|Deadline:||Samstag, der 10. Juni 2006, 24:00 h|
|Game name:||Test Game 2 (14-Tage-Rhythmus)|
Parameters for this game of Ork:
Basic data: 12 tribes lead by human players out of a total of 40 tribes. The map is 20 areas wide and 20 areas high (a total of 400 areas).
A standard merchant has a taxable income of 90 goldears at the beginning of the game.
Recruiting a new hero costs (2 to the power of the number of heroes in the tribe) times 1000 goldears. For example, recruiting the third hero costs 4000 goldears.
No construction of castles in areas when castles already were present in adjacent areas at the end of the previous year (areas touching at the corners are not considered adjacent here).
The minimum castle crew is 20 soldiers; otherwise, the castle is considered neglected.
A castle is considered neglected if it has not met the minimum crew requirement for 2 consecutive years (this is checked at the end of the year).
The hero strength factor will be calculated like described in the rules first, but it will be changed after that like follows:
The castle army strength (strength of an army in a castle defending against a siege) is calculated as follows: CAS = (2.00 + castle class x 0.50) x AS (AS is the army strength before modification).
The effect of a catapult hit is: new castle class = old castle class x 0.970.
The army strength factor (ASF) is calculated as follows: AHSF = (1 + morale/100 x 0.50) x (1 + experience/100 x 1.00) x (1 + weapons/100 x 0.50) x (1 + armour/100 x 0.50). Booze influence this factor by 100%.
The optional rule "disarmed anti magic" is used (see rules). This summarily means that anti magic only works against offensive spells directed against the player using anti magic.
Instead of the classic Gollum envy table, the notoriety table of the Jool Harbour historians is used.
Bit orcs (computer played tribes) do not bid on special offers (GB command).
The following table is used for army status levels:
|status level||identifier||shortcut||effect||basic mercenary price|
|4||Robber Baron||Robber Baroness||2||1||-||-||-||-||1||-||25|
|8||Blood Count||Blood Countess||4||1||-||-||-||-||-||1||45|
|9||War Count||War Countess||5||1||-||1000||-||-||-||-||50|
|10||Grand Count||Grand Countess||5||1||-||-||60||-||-||-||55|
|11||Imperial Count||Imperial Countess||6||1||50000||-||-||-||-||-||60|
|14||Grand Duke||Grand Duchess||7||4||-||-||-||-||-||-||75|
|16||Crown Prince||Crown Princess||8||1||-||-||-||-||2||2||85|
|18||Greater King||Greater Queen||9||5||-||-||70||50||-||-||100|
|19||High King||High Queen||-||-||-||-||-||-||-||-||100|
"male": rank name for male rulers.
"female": rank name for female rulers.
"vs": number of vassals required for this rank.
"cc": main castle class required.
"gold": gold required.
"sold": number of soldiers required (including keeps).
"ML": magic level required.
"FL": faith level required.
"grd": number of successful gold raids required.
"srd": number of successful slave raids required.
"AS+": army strength modification (in per cent) for the rank.
The required values must be present when the rank is evaluated in the processing sequence. The first rank in the list is the rank for a ruler who has an overlord.
o Rank victory:
The accumulated ranks of all other tribe leaders has to be less than the rank of the high king to be. Thereby ranks of tribes run by the computer count one point less. You can see in the ranking table how much each rank counts. The rank of a vassall counts 0, the lowest rank of a free tribe 1 (bit orcs: 0), the next higher rank 2 (bit orcs: 1), etc. Also the rank of the high king to be has to be at least 3 ranks higher than the rank of the next highest player in ranks. A rank of "Greater King" is always sufficient.
o Survivor victory:
The high king to be has to be the only free tribe.
o Power victory:
The high king to be has to have subjugated more than half of the other tribes (including tribes run by the computer). Also the rank of the high king to be has to be at least 3 ranks higher than the rank of the next highest player in ranks. A rank of "Greater King" is always sufficient.
o Castle victory:
The high king to be has to be free and he has to be the only tribe leader with a main castle of castle level 9 (at least).
o Faith victory:
The high king to be has to have a main castle with a caslte level of 5 and also has to have the highest faith level of all tribe leaders. Also the rank of the high king to be has to be at least 3 ranks higher than the rank of the next highest player in ranks. A rank of "Greater King" is always sufficient.
o Termination victory:
When up to the year 20 no player meets any of the other victory conditions, the game ends and the player leading the Notoriety table is the winner.
Attributes for heroes, treasures, and monsters
Used shortcuts: a: attack, d: defence, m: mind, b: body points. "H" prefix means: hero value (the opponent of the owner of the attribute) "M" prefix means: monster value (the owner of the attribute)
D: random value between 1 and the value in brackets. Example: 2D is a number computed by adding two random numbers between 1 and 5 each.
anti<attribute> (minus sign prefix, for example: -VAMP): If the opponent has the attribute <attribute>, it is cancelled.
There are seven "slots" for treasures: W: weapon, S: shield, H: head, A: armour, N: neck, F: finger, U: feet, -: no slot needed.
ACID (Acid n): A monster with this attribute has an additional attack of 1D[n]. The hero has a defence roll of 1D[addD]-1, where addD is the total of all defence modifiers from treasures held by the hero.
Acid attacks cannot be deflected by "Shield".
ARMS (Armsmaster): If a hero with this attribute has equipped treasures with "A+x" values, these attack bonuses are applied as usual, but additionally, the attack bonus values are added to the physical damage of the opponent.
For example, an "A+3" ring causes an additional damage of 3 hit points to the opponent, in addition to the damage from the normal calculation.
BACKSTAB (Back-stabbing): If 1D[MM]>1D[HD]: An additional 1D[MA] are added to the attack die roll.
BERSERK (Berserk rage): If half or more MHP are gone, MA doubles and MD is halved.
BLINK (Blinking): If the monster has to suffer damage, there is a chance of MM/(MM+HM) for the monster to teleport away a short distance and evade the damaging blow.
If a monster "blinks" it cannot be poisoned (but the effect of already applied poison continues).
Other methods of inflicting physical damage will also fail when the monster "blinks". Mentally inflicted damage, however, is not stopped by blinking.
CLIMB: If a hero accompanies an army with this attribute, the army can pass mountains even if this is generally forbidden (for instance because of a very snowy year).
COOL (Cool): A cool monster hits with its full attack value (including any modifiers) in the first combat round; no die is rolled for this value.
DEATHBREATH (Breath of death): If 1D[MM]>1D[HM]: The difference is deducted from HHP.
DOG (Dog's life): A hero with this attribute, once during a combat, receives a single hit point if he actually is down to zero hit points.
EASY (Easygoing): A monster with this attribute defends with its full defense value (including any modifiers) in the first combat round; no die is rolled for this value.
FIRE (fire breath): The attack is conducted against the "naked" defence of the hero, i. e. treasures increasing the HD do not count.
FROST (Frost spurt n): Every successful monster attack "freezes" 1D[n] of the heroe's attack points. They are lost for the remainder of the combat.
If the hero has "Fire" (not neutralized by the monster's "Anti-fire"), this counts like Anti-frost.
FRUST (Frustration n): After the first successful monster attack, the hero will additionally lose n mind points each combat round right after evaluating the combat round. This will start in the round of the first successful monster attack. The mental points are lost for the duration of this combat only.
GHOUL (Ghoulism): Lost HHP are turned to MHP, but the MHP starting value cannot be exceeded.
HUG (Bear hug): If 1D[MHP]>1D[HHP]: HHP is additionally reduced by 1D[MA].
INVULN (Invulnerability n): Hero attacks can only be successful, if the hero uses magic items to increase his attack value.
The increase must be at least as high as the invulnerability level.
Example: A hero can attack a monster with the attribute "Invuln3" only if he has an attack modifier of at least 3 from magic items. A simple magic item would be the magic sword +1 which could override Invuln1.
LEARN: Only heroes can have this attribute. Its effect is unknown.
LIGHTNING (Lightning n): Every successful monster attack "melts" 1D[n] of the heroe's defense points. They are lost for the remainder of the combat.
If the hero has "Frost" (not neutralized by the monster's "Anti-frost"), this counts like Anti-lightning.
LUCK (Luck n): At the beginning of a combat, a number between 0 and n is rolled. The value is added to one attribute randomly before this attribute is used in combat.
Example: A hero with A8, D10, M7, MaxHP12, and Luck8 - a number between 0 and 8 is rolled for luck. Let's assume the roll is a 3 and the randomly chosen attribute is the attack value: The attack value will be increased from 8 to 11.
In this combat, the attack value will be 11. This is not the same as A+3; particularly, the invulnerability attribute cannot be overridden with luck.
MATT (Multi-attack n): The monster rolls n times for the attack value; the best roll counts.
MDEF (Multi-defence n): The monster rolls n times for the defence value; the best roll counts.
MENT (Mental combat): 1D[MM] is added to the attack value.
NAKED: Both combattants fight without the effects of the equipped items (even if the item granting the Naked-effect is stolen or rusted during the battle).
If the opponent has an item equipped with Anti-naked at the start of the battle, the "naked" effect will be cancelled.
NODRUUF (Druufel mirror): The druufelbatz has no effect on an army if it is accompanied by a hero with a treasure with this attribute.
NUGGET: Only treasures can have this attribute. Its effects are unknown.
POISON (Poison n): After the first successful monster attack, the hero will additionally lose n HHP each combat round right after evaluating the combat round. This will start in the round of the first successful monster attack.
REGEN (Regeneration n): Every combat round n MHP are added. Example: a monster with the attribute "regeneration 2" (Regen2) adds two MHP every combat round.
RESURRECT (Resurrection n): If the mortal blow against the monster caused n damage points or less, the monster resurrects and is back to its full starting values.
This does not depend on the actual loss of hit points of the monster but only on the value of the heroe's blow.
For example, a monster will not resurrect if it has the Resurrect5 attribute and 4 hit points but is hit by a blow of 6 points damage.
While it could only lose 4 hit points, the damage inflicted was 6 points and therefore higher than the protection value of Resurrect5.
Other damage, like poison damage, does also count to the damage inflicted in this respect. In the previous example, the monster would also not resurrect from a damage 3 blow and an additional poison damage of 3.
RUST (Rusting): A successful attack of the monster will immediately destroy a treasure of the hero.
SCAN: If a hero with this attribute dies in a duel with another hero, he does not really die. A new hero emerges in his place.
This new hero combines the best attributes of the winner and the loser, including the instrinsic attributes - but not the "SCAN" attribute.
SCOUT: An army will not have any losses due to terrain effects if it is accompanied by a hero with a treasure with this attribute.
SEDUCT (Seduction): If 1D[MM]>1D[HM]: The hero is seduced. The hero immediately tries to escape. The normal rules for escaping attempts apply.
SELDOM: This attribute has no effect in battles. It indicates that the item will not appear randomly but only in special situations.
SHIELD (Shield n): Damage by the opponent's attack is reduced by n points.
Example: A monster with Shield3 receives a blow of four points (e g. by rolling HA 9 and MD 5). The actual damage will be one point only.
SHRED (Shredding): If an army is accompanied by a hero with a treasure with this attribute, the army will act as if it had a druufelbatz.
STOMP (Stomping): IF 1D[MHP]>1D[HD]: The difference is deduced from HHP.
STONE (Petrification): If 1D[MM]>1D[HM] in the first combat round: The hero is turned to stone (dead).
STUN (stunning): If 1D[MM]>1W[HM]: The hero cannot try to escape in this combat round, and cannot attack in the next combat round.
SWAMPSAFE: If a hero accompanies an army with this attribute, the army can pass swamps even if this is generally forbidden (for instance because of a very rainy year).
TERROR (Terror n): The opponent flees (hero) or dies prematurely (monster), if its K-points (hit points) become lower than n/(n+3) of the hit points at the begin of the fight.
The small print: The program checks for the terror effect only at the beginning of a battle round. If both fighters are possible victims of terror, the defender screams first and loses, leaving the attacker trembling but victorious.
Example: A hero with Killerlady's leather boots (TERROR3) fights against another hero, who has 18 body points including the boni of his items. If this opponent has less than 3/(3+3) = 1/2 of 18 b, that is: 8 or less b, he flees.
There is no rolling against mental strength; the escape will happen unconditionally and the consequences are like in a normal flight (usually leaving an item behind for the taking).
THEFT (Theft): When the "thief" successfully attacks, 1D[M] of the thief is compared to 1D[M] of the victim. If the thief's roll is higher, the thief steals a treasure of his opponent.
The thief tries to use the treasure if the required "slot" (head, finger, etc.) is not yet in use. Otherwise the treasure goes to the tribal treasure chamber.
If a monster has the Theft attribute, stolen items will simply disappear.
UNMELTABLE: This attribute has no effect in battles. It indicates that the item with this attribute cannot produced (melted) with the SS-command (a command not available at the start of a game).
VAMP (vampirism): After a successful attack, the victim does not only lose hit points but also the triple amount of experience points.
WATERWALK: If a hero accompanies an army with this attribute, the army can pass water even if this is generally forbidden (for instance because of unruly weather conditions).
WEIRD: The effects of this attribute are unknown.
WHIP (Whipping n): If 1D[n+MA] is greater than 1D[HD] the hero receives a whipping. Treasure effects are not counted into MA in this case.
A successful whipping adds 1D[n] to the attack die roll.
XARMY (Army reinforcement n): If an army is accompanied by a hero with a treasure with this attribute, its ASF increases (before any modifications by HeroSFs): the ASF is multiplied by (1+n/100).
ZEN: If a hero with this attribute, in a duel against another hero, takes physical damage in the first combat round (i. e. loses hit points), the opponent suffers the same physical damage.
Regarding the prerequisites and costs, the following abbreviations are used:
x: number of improvements of the same kind already built.
MaxPeas: maximum number of peasants allowed in the tribe (a "maximum" condition in opposite to "minimum" requirements in the other cases)
Peas, Sla, Sci, Mer, Mag, Prie: Minimum number of peasants, slaves, scientists, merchants, mages, and priests required in the tribe.
Sold: minimum number of soldiers in the tribal army.
G or @: goldears.
wo, st, ir, sa, di, lt, fu, bo, su, ab: wood, stone, iron, salt, diamonds, leather, food, booze, sulphur, adder blood.
Baz: number of bazaars.
SL, ML, FL: science level, magic level, faith level.
The other abbreviations relate to the improvements.
The effects can be listed with the "#ERWBAU" meta command. The syntax is: #ERWBAU <player no> <effect name> <password>. <effect name> is the abbreviation, without any trailing digit. Example: "#ERWBAU 17 addfu huddle".
1911 wurden drei Männer gehenkt wegen der Ermordung von Sir Edmund Berry
zu Greenbury Hill; sie hießen Green, Berry und Hill.
[aus: "Handbuch des nutzlosen Wissens" von Hanswilhelm Haefs]