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250 lines
13 KiB
Text
250 lines
13 KiB
Text
! indicates that rule is forbidden
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- indicates that rule will be removed
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= indicates that rule is implied
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+ indicates that rule will be added
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==================================================================
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** POWER_CHOICE ** ()
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If this rule is used, players may select an (unspoken for) power to play
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when JOINing the game. (Without this rule, the DPjudge will assign powers
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to all players randomly.)
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==================================================================
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** MULTIPLE_POWERS_PER_PLAYER ** ()
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If this rule is used, each player is allowed to control more than 1 power in the game.
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==================================================================
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** NO_OBSERVATIONS ** ()
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If this rule is used, no observers are allowed for the game. Note that game masters
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can still observe the game as omniscient observers even if this rule is present.
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==================================================================
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** SOLITAIRE ** (+NO_DEADLINE +CD_DUMMIES +ALWAYS_WAIT)
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A SOLITAIRE game is a game where all powers are dummies controlled by
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the Master. This can be used to test a certain scenario or to solve a
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puzzle on the Diplomacy board, such as the Sherlock Holmes riddles published
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in the Diplomatic Pouch Zine. A PRIVACY password will be automatically
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assigned, because these are typically private games. After allowing the
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game to form, all powers will become dummies and the game starts immediately.
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The FORMING phase simply gets skipped. Make sure to have all relevant
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rules in place during preparation or when creating the game.
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The following rules are automatically included:
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- NO_DEADLINE
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- CD_DUMMIES
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- ALWAYS_WAIT
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To advance a turn the Master needs to push the Process Turn button
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or send a PROCESS command by e-mail. Use ROLLBACK and ROLLFORWARD to
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undo and redo phases, either by e-mail or from the corresponding
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Results page. Note that the Master CONTROLs all powers, and thus can
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give orders to each of them in a single message.
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==================================================================
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** START_MASTER ** ()
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This rule prevents the game from automatically starting once the last player
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joined. The Master will need to change the game status to active to begin the
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game.
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==================================================================
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** NO_PRESS ** (-PUBLIC_PRESS)
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Press is only allowed to and from the Master. This rule is invalid
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when used with PUBLIC_PRESS or other rules that imply that any type
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of press is allowed.
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==================================================================
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** PUBLIC_PRESS ** (-NO_PRESS)
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Press is only allowed to and from the Master, and broadcast.
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(See the descriptions of the TOUCH_PRESS and REMOTE_PRESS rules for other
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implications of the PUBLIC_PRESS rule.)
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==================================================================
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** DONT_SKIP_PHASES ** ()
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If this rule is used, all phases (including phases where all players need
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to issue blank orders) will be played, and empty phases won't be skipped.
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==================================================================
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** IGNORE_ERRORS ** ()
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Order errors will be silently ignored.
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==================================================================
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** BUILD_ANY ** ()
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Powers may build new units at any owned supply center, not simply at
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their home supply centers.
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==================================================================
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** CIVIL_DISORDER ** (+CD_DUMMIES)
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Any power that has not submitted orders:
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- when the game's Master submits a PROCESS command, or
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- when the deadline has passed (or, if a grace period is
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specified in the TIMING line of the game's
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status file, after the expiration of
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the grace period),
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will have its orders entered automatically. During movement phases, all
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units will HOLD, during retreat phases, all dislodged units will DISBAND,
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and during adjustment phases, all builds will be WAIVED, and all removals
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will be entered using random choice from among the power's on-board units,
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with preference given to retaining units that are situated on supply centers.
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Note also that unless the LATE_CHANGES rule is specified, the CIVIL_DISORDER
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rule also enforces the NO_LATE_CHANGES rule (described below). This is to
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prevent players from changing their orders after the deadline to take advantage
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of powers that seem likely to go into civil disorder when a grace period expires.
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Individual powers may also be put into perpetual automatic, don't-even-wait-for-the-deadline,
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civil disorder (assuming no one like the Master enters orders for them)
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by setting the PLAYER information to DUMMY, and using the
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CD_DUMMIES rule, described below.
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==================================================================
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** CD_DUMMIES ** ()
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Assuming no powers have set their WAIT flag, orders will be
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processed as <i><u>soon</u></i> as all NON-DUMMY
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players have submitted orders. Any powers having a PLAYER marked
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as a DUMMY will be considered in civil disorder (as described
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above) at that time. Note the distinction -- CIVIL_DISORDER
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will default the orders of all powers (whether dummy or not), while
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CD_DUMMIES will default the orders only of the dummy powers.
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==================================================================
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** NO_DEADLINE ** ()
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In certain cases, e.g. for testing and solving Diplomacy puzzles (solitaire games),
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there's no need for a deadline, and thus also not for a Timing line. It's up to the
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GM to process each turn after all (relevant) orders are submitted, or for all players
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to submit their orders without setting their WAIT flag. This behavior can be
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influenced with the NO_WAIT and ALWAYS_WAIT options.
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==================================================================
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** REAL_TIME ** (!ALWAYS_WAIT)
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If this rule is used, the game will be processed AS SOON AS
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the last player submits orders (this player will have no opportunity
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to modify them). Additionally, players will not be allowed to direct
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that the game wait for any deadline before processing. This rule is
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used especially for games with very short deadlines (for example,
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10 minutes).
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==================================================================
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** ALWAYS_WAIT ** (!REAL_TIME)
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If this rule is used, orders will never process until the deadline
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has arrived (unless requested by the Master using a PROCESS
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command sent via e-mail). This rule is incompatible with
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REAL_TIME and restricted to movement phases if NO_MINOR_WAIT is selected.
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==================================================================
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** PROPOSE_DIAS ** (!NO_DIAS)
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In games that use this rule, a player makes a proposal to conclude the
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game with a certain result, and all other players vote on it.
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The proposal may be a concession to a specific power or a draw including
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all survivors. Any negative vote on the proposal will cause it to fail.
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In games NOT using this rule, draw and concession votes are never
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called for. Instead, each player can select a single game ending
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(concession to his own power or to any other single power, or agreement to a
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draw that includes all surviving powers), and if ever all votes allow,
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the game will end. No player's vote is revealed to any other player. Note
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that if all players are ever found to be simultaneously voting for any
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result that is NOT a concession to their own power, the game will
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end in a draw shared among all surviving powers.
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==================================================================
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** NO_DIAS ** (!PROPOSE_DIAS)
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Games with this rule operate in their voting as do normal
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(non-PROPOSE_DIAS) games; that is, no proposal is ever made or
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vetoed. However, games using the NO_DIAS rule may end in a
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result other than concession to a single player or agreement to a draw
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that includes all survivors. If this rule is used, each player may vote
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either for the maximum size of a draw that he will accept which must
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include his power, or for a solo victory by his power, or for
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ANY result that does NOT include his power. Note that if all
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players are ever found to be voting for a result that does
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NOT include their own power, a draw shared among all surviving
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powers will be declared.
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==================================================================
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** HOLD_WIN ** ()
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To win a game using this rule, a player must achieve the winning condition
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two game-years in a row.
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==================================================================
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** SHARED_VICTORY ** ()
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When this rule is in effect, the game ends immediately after the first
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player reaches the victory condition. If any other player fulfills this
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condition at the same time (in games where this number is lower than
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the default of half of the number of SCs plus one), they are jointly
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declared winners (or participants in a draw, depending on definitions),
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irrespective of the fact that one may have a higher total than the
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other. This replaces the normal victory criterion where only a
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single player can be victorious and ties result in the continuation
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of the game.
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==================================================================
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*******************************************************
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** VARIANT standard **
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*******************************************************
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** NO_CHECK ** ()
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This rule emulates face-to-face play, in which players could (by
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accident or design) issue invalid orders to their units. This rule
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is also useful in NO_PRESS games to allow for limited player
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communication (see SIGNAL_SUPPORT for a more controlled alternative).
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When they are entered, movement phase orders are only very minimally
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checked for validity. The ONLY checks that are made at the time an
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order is entered are:
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- Every component of the order must be understood. That is, the
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order must appear to be a Diplomacy move, convoy, support or
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hold order, and all placenames must be identifiable on the map
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in use. This check catches inadvertant misspellings, such as "URK" for "UKR".
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In fact, this is known as the "Urk check."
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- Any placename abbreviation that is potentially ambiguous is declared
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erroneous and must be changed. For example, the order "TYR H" is rejected
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because it may be an order for an army in Tyrolia to hold, or for a
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fleet in the Tyrrhenian Sea to hold.
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- A support for a fleet move may not specify the destination coast of
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the fleet. This error must also be corrected.
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Therefore, most errors (including the omission of the fleet-path of
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a convoying army from its order!) are not detected until the phase
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is ready to process, at which time the erroneous orders will be ignored.
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All units that had been given erroneous or multiple orders will
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HOLD (and may receive support), and all erroneous orders will
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be reported in the results, flagged as (*invalid*).
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==================================================================
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<!-- RULE GROUP 0 Game Start -->
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<!-- RULE POWER_CHOICE -->
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<!-- RULE MULTIPLE_POWERS_PER_PLAYER -->
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<!-- RULE NO_OBSERVATIONS -->
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<!-- RULE SOLITAIRE +NO_DEADLINE +CD_DUMMIES +ALWAYS_WAIT -->
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<!-- RULE START_MASTER -->
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<!-- RULE GROUP 2 Player Press -->
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<!-- RULE NO_PRESS -PUBLIC_PRESS -->
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<!-- RULE PUBLIC_PRESS -NO_PRESS -->
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<!-- RULE GROUP 3 Movement Order -->
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<!-- RULE DONT_SKIP_PHASES -->
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<!-- RULE IGNORE_ERRORS -->
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<!-- RULE GROUP 5 Retreat and Adjustment Order -->
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<!-- RULE BUILD_ANY -->
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<!-- RULE GROUP 7 Late and Vacant Power Handling -->
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<!-- RULE CIVIL_DISORDER +CD_DUMMIES -->
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<!-- RULE CD_DUMMIES -->
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<!-- RULE GROUP 9 Deadline Handling and Phase Processing -->
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<!-- RULE NO_DEADLINE -->
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<!-- RULE REAL_TIME !ALWAYS_WAIT -->
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<!-- RULE ALWAYS_WAIT !REAL_TIME -->
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<!-- RULE GROUP 10 Game Conclusion -->
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<!-- RULE PROPOSE_DIAS !NO_DIAS -->
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<!-- RULE NO_DIAS !PROPOSE_DIAS -->
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<!-- RULE HOLD_WIN -->
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<!-- RULE SHARED_VICTORY -->
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<!-- RULE VARIANT standard -->
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<!-- RULE GROUP 3 Movement Order -->
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<!-- RULE NO_CHECK -->
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<!-- RULE DIFFERENT_ADJUDICATION -->
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