forked from github/server
142 lines
5.9 KiB
Markdown
142 lines
5.9 KiB
Markdown
# Introduction
|
|
|
|
Eressea is a play-by-email strategy role-playing game that simulates a
|
|
fantasy world. Unlike most video games, there are are no fancy
|
|
graphics, but everything that happens is communicated by text.
|
|
|
|
As a player, you are in control of a number of characters, which are
|
|
referred to as units, which combine to make a faction. Your faction
|
|
competes with other factions over the resources of the world that you
|
|
explore together. Sometimes this leads to war, and sometimes to
|
|
friendship between factions, and eventually it all adds up to a rich
|
|
history of the world, with its own heroes and legends.
|
|
|
|
Eressea is different from most games in many respects, but most of all
|
|
in that there is no declared winner. There is not even a goal, other
|
|
than to enjoy yourself, and set your own goals. Do you want to
|
|
monopolize a natural resource? Become the strongest military force?
|
|
Create a democratic government for the factions in your part of the
|
|
world? Collect trophies from slain dragons? Map the entire globe?
|
|
Those are all valid goals to set for yourself, but you might find your
|
|
own.
|
|
|
|
### How to play
|
|
|
|
Eressea is played in weekly turns. Every weekend, you receive a
|
|
textual report containing your units, the part of the world that they
|
|
can observe, and any events that happened since the last report.
|
|
|
|
Based on that report, players send an email to the game's server that
|
|
contains orders for all of their units. A week later, the server
|
|
evaluates the orders from all players, updates the state of the world,
|
|
and sends out new reports.
|
|
|
|
A (slightly simplified) report may look like this:
|
|
|
|
Report for Eressea, Sunday, 13. April 2014, 23:25
|
|
|
|
It is the first week of the month of harvest moon in
|
|
the 1. year of the fourth age. It is summer.
|
|
|
|
Guardians (xin8), elves/draig (guardian@gmx.de)
|
|
|
|
Your faction has 4 people in 1 unit.
|
|
|
|
Vetkan (10,1), highland, 1012 peasants, 13156 silver,
|
|
17 horses. To the northwest lies the forests of
|
|
Buviken (9,2), to the northeast the mountains of Rebus
|
|
(10,2), to the east the plain of Setutvul (-9,1), to
|
|
the southeast the mountains of Vithil (-9,0), to the
|
|
southwest the forests of Posotmetid (10,0) and to the
|
|
west the forests of Cesartapun (9,1)
|
|
|
|
The local market offers silk and mandrakes.
|
|
|
|
Statistics for Vetkan (10,1):
|
|
|
|
Peasant wages: 11 silver
|
|
Recruits: 25 peasants
|
|
|
|
Pelenth (opw4), size 10, fortification.
|
|
|
|
* Fighters of Pelenth (r6b0), 4 elves,
|
|
aggressive, skills: melee 5, has: platemail,
|
|
sword, 500 silver.
|
|
|
|
+ Osswid the Destroyer (wtmj), Vikings (atnf), 1
|
|
dwarf, has: 1 iron.
|
|
|
|
What you see here are two units, Osswid (wtmj) and the Fighters of
|
|
Pelenth (r6b0). The fighters are our own unit, but Osswid belongs to
|
|
the faction Vikings (atnf). Every unit, faction or other object in the
|
|
game is identified by a four-letter code, and it is common to append
|
|
it to the name in parentheses. The fort of Pelenth (opw4) is a
|
|
building, and our fighters are inside, which causes them to be
|
|
indented a little more, and gives them some benefits including
|
|
additional protection in combat.
|
|
|
|
While Osswid is a single dwarf, our unit of fighters consists of
|
|
several elves. Units can any number of men, which are always of the
|
|
same race. Each unit can learn any number of skills, and our Fighters
|
|
are skilled in melee combat at a respectable level 5. They own a sword
|
|
and one platemail, which means that one of them will be well equipped
|
|
when going into battle, while the other three will fight with their
|
|
bare hands. The unit also has 500 pieces of silver, the currency of
|
|
the game.
|
|
|
|
Since he isn't of our own faction, we cannot tell what skills Osswid
|
|
has, but we can tell that he's unarmed.
|
|
|
|
We see all this because one of our units is in the region, the
|
|
highland of Vetkan (10,1). Regions do not have a four-letter
|
|
identifier, but are instead identified by their coordinates on the
|
|
map, which makes it easier to visualize the world.
|
|
|
|
The region of Vetkan is surrounded by a number of other regions on six
|
|
sides, since Eressea's Map uses a hexagonal grid. Every region has a
|
|
terrain, and we can see highland, mountain, plain and forest regions
|
|
in our vicinity. Each terrain has different qualities: For example,
|
|
mountains are good for mining iron ore and quarries, while plains are
|
|
fertile and forests produce lumber. Each region is inhabited by a
|
|
peasant population, and you can see that Vetkan has a population of
|
|
1012. These peasants are the basis of the region's economy, and they
|
|
own a combined 13,156 silver that we could try to acquire through
|
|
taxation or other means.
|
|
|
|
Example orders for this faction may look like this:
|
|
|
|
ERESSEA xin8 "password"
|
|
UNIT r6b0
|
|
STUDY perception
|
|
GIVE wtmj 100 silver
|
|
GIVE TEMP 1 150 silver
|
|
GIVE TEMP 2 150 silver
|
|
MAKE TEMP 1
|
|
RECRUIT 1
|
|
MOVE W
|
|
END
|
|
MAKE TEMP 2
|
|
RECRUIT 1
|
|
MOVE E
|
|
END
|
|
|
|
Every set of orders begins with the faction's id and password, and is
|
|
followed by orders for one or more units. A unit's orders begin with
|
|
the word UNIT followed by the unit's id, and one or more orders. In
|
|
this case, we are giving the unit an order to STUDY the perception
|
|
skill, and to GIVE silver to three other units. STUDY is a standard
|
|
action, and each unit can perform exactly one per turn. If you do not
|
|
specify a standard action, then the unit will usually repeat the
|
|
action from the previous week. GIVE is a free action, and all units
|
|
can perform as many free actions in a week as they like.
|
|
|
|
The MAKE TEMP order is special: It creates a new unit with a temporary
|
|
id (in this case, we're calling them TEMP 1 and TEMP 2). The server
|
|
will replace this with a unique id by the time it sends the next
|
|
report, but until then, we can address the new unit by this temporary
|
|
identifier, for example to give it the silver that it requires for
|
|
recruiting new members. RECRUIT is another example of a free action,
|
|
while MOVE is a standard action. The MAKE TEMP order is technically
|
|
given by the unit whose orders preceded it, and the new unit's orders
|
|
are finished with the END keyword.
|