4.0 Orders

4.0 Orders

In this chapter all orders that all kingdoms can use are listed. Technologies may add more orders, but they are listed in 8.0 Technologies.

The orders are divided into game-administration orders, standard orders and technology orders.

4.1 About orders in general

Orders are in most cases carried out in the order you give them and in the beginning of the turn. All orders from different players are carried out "simultaneously", i. e. they never depend on other players' orders. Some orders, like give_gold, take your gold at once, but they are not delivered to the happy one until later in the turn.

Underscores (_) in your orders can always be replaced by an empty space if you want to. The underscore is just there to annoy you.

The orders are named according to the following principles:
Structures are built with build_(structure type)
Armies and even immobile armies are built with place_(army type) or just place
New technologies are developed with develop_(technology name)
give_(what) (amount or specification) to (kingdom number or name)

And then there are set-orders, write-orders and some special stuff.

Most standard orders can be abbreviated with the first letter of each word in the order. Example: place is abbreviated p and army_to_village is abbreviated atv.

4.2 Game-administration orders

Everything that is written on the same raw after "every turn" is interpreted as a normal order. That order including "every turn" is added to your orders sheet. It can of course be shorted "et". Example:
every turn: give map 13

Everything that is written on the same raw after "next turn" is added to your orders sheet. It can of course be shorted "nt". The order after "next turn" will not be followed this turn. Example:
next turn: give map 13

Use this order if you have to quit playing the Dunk-campaign. You will however receive one more report.

Sends you the latest report with maps and stuff. This is only used by the autoreply-program and the order is ignored during the update.

set ascii off tells Dunk that you do not want ASCII-maps anymore. set ascii on tells Dunk that you want them again. Changes your email-address for all campaigns. The auto-reply will be sent to the new address, which means that if you give wrong address to this order, you will not receive any auto-reply. Just send in new correct orders if this happens.

If you use this to cheat, you will be thrown out of the game immediately.

set gif off tells Dunk that you do not want GIF-maps anymore. set gif on tells Dunk that you want them again. GIF-maps can always be viewed at http://www.xnetz.com/dunk/ no matter what you do with this order. If you are unhappy with you kingdom's name, you can change it with this order. Only English letters and "_" are allowed in the kingdom name.

The actual change of names occurs after all orders are interpreted so other kingdoms shall use your old name where your kingdom is involved.

Note: Other players and Dunkmaster do not like if your kingdom changes names all the time. Make sure that this does not happen! And players do not like very long names. Hackeriputtafjodelitankappalutteria is not a good kingdom name.

Maps are normally sent with the normal report, but if you want them to another address, use this order. But beware that this will affect all campaigns (set_email also changes your email for all campaigns).

To ensure that only you can send in orders for you kingdom please use this order. Do not use a password that you use on another system. The password is not handled secure in any way. The password is updated for all your campaigns with this order.

Use this order if you want to change your real name (like John Smiht) to something else (like John Smith). You may add funny things to your name, but please use your real name. Your name is never used in the game.

To make it easy to let another player take over a kingdom this order can be given. If you take over a kingdom you are often told to use this order by Dunkmaster.

NEVER EVER USE set_nr WITHOUT ASKING DUNKMASTER!

set ps off tells Dunk that you do not want Postscript-maps anymore. set ps on tells Dunk that you want them again. When you have conquered a town from the enemy you often want to emphasize the new order by giving the town a new name. This order does that. Writes the email-address of the player who rules the named kingdom. "all" can be given as kingdom name to print all email-addresses. Writes the current orders that will be used in the next update. Only useful with begin test actually. Writes which race a kingdom is ruled by. "all" can be given as kingdom name to print all kingdoms' races. Writes information about any technology. write tech all writes information about all your technologies.

Declares that your wish to end the game. If all players or all but one player wishes that the game will end, it will end. Kingdoms not ruled by anyone and kingdoms that have no orders sent to them always wish to end the game.

NOTE: If the campaign does not end, you will still be a part of it. If you want to quit the campaign, use the order resign.

4.3 Standard orders

Transform an army into a village. You can not build a village on water without the technology "floating_houses".

Due to the pride of the orc warriors, orc kingdoms can not use this order for something else than immobile armies. If you order an army to become a village in a province not populated by your own race, the army will make sure it is first.

It is possible to do army_to_village on an army that is in enemy land but that will be exactly the same as remove_army. A newly built army may not be transformed into a village.

The province always have the same plague as the army had before this action. This means that you can remove a plague by ordering a healthy army to settle down.

Builds a village in a province and this costs 4 gold. However, duck villages built by dunk kingdoms only cost 3 gold (They build smaller houses). A village can not be built in an unpopulated province.

A village will make it impossible for another race to move into the province (without help from armies...) and the village militia has a 50 % chance to fight down rebellions. It is possible to build many villages in one province but only the first one will have any effect.

If your kingdom builds many villages there is a chance that the technology towns will be discovered.

Only for kingdoms ruled by mages.
Your mages will try to burn every living thing in the province with different kinds of magic. This means that the province will become unpopulated, all armies will be ashes and villages, towns, warg_farms and stables will burn. Pestilence in the province will also disappear. If your kingdom possesses the technology "stone_building" there is a 50 % chance that the town is unaffected by the fire. Dwarves may also survive burn, read more in 10.3 Dwarves.

Elves (see 10.4 Elves) and towns can sometimes totally stop the burning. Towns have a 90 % chance of stopping the burning.

Sometimes your mages attack a nearby or even a very far away province, according to 14.4 Tables of magic and priest rituals. Small kingdom seldom have enough mages to perform a ritual. Read more in 14.4 Tables of magic and priest rituals.

Develops the technology (tech) "bows". This costs 20 gold.

Develops the technology (tech) "castles". This costs 20 gold. Develops the technology (tech) "irrigation". This costs 20 gold.

Develops the technology (soc) "mission". You can not use your priest leaders for anything else the same turn you are developing mission.

Only for kingdoms ruled by mages.
Develops the technology (soc) "magic_village". You can not use your mage leaders for anything else the same turn you are developing magic_village. Only for kingdoms ruled by warriors.
Develops the technology (soc) "moral". You can not use your warrior leaders for anything else the same turn you are developing moral. This means that all armies that you place this turn will only start with 1 ERF. Only for kingdoms ruled by priests.
Develops the technology (soc) "pest". You can not use your priest leaders for anything else the same turn you are developing pest. Develops the technology (soc) "protect_inventions". You can not use your leaders for anything else the same turn you are developing this soc. Develops the technology (soc) "protection". You can not use your leaders for anything else the same turn you are developing this soc.

Develops the technology (tech) "ships". This costs 20 gold.

Declares a kingdom an enemy of your kingdom. Read more in 12.0 Diplomacy!

Declares a kingdom a friend of your kingdom. Read more in 12.0 Diplomacy!

Gives some gold to another kingdom. Your kingdom must have contact with that kingdom. The gold will not be available in the other kingdom before all orders are carried out.

Gives all your kingdom's maps to another kingdom. If you also receive maps from other kingdoms, this info is not given away with this order. You have to give this order every turn if you want to send maps every turn.

You do not have to have contact with the other kingdom.

Gives a province to another kingdom. Your kingdom must have contact with that kingdom. The province will not be given until all orders, all battles and all occupations are carried out.

If there is a town in the province, it and its town_guard will also be given away. In other cases no armies will be given away.

You can only give provinces to allied kingdoms (read more in 12.0 Diplomacy!).

Gives a technology that your kingdom possesses to another kingdom. You have to be in contact with that kingdom. There is no problem using any technology except for the ones dedicated for wrong type of leaders. This means that you can use armour even if do not have iron.

You can also write "all" as the technology. This gives all your technologies to the other kingdom. This can sometimes give away technologies by mistake... Beware!

The tecknology diburn can not be given away.

Moves the army, cavalry or whatever it is in direction "direction". "direction" can be nw, w, sw, se, e, ne or 0 (a zero = do not move). If you do not give an army an order it will continue in the last given direction, but it is a good idea to always give all armies orders.

It takes two moves to move into a mountain province. In the first move the army will stay in the first province, but will climb into the mountains near the mountain province. Next move it can move into the mountain province or simply go in another direction as if it was in the first province.

If an army moves from a province with roads to another province with roads and both provinces are friendly, the army can move one time extra before the normal movement. Ships and mounted armies can do this without roads.

It is possible to give an army movement orders for many turns. However, the army will only add the unused directions to your orders sheet, but this is still a nice way to plan great conquests. But remember that it takes two orders to enter a mountain province!

NOTE: if you want to move your army to the province to the west, but that army can move two provinces you have to write '0' after 'w':

> This moves the army west and then it stops:
move 1 w 0   
> This moves the army west and then it will continue 
> to move west in the same turn if it can:
move 1 w    

If you have read chapter 5.0 very closely you sometimes finds this useful in battles (this is nothing for beginners!):

 wait    = don't do anything in the first movement phase
 unclimb = removes the army from any mountainside.  
           This takes no time!

Some examples:
> Move west but not in the first phase:
move 1 wait w    
> Do not move this turn, but move west next turn:
move 1 0 w
> Move west, but if the army is climbing the the mountains to 
> the west it will start over from the beginning: 
move 1 unclimb w
> The same, but it will not try to reclimb the
> mountains in the first phase:
move 1 unclimb wait w 
> These two are the same: (Last unclimb never done)
move 1 w unclimb w unclimb
move 1 wait w
> These two are the same: 
move 1 unclimb w unclimb w
move 1 wait unclimb w
> And if the province to the west is an enemy province
> this is the same too:
move 1 unclimb w

This may seem complicated, but always remember that the armies will try to do your orders as fast as they can.

If you possess some sort of training technology you can use death_train or train instead of a direction.

Note: Instead of the army number you can give the army name. Example: move 2nd Archers e se
This is what the orders sheet will suggest.

Declares a kingdom neutral to your kingdom. Read more in 12.0 Diplomacy!

With this order you can train new armies and place them in a province. If you want to move them in the same turn you place them, you can give them normal move-orders (See "move").

An army costs 2 gold for orc kings, 3 gold for ducks 5 gold for humans, 7 gold for dwarves and 9 gold for elves.

New types of armies that your technologies allow are placed with place (type of army) (province number) [directions]

Can only be placed in a province with a warg_farm (There is no way to get one of these if you do not have one) and each warg_farm can only produce one warg_army each turn.

A warg_army costs twice as much to build as normal armies. See 14.2 War tables about the army's strength and 14.1 Economy about the cost to maintain this mounted army.

Removes an army, sky_castle or other military toy. This can give you crime. A newly built army may not be removed. Removes a town. This can give you crime. Removes a village. This can give you crime. Removes a warg_farm so that you do not have to pay maintenance for it. Builds a new warg_farm out of a warg_army. This is the only way to build new warg_farms.

4.4 Technology orders

All orders that require a technology are described in 8.0 Technologies under the required technology.

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