of a successful flight is 25% (Halflings: 50%). Another 10% are added for a horse and 5% for each level of the unit's stealth skill. Yet, the best possible chance of escape is 75% (Halflings: 90%).
COMBAT HELP: The COMBAT HELP NOT order prevents a fighting unit from involving other units (of your own or allied factions) in the combat. If a unit with this combat status is attacked, no other allied unit participates in the combat - as long as no other unit without this combat status gets attacked. Also see the HELP order.

Note that you can set only one of the COMBAT, COMBAT AGGRESSIVE, REAR, DEFENSIVE, NOT, or FLEE status but at the same time set COMBAT HELP or COMBAT HELP NOT for a unit. For more details, also see the chapters on combat and alliances.

COMBATSPELL [LEVEL n] "spell" [NOT]
The specified spell is - depending on the spell type - set as normal, pre- or post-combat spell. Optionally, a casting level can be set, e.g. to keep some aura for a post-combat spell. When magicians get involved in a battle they cast their combat spells automatically.

Note that not all spells can be used as combat spells. The spell description tells you the nature of a spell. To retrieve the spell description, use the SHOW order.

CONTACT unit-id
To give items to another unit, the recipient unit needs to be allied to you (see HELP GIVE), unless it explicitly grants your unit the right to give it something using the CONTACT order.

Example:

    ERESSEA 125 "FooBar"
        UNIT 311
        GIVE 456 1000 Silver ; Pay Tribute!
        [...]

    ERESSEA 300 "BarFoo"
        UNIT 456
        CONTACT 311 ; payment is allowed.
DEFAULT "order"
This order allows you to specify an order for the following turn(s). It is displayed in your next orders template as the default order.

Caution! The standard default order will be overwritten by that! Thus, you can even assign MOVE as a default order.

DESCRIBE UNIT "text"
DESCRIBE BUILDING "text"
DESCRIBE SHIP "text"
DESCRIBE REGION "text"
DESCRIBE PRIVATE "text"
Changes the description of the specified object. A description is displayed behind the object and can contain up to 400 characters. Objects do not receive a description automatically.

For ships, buildings and regions there are the same rules as for NAME: Buildings and ships can only be described by the unit owning them (the first unit under the object in your report). A region can only be described by the lord of the biggest castle in that region. DESCRIBE PRIVATE allows you give a unit a "private" description that is visible to the unit's owner only.

DESTROY [size]
DESTROY [size] ROAD direction
A unit owning a ship or building can reduce its size or destroy it completely anytime. There ist no skill needed for doing so. The size parameter determines the amount by which a building is torn down or the percentage by which a ship is damaged. Note that ships can only be disassembled or sunk in a region next to an ocean; a crew would never sink their own ship out on the ocean.

Streets can be demolished via DESTROY [size] ROAD direction. When other factions guard the region, their HELP GUARD status has to be set for your faction. Furhtermore, the unit executing the DESTROY order has to be skilled in roadwork. You may decrease the street's size by one per Skill point. A unit may destroy only one structure (building, street or ship) per week.

EMAIL e-mail-adress
Sets the e-mail address your report will be sent to. Your e-mail address has to be specified 'as is'.

Correct: EMAIL eressea@beyond.kn-bremen.de
Wrong: EMAIL "email: eressea@beyond.kn-bremen.de"
Wrong: EMAIL "Henning Peters <eressea@beyond.kn-bremen.de> "

END
This terminates the order-block of a temporary unit created by MAKE TEMP.

Example:

    MAKE TEMP 1
        NAME UNIT "Joggonarag Thorggh"
        RECRUIT 1
        LEARN magic
    END
ENTER CASTLE building-id
ENTER SHIP ship-id
Enter the given building or ship (you have to use ENTER CASTLE for all buildings even if you want to enter a port for example). If the owner of the building or ship does not belong to your own or an allied faction, it has to issue the CONTACT order in the same turn.

A unit on a ship or in a building leaves it automatically when ordered to ENTER another one.

ENTERTAIN [amount] <L>
A unit with this order spends a turn entertaining the peasants. It can earn up to 20 pieces of silver per person and skill level in entertainment. The peasants spend five percent of their silver on entertainment. If there are more entertainers in the region than the peasants would pay, the silver is divided up among the entertaining units. You can specify a maximum amount of silver to be earned through entertainment.

Example: The peasants of a region own 1200 pieces of silver. Thus, the maximum amount of silver to be earned in this region is 1200 � 5% = 60.
Take two units: A with one person and an entertainment skill level of one, B with two persons and an entertainment skill level of two. A could earn 1 � 1 � 20 = 20 pieces of silver, B 2 � 2 � 20 = 80 pieces, i.e. a total of 100 pieces of silver.
Since the region will only yield 60 pieces of silver, they are split up at a ratio of about 20:80. Thus, A earns about 12 and B about 48 pieces of silver. Units on board a ship in a guarded region can neither work nor entertain.

ERESSEA faction-id "password"
This order marks the beginning or your faction's orders in an order file. It is an absolute requirement to use this order.
FOLLOW UNIT unit-id <(L)>
FOLLOW SHIP ship-id <L>
Makes your unit follow another unit or a ship.

Being assigned FOLLOW UNIT makes your unit watch and follow the given unit when it moves. If the other unit can move faster than your unit, your unit will loose its track and the other unit will get away. The pursuers will follow as far as they can. If the pursued unit does not move, your own unit can execute another long order. FOLLOW SHIP allows you to follow ships having trespassed the region in same or the previous turn. A captain being told to FOLLOW SHIP pursues the ship until his ship has caught up with it (if his own ship is fast enough). FOLLOW SHIP is always a long order. FOLLOW just works for the turn the order is issued. If the command should be repeated (until revoked by removing it) put a @ in front of it. Example:

    UNIT 87b6
        FOLLOW UNIT hz7
        ENTERTAIN

Unit 87b6 will watch unit hz7 and follow it if it moves. If it doesn't, 87b6 will try to earn money by entertaining the peasants.

FORGET skill
This will order a unit to completely forget a skill; all knowledge of the skill is lost to the unit - including knowledge given by birth with some races. This can be useful in situations where a unit knows a quota-limited skill like magic and you want to train another unit in the skill instead.
GIVE unit-id HERBS
GIVE unit-id CONTROL
GIVE unit-id UNIT
GIVE unit-id amount MEN
GIVE unit-id amount item
GIVE unit-id ALL MEN
GIVE unit-id ALL [item]
GIVE 0 amount MEN
GIVE 0 amount item
Your unit can hand over any item it possesses to another unit, but only if this unit accepts the given object. The other unit will do this only if it belongs to the same or an allied faction or if it has been ordered to contact the giving unit in the same turn. Most items can also be thrown away (GIVE 0 ...).

Of course, the giving and the receiving unit have to be in the same region. GIVE does also work on the high seas between two ships as well as from a ship to the shore or the other way around. Items and silver handed over by GIVE are automatically reserved and do neither account for the item pool nor can they be reserved by another unit. Instead of a certain number of items you can also use ALL. E.g. GIVE unit-id ALL silver makes your unit give away any silver it owns. GIVE unit-id ALL hands over all items, herbs, potions and silver, but not the men of a unit. Using GIVE unit-id ALL MEN explicitly makes your unit give all its men to the receiver and your unit is afterwards. If you want to give men from one unit to another, you can use GIVE unit-id amount MEN order. This mixes the skills of the two units. If you give all men of a unit to another one, do not forget to hand over all items as well. Otherwise they are lost to the peasants. Using GIVE unit-id UNIT you can give a complete unit to another faction including all items the unit owns. Your unit is not 'added' to the foreign unit as usual; instead it joins the other faction. Thus, each faction can gain up to 5 men per turn. A unit owning a ship or building can pass the ownership to another unit via the GIVE unit-id CONTROLorder. The owner of a building or a ship can decide who is allowed to enter it. GIVE unit-id CONTROL should be also used if the owner is going to leave the ship or building and a specific should be the new owner. Otherwise another unit could gain the ownership although it is not the second unit in the building or on the ship respectively. New owners of a building get not until the next turn the bonus (e.g. the mining bonus) because they are only placed at the first position in the building at the end of the turn. Example:

    GIVE k3f 300 silver  ; give 300 silver to k3f .
    GIVE 0 5 stones  ; throw away 5 stones.
    GIVE TEMP 3 7 MEN  ; give 7 men to the new unit temp 3.

Caution! The orders between MAKE TEMP and END are orders for the new unit. The new unit does not have money, so the following orders will not work:

    MAKE TEMP 1
        GIVE TEMP 1 200 silver  ;  error!
        RECRUIT 2
        MOVE West
    END

Better put it this way:

    GIVE TEMP 1 200 Silber
      MAKE TEMP 1
          RECRUIT 2
          MOVE West
      END
      ; GIVE TEMP 1 200 Silber  ;  or even here!
GROUP ["name"]
GROUP allows you to divide your faction into smaller groups being able to have a different HELP status than the rest of your faction. E.g. you could form a group of mercenaries helping your client on his island while the rest of your faction does not.

You could also delete every HELP COMBAT status for a participant of a tournament preventing him from disturbing a single combat. It is also possible to attack an ally with a bunch of disguised warriors without betraying yourself by giving up HELP COMBAT for your whole faction. And someone who wants to protect his woods from his allies, too, can form a group of gamekeepers granting HELP GUARD to nobody. E.g. a unit is ordered to join the group "Pirates of the Seas" via GROUP "Pirates of the Seas". If this group does not yet exist, it is created and initially has the same HELP status as the rest of the faction. GROUP without a name can be used to leave a group. Each unit can belong to one group only. A unit issuing the HELP order changes the HELP status of its group if it belongs to one or the status of the whole faction if it does not belong to a group. During a battle, each group forms a separate army, just like it happens if units are disguised.

GROW [amount] HORSES <L>
GROW [amount] HERBS <L>
Given this order a unit can try to grow horses in a stable or to grow herbs in a region.

With the GROW HORSES order, a unit has one try per person, taming skill level and turn to grow a horse. The chance of success for each try is skill-level(taming) percent. Example: 3 persons with a taming skill at level 5 get 3 � 5 = 15 tries each with a 5% success rate to grow a horse. Growing horses requires a stable with at least two horses and at least one horse per breeding try (i.e. 15 horses in the above example). The GROW HERBS order demands a minimum skill level of six in herbalism. The unit tries to grow one herb per skill level; it needs a corresponding amount of the appropriate type of herb as well as a vial of the water of life. You cannot grow a different kind of herb than the one originally found in the region.

GUARD [NOT]
Units can guard regions if they are armed and have the appropriate weapon skill. To guard a region prevents non-allied units from collecting taxes, gathering resources and recruiting peasants in that region (from the following turn on) and non-allied units trying to travel through the region will be stopped with a certain probability. There is one exception to this: if your STEALTH exceeds the PERCEPTION of the guarding faction you can collect taxes, recruit new peasants or produce raw materials.

Your units on ships cannot WORK or ENTERTAIN in a guarded region (except the guarding faction has set HELP GUARD status for your faction). The GUARD order becomes effective only one turn after being issued because the guards have to find out where non-allied units earn money before they can prevent them from doing so. If a guard moves to another region, or is given the order GUARD NOT, it quits its guarding duties. A guarding unit will be visible to all units in the same region, no matter well-trained it is in stealth. This gives all other units one turn to react to the new situation. A guarding unit can also besiege a castle in that region. More than one faction can guard a region simultaneously. In that case, only factions allied to all guarding factions can collect taxes, recruit new peasants or produce raw materials in this region. Note: Monsters (faction 0) are always regarded as being armed even if they do not carry visible weapons.

HELP faction-id GIVE [NOT]
HELP faction-id COMBAT [NOT]
HELP faction-id SILVER [NOT]
HELP faction-id GUARD [NOT]
HELP faction-id FACTIONSTEALTH [NOT]
HELP faction-id ALL [NOT]
This order allows you to control how you support allied factions. The specified faction is not notified of your changes and is not required to apply the same settings. The types of support are explained in the Alliance chapter.

Example: HELP 7 GIVE NOT

HIDE [level]
HIDE FACTION NUMBER faction-id
HIDE FACTION [NOT]
HIDE race
HIDE [level] tells a unit how hard it should try to hide from units of other factions. Of course, the specified level cannot exceed the unit's stealth skill level. If no level is given, the skill level is used. See the chapter on the stealth skill for more details.

HIDE FACTION NUMBER faction-id makes a unit disguise as the specified faction. This disguise cannot be uncovered with normal means. To undo hiding you must use your own faction-id. The specified faction needs to appear in your report for this order to be effective. Heed the following peculiarities of this order:

  • The race of a disguised unit remains unmodified. A goblin pretending to belong to the Wood-Elves faction still is a goblin.
  • Disguised units behave as they would if not disguised. E.g. they do not donate silver to allies of the faction they disguise as. To perfect the disguise, form groups with the appropriate help status.
    The disguise does not give access to buildings or ships where it would be denied otherwise. The same is true for taxation.
  • Disguised units form a seperate army during combat. Example: Assume there are three factions: the Wood Elves, the River Elves and the Iron Dwarfs. Each faction has one unit: Wood-Elf, River-Elf and Iron-Dwarf. While Wood-Elf pretends to belong to the River Elves, all other units do not disguise their faction.
    Now Iron-Dwarf attacks the River Elves, i.e. River-Elf and Wood-Elf, who he believes to be one of the River Elves, too. Hence the battle report shows three armies: The Iron Dwarfes, the River Elves and an army that pretends be of the River Elves faction.
    Thus, you can detect that a unit hides its faction, since there are two River Elves armies. The true faction identity of such units is not revealed, though.

HIDE FACTION makes a unit completely conceal which faction it belongs to. Only espionage can reveal the true identity of such a unit. With the HIDE race order, demon units can fake their race.

LEARN skill <L>
With this order a unit spends one turn learning the specified skill. On average, a unit can reach skill level 1 after one turn. Getting to level 2 takes two turns and yet another 3 turns of learning result in skill level 3 and so forth. In most cases, a skill level of 2 is two times more effective than level 1 and level 3 three times more effective than level 1 etc. For more details see the chapter on skills. There is also a description of every skill. You might also want to look at the TEACH order which is one way of increasing the speed of learning.
LEAVE
A unit with this order leaves the ship or building it currently occupies. The ENTER and MOVE order under certain circumstances force a unit to leave the occupied ship or building. Using the MOVE order on board a ship will either make the unit sail the ship to the indicated region (even if it is not an ocean region) or yield the error message that the unit is not the captain of the ship. In that case, the unit has to actively leave the ship before it can travel on land.

A unit leaving a ship can execute a MOVE order in the same turn only if it is allied with the faction guarding the region. Otherwise, MOVE works not before one turn later. Similarly, an ATTACK can only take place in the next turn. Aquarians may leave their ships anchoring in a coastal ocean region and get on shore with the MOVE order. Obviously, they may only do so as long as they can carry all their items by themselves and neither own horses nor carts. When the owner of a ship or building leaves, the ownership is not necessarily passed on to the next unit in the report. You should use the GIVE CONTROL order to hand ownership of a ship or building to a certain unit when leaving it. It is guaranteed though, that if there is a unit of your faction in the same building or ship, it becomes the new owner.

MAKE <L>
MAKE TEMP alias ["name"]
MAKE [size] building-type [building-id] <L>
MAKE [size] ship-type <L>
MAKE [size] SHIP [ship-id] <L>
MAKE [size] ROAD direction <L>
MAKE [amount] HERBS <L>
MAKE [amount] potion <L>
MAKE [amount] item <L>
MAKE is the basic order for production.

Items are fabricated via MAKE [amount] item. Depending on the item, the unit is required to have a certain skill and certain resources. If you do not specify an amount, the unit produces as many items as possible with the given skill level, number of persons and, if applicable, resources. For further reference, see the production chapter. You can optionally specify an amount when producing items, e.g. to conform to an arrangement about lumbering with one of your neigbours. With the MAKE TEMP order you can create a new unit. You assign this new unit a temporary alias since the actual id the unit will receive is unknown at that moment. The alias can be used in all other orders by prepending it with TEMP. Make sure to put persons into the new unit or it will not come into existence. If the alias is unoccupied the unit will receive it as its actual id. Also you can name the unit right away. Thus, the orders


    MAKE TEMP 1
        NAME UNIT "Clowns"
        NUMBER UNIT jest

are equivalent to

    MAKE TEMP jest "Clowns"

The amount of units in a faction is limited to 1000. If your faction exceeds 1000 units, the MAKE TEMP order becomes ineffective. To create new units you have to remove other units first, e.g. by merging them. Each MAKE TEMP order eventually has to be followed by the END order. It separates the TEMP unit's orders from the orders of the parent unit. You can reference TEMP units of other factions in your orders as long as you yourself do not create a TEMP unit with the same alias as in the other faction. Therefore, accessing other factions' TEMP units requires some coordination. If you want a new unit to recruit persons (using the RECRUIT order) you have to provide it with a sufficient amount of silver. Without it, recruiting fails and the new unit is not created. If there is enough silver but the unit does not recruit peasants, it is not created as well, its silver being lost to the peasants. Example:

  UNIT 17;       Fighter [15,700$]
    MAKE TEMP 1 "Dragon Slayer"
        LEARN melee
    END
    GIVE TEMP 1 5 MEN

    GIVE TEMP spy 100 silver
    MAKE TEMP spy
        RECRUIT 1
        NAME UNIT "Scout"
        DEFAULT "LEARN perception"
        MOVE West
    END

The MAKE building-type order is used to erect new buildings. Units inside a building extend it when given the MAKE or MAKE building-type orders. When you want a unit to extend a building it does not occupy, the building id has to be specified in the MAKE buildingtype building-id order. Castles and most other buildings do not have a size limit. For a castle you need a unit with the masonry skill and stones. Wood, iron and silver in various amounts is required for the other buildings. MAKE shiptype starts the construction of a new ship. Ships cannot be extended like castles; instead, the type of the ship is specified at the beginning of construction. Being inside a ship, its construction can be continued with the MAKE or MAKE SHIP orders. Units not on board the ship have to use the MAKE SHIP ship-id order. Ships have a limited size depending on their type and they cannot be expanded beyond this limit. To build a ship, wood and the shipcraft skill are required. Construction of both buildings and ships can be limited to a certain number of levels per round by specifying this number in the MAKE order. This is very useful in connection with the item pool.

Example:
turn one - MAKE LONGBOAT
A new ship is constructed and is gets 76 assigned as its id.
turn two - MAKE SHIP 76
The construction of ship 76 is being continued

To ease travelling in a region by building streets and bridges, you can use the MAKE ROAD direction order. Building roads requires the roadwork skill and stones. For more details, see the production chapter. The production of potions can only be carried out by highly skilled alchemists. For more details see the alchemy chapter.

MESSAGE UNIT unit-id "text"
MESSAGE FACTION faction-id "text"
MESSAGE SHIP ship-id "text"
MESSAGE CASTLE building-id "text"
MESSAGE REGION "text"
Using these orders, you can send a message to foreign units, other factions or to all factions in a region. Sender and receiver have to be in the same region. A message sent to a unit who cannot see the sender is delivered anonymously.

MESSAGE CASTLE/BUILDING or MESSAGE SHIP sends the message to all units in the building or on the ship but only to one unit per faction. As with all other text, a long message can be divided into several lines by using a \ (backslash) at the end of each line.

    MESSAGE UNIT z14 h6b "Give 100 silver each to John the \
                 Greedy (9i6) immediately or our guards will take \
                 care of you!"
MOVE direction [direction [etc.]] <L>
The MOVE order lets units travel in the world of Eressea. The direction can be one of northeast, northwest, east, west, southeast and southwest. Region coordinates are irrelevant for this order.
Direction Abbreviation Direction Abbreviation Direction Abbreviation
northeast ne, northe east e southeast se, southe
northwest nw, northw west w southwest sw, southw
NAME [FOREIGN] UNIT "name"
NAME [FOREIGN] FACTION "name"
NAME [FOREIGN] BUILDING "name"
NAME [FOREIGN] SHIP "name"
NAME REGION "name"
Renames the addressed object. To rename all sorts of buildings, you have to use NAME CASTLE. Ships and buildings can be renamed only if the renaming unit is their owner, i.e. if it appears directly under the object in your report. A region can be renamed by the lord of the biggest castle in that region only.

The new name can be up to 80 characters long and mustn't contain brackets. Longer descriptions should be applied by DESCRIBE. The additional FOREIGN allows you to rename other factions' units, ships and even buildings if these do not have a name yet (e.g. units called "Number abc"). You can even rename other factions if they are older than ten turns. (i.e., name foreign Building abcd "new name") The renaming of a faction has to be executed by a unit, too:

    ERESSEA 7 "seven"
        NAME FACTION "Wrong" ; no effect
        UNIT 89
            NAME FACTION "Correct"
NEXT
Marks the end of a faction's orders. Use NEXT as the last order in your order files.
NUMBER UNIT [new_id]
NUMBER FACTION [new_id]
NUMBER SHIP [new_id]
NUMBER CASTLE [new_id]
With the NUMBER order you can give a unit, ship, building (not only castles), or indeed your entire faction, a new number. If the number is already in use then the number is not changed.

Units, ships, buildings and factions can be given numbers in the usual range (up to four characters 0-9, a-z). Should you not give an id in the order, one will be generated randomly. You can change the number of a ship only once after you have built it.

OPTION REPORT [NOT]
OPTION COMPUTER [NOT]
OPTION ZIPPED [NOT]
OPTION BZIP2 [NOT]
OPTION STATISTICS [NOT]
OPTION SILVERPOOL [NOT]
OPTION ITEMPOOL [NOT]
OPTION SCORE [NOT]
OPTION TEMPLATE [NOT]
OPTION ADDRESSES [NOT]
These options control various aspects of your report. They can be toggled on or off.

REPORT: The human readable version of the report. If you work only with tools that use the computer report, you do not need this version.
COMPUTER: The machine readable version of the report required by most tools.
ZIPPED: Controls whether your report is compressed in the zip format.
BZIP2: Controls whether your report is compressed in the bzip2 format.
STATISTICS: Appends brief statistics to all regions in the report.
TEMPLATE: Includes a template for next turn's orders.
SCORE: Using this option a score is given out that allows a minor comparison with other factions.
ADDRESSES: Lists the e-mail addresses of all visible factions in your report.
SILVERPOOL: Usually units have to pay any expenses from their own silver. With this option enabled, necessary silver is also taken from other units in the region (also see the income chapter).
ITEMPOOL: The item pool is the equivalent of the silver pool for items (also see the income chapter).

ORIGIN x y
This will place the (0,0) origin of the faction's coordinate system into the region (x,y).
PASSWORD "new password"
This order sets a new password which is to be used in the ERESSEA order from the next turn on. A password must consist only of letters and digits. A password containing invalid characters is rejected; nevertheless, the faction receives a new randomly generated password instead.

Example: It's die zweite Woche of the month of Herdfeuer:


    ERESSEA 11 "oldpassword"
        PASSWORD "wrong" ; no effect
        UNIT 75
            PASSWORD "MoftZga" ; to be used from next turn on
            [...]

It's die letzte Woche of the month of Herdfeuer:

    ERESSEA 11 "MoftZga"
        [...]

New factions initially get a random password. Caution:

  1. In contrast to the rest of the orders, the password is case-sensitive.
  2. The password order has to be issued by a unit.
  3. A order file has to contain either the same password as in the previous turn or the one that was set in the previous turn.
    The password of the previous turn is valid even if multiple order files have been submitted for the current turn, which contain the PASSWORD order with differing passwords.
  4. The password is only changed successfully if you receive the according message in your next turn's report.
PIRACY [faction-id [faction-id [...]]] <L>
With this order, a ship's captain starts waylaying ships that end their movement phase in a neighbouring region. If such a ship arrives, he automatically sails there. Only ships of the specified factions trigger this reaction. If no faction is specified, the captain waylays all ships of factions which his own faction has not set the HELP COMBAT status for. See the piracy chapter for more details.
PLANT [amount] SEED / "MALLORN SEED" <L>
PLANT [amount] HERBS <L>

Using the PLANT SEED order the unit tries to plant the number of seeds but only one seed per skill level. In mallorn regions you can only plant mallorn seeds. You need a herbalism skill level of 6 to plant seed and a level of 7 to plant mallorn seed. The PLANT HERBS order demands a minimum skill level of six in herbalism. The unit tries to plant one herb per skill level; it needs a corresponding amount of the appropriate type of herb as well as a vial of the water of life. You cannot plant a different kind of herb than the one originally found in the region.

PREFIX [prefix]
This order allows you to prepend the race name of your faction's units with a prefix. The prefix has no other side effects. If no prefix is specified in the order, an existing race name prefix is removed.

Currently, these prefixes are available: dark, light, gully, high, hill, mountain, wood, swamp, snow, sun, moon, sea, valley, shadow, cave, blood, wild, chaos, night, mist, grey, cold, gloom, black. The PREFIX order can be used for the whole faction or for a group. Thus, you can assign different prefixes to different groups in your faction.

PROMOTION
This order promotes a unit to heroes.

Hero units will have ten attacks instead of one. This only applies to weapons that do not need several rounds to reload, not to magic, catapults and crossbows which require multiple rounds. The cost (in silver) of promoting one person to the status of hero is equivalent to the number of people in your faction. E.g., if you have 1200 people, then promoting a 4-person unit will cost 4800 silver. In the order of commands, the PROMOTION command is executed just before the NUMBER command. Hero units cannot mix their people with non-hero units and heroes cannot be given to other factions. No faction can have more than log10(persons/50)*20 heroes.

QUIT "Passwort"
Causes a faction to quit and leave the game. For safety reasons, you have to supply your faction password.

This order has to be issued by a unit:

    ERESSEA 27 "FumbleBatz"
        UNIT 80
            QUIT "FumbleBatz"
RECRUIT amount
Hires new men for your faction from the peasants in the region. Depending on your faction's race, you have to invest a certain amount of silver per recruited person (see the modifiers table for further detail). The unit carrying out the RECRUIT order has to hold the necessary silver. If a new unit is created, it cannot recruit men unless a sufficient amount of silver is given to it.

You can only hire new persons of your faction's race. Units composed of immigrants in a human faction cannot recruit more immigrants. When an exisiting unit hires new men its skills are diluted since the new persons do not have any skills. The original skill levels are distributed among all persons in the unit after recruiting. Recruitment does not prevent other long orders from being carried out. Example:

    UNIT 42
        RECRUIT 10
        LEARN melee
        GIVE TEMP 4 100 silver
        MAKE TEMP 4
            RECRUIT 2
            LEARN quarrying
        END
REGION x,y
REGION orders are optional. They are put into the order template simply for reference, and to help order-checking tools distinguish units in different regions.
RESEARCH HERBS <L>
The unit tries to find out which herb is growing in the region and how many plants are still growing there. Your unit needs a skill level of 7 or higher in herbalism to be able to execute this order.
RESERVE amount item
With this order a unit can grab and retain items and silver from other units in the same region. Note that the requested items are taken from any unit (usually from top to bottom in the list of units in the orders template) as long as these units do not reserve the items themselves.

RESERVE only becomes effective when the item pool or respectively the silver pool is activated. Caution! TEMP units cannot reserve items or silver. All they need has to be transferred to them via the GIVE order. All items a unit receives via the GIVE order cannot be taken from it by another unit with the RESERVE order (also see the chapter on pools).

RESTART race "password"
Allows to give up a faction and immediately start with a new one with another race if your faction is older than 81 turns. Your magic school stays the same.

The new faction sets out in the region where the RESTART order is issued. This region must neither be an ocean nor of any other non-standard terrain. Apart from these restrictions, the same rules apply for restarted and 'real' new factions.

RIDE unit-id <L>
Your unit will join a carrier unit. The transporting unit has to explicitely carry the unit needing a ride. This allows units to travel by horse or cart without the riding skill.

Example:
Faction 125:

    UNIT 311
        RIDE 456 ; I'd like to ride on your cart!
        CONTACT 456
        [...]

Faction 300:

    UNIT 456
        CARRY 311 ; Ok, climb up!
        CONTACT 311
ROUTE direction [direction [etc.]] <L>
Given this order, a unit travels through the world of Eressea just like with the MOVE order.

Additionally, you can establish a circular route, so a unit travels continuously between two or more regions. All directions that were successfully travelled in one turn are taken from the head of the direction list and appended at its end. To skip steps in the movement phase (e.g. to halt a ship in a region though it could actually travel farther in one turn) use the PAUSE keyword (abbr.: P). If a unit halts at the end of its movement phase and the movement phase of the next turn starts with one or more PAUSEs, they are put at the end of the direction list so the movement phase of the next turn does begin with a real direction.

A unit on horseback travels three regions per turn on roads. It has the following ROUTE order: ROUTE ne east pause east east se west west pause sw west nw In the next turn the order looks like this: ROUTE east east se west west pause sw west nw ne east pause And in the next turn: ROUTE west west pause se west nw no east pause east east so And again in the next turn: ROUTE sw west nw ne east pause east east se west west pause In the next turn the order looks like in the first turn.
SABOTAGE SHIP <L>
Using this order, a spy can try to sink the ship he's on. See the [skills#espionage chapter on espionage] for more details.
SELL amount luxury <(L)>
SELL ALL luxury <(L)>
A unit skilled in trade can use this order to sell the luxury items it owns to the peasants. As a presupposition, a tradepost needs to be erected in the region and there needs to be a demand for the luxury good. Trade does not require the permission of the local sovereign but it might be more diplomatic to request it, nevertheless.

When on board a ship in a guarded region you can trade only if you are either allied with the guarding factions or they contact your merchant. For further reference, see the trade chapter. SELL ALL automatically sells the amount of the luxury item that is demanded in the region. This will also work if more than one faction gives this order, or if somebody in the region is recruiting. SELL is a pseudo-long order, just like BUY. You can combine both and trade at most skill-level(trade) * 10 luxury items per turn but issue no other long order.

SHOW "spell"
SHOW "item"
SHOW "potion"
SHOW ALL SPELLS
SHOW ALL POTIONS
If you need to see the description for a spell, a special item or a potion, let one of your units issue a SHOW order and you will get the information with next turn's report. Make sure the unit using the order owns the item and knows the spell or how to make the potion.
SIEGE building-id <L>
With this order you can lay siege to a castle. All contact to the outer world is prevented, but a unit with a high skill level in stealth might be able to sneak into and out of the besieged castle. The units in the castle cannot get silver from the outside and will starve to death, if they are not able to break the siege in time. The besiegers fire their catapults each turn and by this gradually destroy the castle.

Only guarding units can besiege a castle. To besiege a castle you must be able to control the inhabitants at least as well as if you want to guard. Additionally, foreign units are given one turn to react appropriately on this new situation.

SORT BEFORE unit-id
SORT AFTER unit-id
This allows you to change how units are sorted in the report and in the orders template. For example, you could put pupils right after their teacher.

Mark the following restrictions:

  • unit-id has to specify one of your own units.
  • The order imposed by units being inside or outside buildings and ships overrides the SORT order. To be effective, all re-sorted units have to be inside the same building or ship or none at all.
  • A unit cannot be sorted before an owner of a building or ship.
  • The order is ineffective for owners of buildings or ships.

The order of units is modified at the very end of a turn. Therefore, you can re-sort units in the turn they reach a region via one of the movement orders.

SPY unit-id <L>
With espionage you can spy on units of other factions. To determine the success of the espionage the spy's espioange skill level is compared with the perception skill level of the target unit.

With a base chance of 10% you can learn something about the target unit. Your chances increase by 5% for each skill level by which the spy's espionage skill level exceeds the target unit's perception skill level. If the spy is successful, he learns some random type of information from the victim. He might find out about the target unit's combat status, its items, a single skill or the true faction it belongs to. The true faction identity can only be determined if the spy is skilled at least 6 levels better in espionage than the victim in perception. All other information can be learned with a standard espionage success. Eventually, the following formula is used to determine whether the victim notices the espionage: (100 - espionage(spy) x 5 perception(victim) x 2)%

STEAL unit-id <L>
Using this order your unit will try to steal from the specified one. If the offender's stealth skill is higher than the victim's perception (which means the perception skill of the best unit in the region) the victim only notices that it has been robbed. The offender steals 50 silver for each man and skill level difference.

If the offender's stealth is equal to the victim's perception the theft fails and the victim becomes suspicious. If the victim's perception is even superior to the offender's stealth the offending unit is catched red-handed and identified. But beware, the thief always steals with his victim's silver pool activated, even when the other player does not use the pool feature. Doing this he can also steal from other units which have not been the target of his order.

TAX [amount] <L>
Given this order, a unit collects taxes from the peasants in the region. The unit has to be equipped with a weapon and be skilled in the corresponding weapon skill as well as in taxation. It can earn up to 20 pieces of silver per person and skill level; catapults cannot be used for this task. You can optionally specify a maximum amount of silver to be collected.

If more than one faction tries to tax the peasants of a region the silver is divided up proportionally. To prevent other factions from collecting taxes in a region use the GUARD order.

TEACH unit-id [unit-id etc.] <L>
To reduce the time required to learn a skill, a unit can be taught by another unit. This requires that the teacher is at least two levels better than the pupil in the relevant skill. The pupil learns twice as fast as without teaching

The units specified in the TEACH order all need to give a LEARN order and each teacher can teach up to 10 students at a time. It is not necessary to specify the skill you want to teach, since the students already specify this in their LEARN orders. In fact, it's possible for a teacher to teach different skills to his students at the same time. Example:

    UNIT 78
      TEACH 54 67 TEMP 2 68
UNIT unit-id
This order starts the order-block for one of your units.

Example:

    UNIT 45
        MOVE West
    UNIT 46
        ENTER CASTLE 7
        WORK
USE [amount] "item"
Use the specified item, usually a potion. A unit cannot use different potions in one turn but it is possible to use several potions of the same type to extend their effect on more than 10 men. The effect of a potion usually stops at the end of the turn and surplus portions of it are wasted.
WORK <L>
Tells the unit to do manual labor, working in agriculture or fishing. It will produce enough silver to survive, but little more. The exact salary depends on the size of the biggest local fortification. Orcs will earn less than others. A unit aboard a landed ship cannot work if the region is guarded by a faction that is not allied with it.
None Fortification Tower Stronghold Fortress Citadel
Income 10 11 12 13 14 15
Orcs 10 11 11 12 12 13

There is a limit on workers in a region depending on its Terrain. Additionally, each tree in a region will take up space and reduce this number by 8 workers.

Max. Workers Max. Trees
Mountain 1000 125
Plain 10000 1250
Glacier 100 12
Highlands 4000 500
Swamp 2000 250
Desert 500 62
Volcano 500 62
// comment
Unlike the comment made with a ; (semicolon), this comment will be sticky, and survives through the evaluation of the turn. It can be useful to comment long-term plans for a unit.
    UNIT 123;     Merlin [20,450$]
        // upkeep for tower
        @GIVE 234 1000 silver
        // Dont forget to study polearm from time to time
        TAX
The // comment is handled like an order and needs to be on a separate line and followed by a space. Thus, the following are not legal:
    @GIVE 345 100 silver // for sawmill
    //illegal

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