Akeran HTTP Command Reference(IRC commands)
help [subject]
This command show the help files.
validate <password> [code]
This command allows you to validate your player when you arrive on
channel #akeran. Unless you're validated, you won't be able to send
commands to the bot, thus making it impossible for you to play- This
prevents players from changing to your nick and using your player
when you're not on IRC.
Note:Validation is automatic when a register command is issued, but
the DONE command must still be issued before leaving.
register <email> <user_password>
This command allows you to register you in the Akeran Game Master.
This command must be used before doing a newplayer.
password <new_password>
This command allows you to change the password you use to gain access
to the game. Don't forget to change your password after a newplayer
and write it down-Forgotten or lost passwords can be send at the
registered e-mail address with the command 'mailpassword'.
You may change the password at any time after you're validated.
mailpassword
This command allows you to send your paswword to your registered e-mail address.
email [new_email]
This command allows you to view or change the e-mail
used by akeran when you ask him to send you a mail
(ex : mailpassword)
mailevent { list of <mail_type> }
This command allows you to change the type of events
send to you will by e-mail. If the mail type is not prefixed
the mail type will be added to the list. If the mail
type is prefixed by "-", the mail type will be removed.
Example :
mailevent msg : Add 'msg' mail type
mailevent -msg : Remove 'msg' mail type
The following mail types are available:
annoucements : Akeran Annoucements (low traffic)
msg : A message from another user
diplomacy : A peace or war declaration from another user
battle : A battle in which you are involved
battledetails : The details about a battle (each round)
magic : The research of a spell is finished
armymagic : Unit's magic commands: study, learn, cast, recast
endofage : A player is (or no longer is) the potential winner
armytrading : A unit is transfering or trading goods
otherstrading : Another player has bought or sell goods in one of your cities
armymove : An army's movement events
othersmoves : Other player's army movements witnessed by your units
foundsettle : A settler has founded a new city or settled into an existing city
scouting : A unit has scouted a province
loyalty : A unit of yours is loosing moral and/or is deserting (lack of supply)
newplayers : New player events
playersend : Player's end events: players killed, players retiring...
messenger : A messenger arriving in one of your cities (high traffic)
bufferevent { list of <buffer_event> }
This command allows you to change the type of events
that you will retreive upon login. If the event type is not prefixed
the event type will be added to the list. If the event
type is prefixed by "-", the event type will be removed.
Example :
bufferevent battle : Add 'battle' to the buffered event list
bufferevent -battle : Remove 'battle' the buffered event list
The following event types are available:
annoucements : Akeran Annoucements (low traffic)
msg : A message from another user
diplomacy : A peace or war declaration from another user
battle : A battle in which you are involved
battledetails : The details about a battle (each round)
magic : The research of a spell is finished
armymagic : Unit's magic commands: study, learn, cast, recast
endofage : A player is (or no longer is) the potential winner
armytrading : A unit is transfering or trading goods
otherstrading : Another player has bought or sell goods in one of your cities
armymove : An army's movement events
othersmoves : Other player's army movements witnessed by your units
foundsettle : A settler has founded a new city or settled into an existing city
scouting : A unit has scouted a province
loyalty : A unit of yours is loosing moral and/or is deserting (lack of supply)
newplayers : New player events
playersend : Player's end events: players killed, players retiring...
messenger : A messenger arriving in one of your cities (high traffic)
sendmsg <target> <message>
This command allows you to send a message to another player if he or
she isn't currently on IRC. The player you sent the message to will
receive the message the next time he or she validate.
log <location> [page_nb] [page_size]
All major events of the past few weeks are saved to a log. This command allows
you to consult the events arrived in the province of your current location.
page_nb : the page number (numbered form the end) to consult
(the default is '0' : end of the log)
page_size : the number of events in each page
glog [page_nb] [page_size]
All major events of the past few weeks are saved to this log.
This command allows you to consult those events.
page_nb : the page number (numbered form the end) to consult
(the default is '0' : end of the log)
page_size : the number of events in each page
logme [page_nb] [page_size]
All major events of the past few weeks are saved to a log. This command allows
you to consult your events.
page_nb : the page number (numbered form the end) to consult
(the default is '0' : end of the log)
page_size : the number of events in each page
maillog
This command allows you to send your log to your registered e-mail address.
time
This command shows you the current GMT time and when
will occur the next new moon and the next new season.
newplayer <race> <province> <city_name>
This command allows you to create a new player.
race : The race of the inhabittants of your first city, one of :
Dwarves, Elves, Nomads, Draconians and Humans
province : the province you want to settle in. The province names
can be seen in the Akeran Map (http://www.akeran.org/Map.html).
Note that each province can have at most fifteen cities. To know which race
can settle in a particular province, use the INFOMAP command.
person
This command allows you to see your title, the list of cities you
control, your alignment, a rough approximation of your status in
the face of your god(grace), and other vital statistics of your player.
counsellor <nick>
This command will measure the abilities of another player to your own,
then show whether you can attack him or her without losing grace. This
can prove to be useful in uncertain situations-Using this command before
you engage an unknown enemy is an especially healthy habit.
balance
This command show the number of inhabitants belonging to each god.
top
This command shows the 5 first scores of Akeran.
cadvisor
pcadvisor
ccadvisor
This command allows you to know what influence your different
considerations (Grace/Honor/Popularity). The numbers displayed in this
command are only a rough evaluation of each kind of influence
on the consideration.
diplomacy
Show the diplomacy status with all the others players.
declare <player> <state>
Change your diplomacy state toward another player (Peace or War).
If you want to cancel your peace treaty offer (not a signed peace treaty), use
the special state 'neutral'.
market <location>
This command shows you the tariffs of the regional market
nearest to the location you specified. This location may be
a province name, a city you own or an army halt location.
infomap <location>
This command shows you the information on a particular map square.
infobuild <building/unit/spell>
infounit <building/unit/spell>
infospell <building/unit/spell>
This command shows you the characteristics of a type of building or unit and
what is required to construct it.
Note : instead of typing the full name, you can just type the first letters
that do not conflict with another building or unit.
Example :
infobuild hu ir means infobuild human ironmine
This syntax also works for all the commands that have a 'building/unit' parameter.
The "Needed Buildings" field is especially important, as it displays
the type of building(s) required to train the indicated type of building/unit.
The numbers of goods show what goods are required to build that building/unit,
as well as the production points that must be allocated.
view <location>
This command has three uses, depending on the location. If the location is
a city you own, it will show the statistics of that city.
If the location is a city you don't own, it will show the name of the owner
and the defending buildings.
If the location is a realm, this command displays a list
of all the cities in that realm and the names of their owners.
fview <location>
This command has three uses, depending on the location. If the location is
a city you own, it will show the statistics of that city.
If the location is a city you don't own, it will show the name of the owner
and the defending buildings.
If the location is a realm, this command displays a list
of all the cities in that realm and the names of their owners.
cview <location>
This command is mainly an alias that do a 'current' and a 'view'
in one command.
review <location>
This command will show the units that are in the current square or in
location, their statistics, their army and their position (inside /
outside / besieging a city).
creview <location>
This command is mainly an alias that do a 'current' and a 'review'
in one command.
found <location> [order_mode] { <army> or list of <unit> } <city_name>
This command will use one settler in your army to found a new city.
City founding takes 1 Action point to complete.
city_name : the name of your new city
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
Note that your army moved into the new city for protection.
Also remember that only ONE settler is allowed in the army
to found a new city.
settle <location> [order_mode] { <army> or list of <unit> }
This command will use the settlers from army or the list of units
to transfer population to one of your city.
Population transfers take 1 Action point to complete.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
renamecity <city> [new_name]
This command allow you to rename one of your cities.
If you don't put the new_name, this command will
show the cost of the 'renamecity' in this city.
You can rename a city only once 10 seasons after
having taken the city from another player or after it's creation.
citybuy <location> { list of <good_type> <good_number> }
citybuy <location> { list of <good_number> <good_type> }
This command allows you to buy goods and have them delivered
to one of your cities. The goods are bought at the local market.
citysell <location> { list of <good_type> <good_number> }
citysell <location> { list of <good_number> <good_type> }
This command allows you to sell goods from one of your city.
The goods are sold at the local market.
construct <location> <building/unit/spell> [production/mana] [number] { list of [priority] }
build <location> <building/unit/spell> [production] [priority]
train <location> <building/unit/spell> [production] [number] { list of [priority] }
ritual <location> <building/unit/spell> [mana] [priority]
This command allows you to build structures to increase the growth of
a city. These buildings can produce goods, train new types of units
that are stronger than milice, or affect other factors.
This command allows you to train milice, settlers, and other units
as you build the facilities for them. The units training will be
finished after the new season and will be stationed in the city you
trained them.
production/mana : the number of production points (or mana) you want to allocate
towards construction of the unit/building (or ritual) (default : 0).
In addition, the citizens working on each building must be paid
50 gold per New Season. If that money isn't available at the beginning
of the season, the building in progress will slowly crumble:
it becomes "under construction," losing 15% of its production amount.
number : This parameter is significant only for unit training,
it allows you to launch the training of multiple units of
the same type (maximum : 5). This parameter represents
the number of units you want to be trainned of that type in this city.
priority : This parameter allow you to specify in which order the unused
production will be automatically allocate between all the unit/buildings
in progress (default: 100, highest priority : 1 ). If you train multiple units,
you can set a different priority for each one.
To be able to build buildings or train units, you'll need goods like wood,
leather or iron. e.g. to build a granary, you need 5 woods that you should own
before starting the construction.
buyconstruct <location> <building/unit/spell> [production/mana] [number] { list of [priority] }
buybuild <location> <building/unit/spell> [production] [priority]
buytrain <location> <building/unit/spell> [production] [number] { list of [priority] }
buyritual <location> <building/unit/spell> [mana] [priority]
This command allows you to buy all the needed goods for the construction
and then construct them.
cancel <location> <building/unit/spell>
This command destroys a built building, an established ritual
or a unit/building/ritual in progress in your current city.
Since each building requires maintenance, you may
resort to destroying buildings when you're short of funds.
If you have multiple unit of the same type under trainning, only the last
one will be cancelled.
tax <amount> { list of <city> }
This command will levy taxes on the specified city or the city
in your current square.
amount : the amount of gold (1-3, or 0 for no taxes) that each member
of that city's population will be charged with paying to you
each New Season.
city : the target city (default = current location)
Note: If you lack grace or the population of the target city is too
high or too low when larger taxes are levied, your population growth will
slow to a crawl.
advisor
This command shows you how much gold you need to maintain all of your
buildings in all of your cities. It also shows your current tax rates for
each city. It helps to use this command before a new season to make sure
you'll have enough gold for the calculated amount.
gadvisor
This command shows you how much goods you have in your cities
and armies.
padvisor
This command shows you how much production you have in your cities
and what are the building/unit currently being produced.
sadvisor
This command shows you how much supply is produced by your cities
and consumed by armies.
locate [option]
This command allows you to know where your armies and units are.
option : the option can be :
all : put the army name and the type of the units (default)
army : put the army name of the units
type : put the type of the units
none : put only the number of units per location
disband <location> { <army> or list of <unit> }
This command disbands a specified army or list of unit numbers in your current square.
This can be useful if you can't afford the cost in food to maintain a unit.
setlimitgoods <location> { list of <good_type> <good_number> }
This command allows you to change the maximum amounts of goods you
retain after a New Season-All goods past each limit will automatically
be sold when the New Season occurs. Note that if the number of goods still
exceed the good capacity of the city after this automatic selling,
the excedent will be sold automatically.
settradelimits <location> { list of <good_type> <good_number> }
This command allows you to change the maximum amounts of goods you
retain before proposing them at the trade center of you city.
Another player can buy them when some of his non fighting units
come to your city.
setwantedgoods <location> { list of <good_type> <good_number> }
This command allows you to change the amounts of goods you
want to buy from other players' trading caravans.
Another player can sell them to you city when some of his non fighting
units come to your city.
setsellprices <location> { list of <good_type> <good_number> }
This command allows you to change the sell prices of the goods in
your city. The sell prices are used when you sell goods to
other players.
setbuyprices <location> { list of <good_type> <good_number> }
This command allows you to change the buy prices of the goods in
your city. The buy prices are used when you buy goods from
other players.
addgoods <location> [order_mode] { <army> or list of <unit> } <good_type> <good_number>
addgoods <location> [order_mode] { <army> or list of <unit> } <good_number> <good_type>
eaddgoods <location> [order_mode] { <army> or list of <unit> } - { list of <good_number> <good_type> }
eaddgoods <location> [order_mode] { <army> or list of <unit> } - { list of <good_type> <good_number> }
This command allows you to distribute goods among your units.
It is instumental for trading or delivering goods to another city of yours.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
good_number : the number of goods to add (positive) or remove (negative)
good_type : the type of good (greenstone, herb, wood, leather, iron) or 'all'
unit : the army or the list of unit number (in the current location) that will be modified
Note : the resulting number of goods of the unit will still be in the allowed range :
0 <= value <= max value in the profile
Note 2 : Do not forget the '-', in the 'extended syntax' command has shown in the syntax
to separate the unit list from the good list.
setgoods <location> [order_mode] { <army> or list of <unit> } <good_type> <good_number>
setgoods <location> [order_mode] { <army> or list of <unit> } <good_number> <good_type>
esetgoods <location> [order_mode] { <army> or list of <unit> } - { list of <good_number> <good_type> }
esetgoods <location> [order_mode] { <army> or list of <unit> } - { list of <good_type> <good_number> }
This command allows you to set the number of goods of your units.
It is instumental for trading or delivering goods to another city of yours.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
good_number : the number of goods to set
good_type : the type of good (greenstone, herb, wood, leather, iron) or 'all'
unit : the army or the list of unit number (in the current location) that will be modified
Note : the resulting number of goods of the unit will still be in the allowed range :
0 <= value <= max value in the profile
Note 2 : Do not forget the '-', in the 'extended syntax' command has shown in the syntax
to separate the unit list from the good list.
armaddgoods <location> [order_mode] <unit> { <target_army> or list of <target> } <good_type> <good_number>
armaddgoods <location> [order_mode] <unit> { <target_army> or list of <target> } <good_number> <good_type>
earmaddgoods <location> [order_mode] <unit> { <target_army> or list of <target> } - { list of <good_number> <good_type> }
earmaddgoods <location> [order_mode] <unit> { <target_army> or list of <target> } - { list of <good_type> <good_number> }
This command allows you to distribute goods among your units.
It is instumental for trading or delivering goods to another city of yours.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
good_number : the number of goods to add (positive) or remove (negative)
good_type : the type of good (greenstone, herb, wood, leather, iron) or 'all'
target : the target army or the list of target unit number (in the army's location)
Note : the resulting number of goods of the unit will still be in the allowed range :
0 <= value <= max value in the profile
Note 2 : Do not forget the '-', in the 'extended syntax' command has shown in the syntax
to separate the unit list from the good list.
armsetgoods <location> [order_mode] <army> { <target_army> or list of <target> } <good_type> <good_number>
armsetgoods <location> [order_mode] <army> { <target_army> or list of <target> } <good_number> <good_type>
earmsetgoods <location> [order_mode] <unit> { <target_army> or list of <target> } - { list of <good_number> <good_type> }
earmsetgoods <location> [order_mode] <unit> { <target_army> or list of <target> } - { list of <good_type> <good_number> }
This command allows you to set the number of goods of your units.
It is instumental for trading or delivering goods to another city of yours.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
good_number : the number of goods to set
good_type : the type of good (greenstone, herb, wood, leather, iron) or 'all'
target : the target army or the list of target unit number (in the army's location)
Note : the resulting number of goods of the unit will still be in the allowed range :
0 <= value <= max value in the profile
Note 2 : Do not forget the '-', in the 'extended syntax' command has shown in the syntax
to separate the unit list from the good list.
unitbuy <location> [order_mode] { <army> or list of <unit> } <good_type> <good_number>
unitbuy <location> [order_mode] { <army> or list of <unit> } <good_number> <good_type>
eunitbuy <location> [order_mode] { <army> or list of <unit> } - { list of <good_number> <good_type> }
eunitbuy <location> [order_mode] { <army> or list of <unit> } - { list of <good_type> <good_number> }
This command allows your non fighting units to buy goods
from a market (a province market or a city trade center).
If you specify a negative value for one of the goods, those goods will be sold.
The exchange takes 1 Action point to complete.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
Note : Do not forget the '-', in the 'extended syntax' command has shown in the syntax
to separate the unit list from the good list.
unitsell <location> [order_mode] { <army> or list of <unit> } <good_type> <good_number>
unitsell <location> [order_mode] { <army> or list of <unit> } <good_number> <good_type>
eunitsell <location> [order_mode] { <army> or list of <unit> } - { list of <good_number> <good_type> }
eunitsell <location> [order_mode] { <army> or list of <unit> } - { list of <good_type> <good_number> }
This command allows your non fighting units to sell goods
from a market (a province market or a city trade center).
If you specify a negative value for one of the goods, those goods will be bought.
The exchange takes 1 Action point to complete.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
Note : Do not forget the '-', in the 'extended syntax' command has shown in the syntax
to separate the unit list from the good list.
armtransfer <location> <army> { <army> or list of <unit> }
armmerge <location> <army> { <army> or list of <unit> }
This command allows you to transfer units into the army "army".
<unit_list> can be either the list of unit numbers (as seen in REVIEW),
ALL to transfer all units in the current location, or
another army (the two armies must be in the same location)
If the army exist, it must be in the same location as the current square.
If the army does not exist, it will be created automatically
armview <army>
This command displays you your army's current location and the units
that are in it. This command is useful to know which units have no
movement or attack points left.
armreorder <army> { list of <order_nb> }
This command allows you to change the execution order of the orders.
The order numbers specified will be put at the beginning of the order list.
The omitted numbers will be put at the end of the order list in
their respective orders.
armdelorder <army> { list of <order> }
This command allows you to remove orders from an army.
armexec <army>
This command allow you to execute the orders of the army.
armmode <army> [mode1] [mode2]
This command allows you to change the execution modes of the orders.
mode1 : This parameter can be :
run : the orders are executed immediately (max 5 at a time)
step : the orders are executed immediately one by one
stop : the orders are not executed (useful for planning)
mode2 : This parameter can be :
once : the orders are executed only once
loop : the orders are executed in loop (useful for trade routes)
armbehaviour <army> <behaviour>
This command allows you to change the behaviour of the army towards other players' units.
behaviour : This parameter can be :
unobstrusive : the army will not stop nor stop other units when encountering other players' units
wary : the army will stop or stop other units when encountering other players' units
armscout <location> [order_mode] <army>
This command allows you to scout the current location of your army.
The scouting results are also added to your maps.
The scouting takes 1 Action point to complete.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
armwait <army> <nb_moons>
This command allows you to order your army to wait 'nb_moons'
moons before executing the other orders.
incity <location> [order_mode] { <army> or list of <unit> }
This command moves an army or a list of units into a city under your rule,
if they are already outside its gates. When you build a wall,
your units' defense will be increased when you move units inside.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
outcity <location> [order_mode] { <army> or list of <unit> }
This command moves an army or a list of units outside a city.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
inmarket <location> [order_mode] { <army> or list of <unit> }
This command moves an army or a list of units into a market,
if they are already outside its gates. You need to be inmarket
if you want to trade.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
besiege <location> [order_mode] { <army> or list of <unit> }
This command will summon an army or a list of unit number(or all units
that you own in the city's square with the ALL command) to lay siege to an
enemy city. While the city is under siege, the player who owns that
particular city will not be able to buy any food, and production and
food growth at the beginning of the New Season will be reduced(The
reduction factor is based on the strength of the units assigned to
siege the city).
If a unit is laying siege to a city for one season or longer, the
strength of that unit will be increased by 10 times for as long as
its siege continues(Until that unit is moved, disbanded or destroyed).
Several players can maintain a siege, and when a player attacks
another player laying siege to a city, all units currently laying
siege will join the battle no matter what alleigance they follow.
Besieging uses 1 Action point every season.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
study <location> [order_mode] { <army> or list of <unit> }
This command orders magical units to study the Magical Art in order
for the unit to be able to learn spells of a higher level.
The studies of the Magical Art are long so they need to study it during several seasons.
The magical unit can only progress if there is a magical building of a higher
magical level than the unit's current magical level.
Studying uses 2 Action points every season.
Every 5 points of Magic Level, the unit needs 1 GreenStone and 1 Herb to continue its studies.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
move <location> { <army> or list of <unit> } <destination>
This command allows you to move an army or a list of unit. 'destination'
can be either a province or a city. The destination is added to the list
of waypoints of an automatically created army. This army is moved along
the path of the waypoints until the destination is reached, the army
has used all his movement points or your army encounter an enemy army along the road.
Your current square will be updated to the location where the units stopped.
This chart shows the cost in MPs for each unit to move between
certain squares. Note that to move to another city in the same realm,
your units must move to the realm square first, then to the other city
from there.
__From:______To:_______Cost___
| City | Province | 4 MP |
| Province | City | 4 MP |
| Province | Province | 9 MP |
scmove <location> { <army> or list of <unit> } <destination>
This command allows you to move an army or a list of unit and scout
the locations (province and cities) along the path.
mamove <location> { <army> or list of <unit> } <destination>
This command allows you to move an army or a list of unit market by market
e.g. your units will wait to have enough movement to be able to reach the next market
(province or city) before moving so that your units only stop in a market.
This command is particularly useful for non fighting units that are protected inside
the markets.
msmove <location> { <army> or list of <unit> } <destination>
This command allows you to move an army or a list of unit market by market
and scout the locations (province and cities) along the path.
e.g. your units will wait to have enough movement to be able to reach the next market
(province or city) before moving so that your units only stop in a market
This command is particularly useful for non fighting units that are protected inside
the markets.
stepmove <location> { <army> or list of <unit> } <start> <nb_step> <destination>
This command allows you to move an army of a specific number of steps.
'destination' can be either a province or a city. The step destination
(the location that is NbStep from Start towards Destination) is added to the list of
waypoints of the army. Your army is moved along the path of the waypoints
until the destination is reached, the army has used all his movement points
or your army encounter an enemy army along the road.
rmove { <army> or list of <unit> } <location> <destination>
This command allows you to move an army or a list of unit without moving
your current square ("remote move"). 'start' and 'destination'
can be either a province or a city. The destination is added to the list
of waypoints of an automatically created army. This army is moved along
the path of the waypoints until the destination is reached, the army
has used all his movement points or your army encounter an enemy army along the road.
This chart shows the cost in MPs for each unit to move between
certain squares. Note that to move to another city in the same realm,
your units must move to the realm square first, then to the other city
from there.
__From:______To:_______Cost___
| City | Province | 4 MP |
| Province | City | 4 MP |
| Province | Province | 9 MP |
setorder <location> { <army> or list of <unit> } <plan_nb> <order>
This command allows you to change an order in one of the battle plan
among your units. This orders will be used during a battle.
order : the new order to set, it can be :
E : Engage at maximum initiative
D3 : Defense with initiative 3
plan_nb : the number of the battle plan to change.
Note : the order initiative can not exceed the unit initiative.
setorders <location> { <army> or list of <unit> } <order1> <order2> <order3> <order4>
This command allows you to change all the orders
among your units. This orders will be used during a battle.
orderx : the new order to set in battle plan 'x', it can be :
E : Engage at maximum initiative
D3 : Defense with initiative 3
Note : the order initiative can not exceed the unit initiative.
attack <location> <player> <plan> { <army> or list of <unit> }
This command will order an army or a list of units to attack all units in
its current location that belong to the specified player. Only those
units in your army will attack the enemy, even if you have other units
in the current location (except if you attack units besieging a city).
The "plan_nb" parameter let you should which attack plan to use.
Note that if a city is attacked and all the enemy units both inside and
outside that city are completely eliminated by the attacking army, the
attacking player will gain control of that city.
Also note that if you attack a city of a player smaller than you
(see COUNSELLOR) you will lose grace for each attack even if you don't
capture the city.
Attacks take 1 Action point to complete.
startresearch <domain> [mode]
This commands allow you to start a new research or modify the current
research.
domain : domain in which the research will be done (an allegiance (Briac or Khorg) or a race name)
mode : The mode can be (only meaningful when there is a research in way) :
normal : set the next research domain (the current one is not modified) (default)
overwrite : abort the current research and start a new one
research <percentage> [mana]
This commands also allow you to change the percentage of mana allocated
to the research (if you choose 0 as value, only the unused mana that exceed your
mana pool will be used to research spells) and/or allocate some mana to the research
from your mana pool.
percentage : percentage of mana allocated to the research each moon
mana : mana to allocate to the current research (default = 0)
madvisor
This command shows you how much mana you need to maintain all of your
rituals in all of your cities. It also shows the research in progress and
the in progress rituals.
learn <location> [order_mode] <unit> <spell>
This command allow a magic unit to learn a new spell in one of your city.
The city must have an established ritual for this spell so that the spell is
available for learning.
Learning a spell takes 2 Action points to complete.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
flearn <location> [order_mode] <unit> <spell>
This command allow a magic unit to learn a new spell in one of your city.
The city must have an established ritual for this spell so that the spell is
available for learning.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
buylearn <location> [order_mode] <unit> <spell>
This command allows you to buy all the needed goods for the learning and
allow a magic unit to learn a new spell in one of your city.
The city must have an established ritual for this spell so that the spell is
available for learning.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
fbuylearn <location> [order_mode] <unit> <spell>
This command allows you to buy all the needed goods for the learning and
allow a magic unit to learn a new spell in one of your city.
The city must have an established ritual for this spell so that the spell is
available for learning.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
cast <location> [order_mode] <unit> { <target_army> or list of <target> } < list of <spell> > [cast_power]
This command allow a magic unit to cast a spell.
To cast a rune combination on a unit, you need to separate each rune by a '-'
Exemple : cast 1 3 Fury Rune - Rapidity Rune - Perforating Rune
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
target : The target units of the spell. Check the profile for the possible types.
cast_power : The cast power allow you to multiply the effects or the duration of the spell
if it's allowed for the spell (Default: 1)
lcast <location> [order_mode] <unit> < list of <spell> > [cast_power]
This command allow a magic unit to cast a spell on a location or city.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
cast_power : The cast power allow you to multiply the effects or the duration of the spell
if it's allowed for the spell (Default: 1)
recast <location> [order_mode] <unit> <mana_kept> { <target_army> or list of <target> }
This command allow a magic unit to recast burnout spells.
This command is useful to quickly recast all the burnout and partially used spells
of your units, provided that your magic units have enough mana.
All the burnout spells of the target will be recasted before any partially used spell
is recasted. So, if you have enough mana to recast all the burnout spells but not all
the partially used spells, at least all your burnout spells will be recasted.
Nota: If the 'mana_kept' is set too high, the magical units may not have enough mana
to cast a single spell even if the mana pool is full. So, it is better to set
the mana kept percentage between 0 and 80.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
mana_kept : The percentage of mana that the magical units will keep.
target : The target units on which the burnout spells and partially used spells will be recasted.
lrecast <location> [order_mode] <unit> <mana_kept>
This command allow a magic unit to recast burnout spells on a location or city.
This command is useful to quickly recast all the burnout and partially used spells
of a location or city, provided that your magic units have enough mana.
All the burnout spells of the target will be recasted before any partially used spell
is recasted. So, if you have enough mana to recast all the burnout spells but not all
the partially used spells, at least all your burnout spells will be recasted.
Nota: If the 'mana_kept' is set too high, the magical units may not have enough mana
to cast a single spell even if the mana pool is full. So, it is better to set
the mana kept percentage between 0 and 80.
order_mode : The order mode can either be: (this parameter is only useful if the next parameter is an army)
+ : queue the order in the army order list
= : execute the order immediately, bypassing the army order list
mana_kept : The percentage of mana that the magical units will keep.
scancel <location> { <army> or list of <unit> } <spell>
This command allow you to remove a casted spell from a unit
addoffering <location>
This command allow you to add some offering to the magical buildings.
You need to do regular offering in your magical buildings, if you want to focus mana
for your magical units. If you don't do it the amount of mana gained each moon
in the city will be very small.
buyoffering <location>
This command allow you to buy all the needed goods for the offering
and then add the offering to the magical buildings.
map
This command allow you to view all the city and trade offers you have discovered.
mapc
This command allow you to view all the city you have discovered.
mapt
This command allow you to view all the trade offers you have discovered.
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