Never forget a deadline! Do not be afraid to send some preliminary
orders at once, because you can always send new orders and only the
last ones are used.
3.2 How to give your kingdom orders
There are two ways to give your kingdom orders. You can either use the
web interface or send the orders as an email. Using the web interface
should be very easy. The only things you need to know is:
If you want to write very long lines that your program does not accept, just write \ in the end of the line you want to continue or \ in the beginning of the next line.
You can never delete orders that you have sent in, but you can replace them with new ones.
As subject of your email with orders you should give your campaign number, or else you have to write:
campaign (number)in the beginning of the email.
Then you paste in the orders sheet. But make sure to spell your kingdom name correctly. The orders always start with
begin orders (kingdom name) (turn number) (version number)and end with
end orders (password)If you manage to figure out some other players password you can send orders for that kingdom, but Dunkmaster will see if you try something like this and you will be kicked out and never be able to enter a Dunk-game or many other PBM-games afterwards.
If you already have sent in orders, but want to send in some orders just for fun or something, you can write
begin test (kingdom name)instead of begin orders. These orders will not be saved or used. end orders (password) is still required.
The turn and version number is a way to be sure that mails that get delayed for some days somewhere not suddenly become your current orders. They are both optional.
If you do not receive an automagically generated answer to your orders within a few minutes, always contact Dunkmaster and assume that your orders have been lost somehow. Use a higher version number next time. Act in the same way if strange mail-errors occur.
If an email with orders contains $$$$$$$$$$ the email is ignored because Dunk thinks the email is sent out by Dunk itselves and something made it bounce. This will happen if you for example attach the turn report to your orders so do not do that.
3.3 How to read your kingdom report
Here is a short description of the parts of the report.
PPP <- Province number PPP. owner NN--> NNt <- 't' = town, 'v' = village, otherwise ' ' Terrain T---> Tra <- armies: 'a' = only ours, 'e' = only foreign, 'f'=forest | ' ' = none, 'b' = ours and foreign. 'g'=grassland \--------\ 'l'=land 'r' = has roads, or is a water province. 'm'=mountain ' ' = needs a road if you want to export 'w'=water through this province.
Note that if you possess the technology "province_plunder" the plunder orders of armies in a province with a village, farm or warg_farm, the plunder order is commented out.
3.4 How to understand the GIF-map
Each type of terrain has one colour and maybe a texture.
Terrain colour texture Forest Dark green Yes Grassland Light green No Land Brown Yes Mountain Grey Yes Water Blue NoThe colour of the province number tells which race the province is populated by:
Race colour Ducks White Dwarves Yellow Elves Light green Humans Blue Orcs Red None BlackArmies are drawn on the left side in each province, but only the first 4. If there are more, you have to read your turn report. Town_guards are however drawn above the town.
The structures village, town, mine (black hole...), irrigation (blue ribbons), roads, worm_factory, fishing_boats and warg_farm/stable (a white #), church, lumber_production (Green axe) are the only ones that are drawn.
The armies and borders of other kingdoms are drawn in their kingdom colour. This colour is often similar to the race colour described above. The colours are listed in the legend below the map.
Plague is drawn as a red cross. Towns with plague are drawn red (normally they are drawn white).
Back to the contents for the Dunk-rules