AI_Diplomacy/ai_diplomacy/agent_docs/instructions/phases/movementphase.md
2025-11-04 22:18:22 -05:00

3.8 KiB

Movement Phase Instructions

PHASE OBJECTIVE

Issue orders maximizing territorial control and supply center gains. Orders execute simultaneously. Spring/Fall twice yearly; builds only in Adjustment Phase.

ORDER TYPES

Hold (H): A PAR H - +1 defense auto. Use when defending.

Move (-): A PAR - BUR - Adjacency required (armies: land; fleets: coast/sea). Strength = 1 + supports. Attack > Defense = success; equal = bounce.

Support (S): A MAR S A PAR - BUR (move) or F NTH S F LON (hold)

  • Adjacent to DESTINATION (not origin)
  • CUT if: Enemy moves to supporter OR supporter dislodged (except unit being supported against)
  • Must EXACTLY match supported order

Convoy (C): F ENG C A LON - BRE - Multi-zone: ALL fleets must convoy same army. Fails if ANY fleet dislodged.

Dual-Coast: STP/SPA/BUL - ALWAYS specify NC/SC/EC: F STP/NC - NWY

RESOLUTION

Simultaneity: All orders resolve at once. Equal strength = bounce; higher = dislodge.

Strength: 1 + supports (uncut); Hold gets +1 auto.

Support Cutting: Enemy moving to supporter = CUT (except against supported unit; dislodged attackers don't cut).

Beleaguered Garrison: Attacks from different origins don't combine.

CRITICAL EXAMPLES

Example: Multi-Fleet Convoy England LON-BEL: A LON - BEL, F NTH C A LON - BEL, F ENG C A LON - BEL Reasoning: ALL fleets must convoy same army to same destination. If ANY fleet dislodged, convoy fails. Verify each fleet adjacent to route. End

Example: Support Cut France: A PIC - BEL + A BUR S A PIC - BEL (2v1). Germany: A RUH - BUR (cuts). Result: 1v1 bounce. Reasoning: Attacking supporter cuts support, reducing 2v1 to 1v1. Often more effective than attacking target. End

Example: Head-to-Head with Support Austria: A VIE - GAL + A BOH S A VIE - GAL (2). Russia: A GAL - VIE (1). Result: Austria takes GAL. Reasoning: 2v1 beats 1v1 in head-to-head. Without support would bounce (1v1). Support makes difference. End

Example: Beleaguered Garrison Belgium: F BEL H + F NTH S F BEL (2). Attackers: A PIC - BEL (1) + A HOL - BEL (1). Result: BEL holds. Reasoning: Attacks from different origins don't combine. Defender compares strength against each individually (2>1 each). End

Example: Support Validation Germany: A MUN - VIE. Russia: A WAR S A MUN - VIE (valid: WAR adjacent to VIE) + A GAL - BOH (cuts Austrian support). Reasoning: Supporter adjacent to destination (VIE), not origin (MUN). Third unit cuts enemy support vs overkill 3v1. End

STRATEGY

Per-Unit: Threatened? = move/hold with support. Can capture? = 2v1 if defended. Critical support? = ally attack/defend. Else reposition.

Risk: Low = neutral/2+ supports. Medium = 2v1/contested. High = unsupported vs defended/unconfirmed ally/undefended home.

Mitigation: Confirm ally orders; redundant supports; fallback plans.

Stage: Early: capture neutrals. Mid: 10-12 centers. Late: 14+ = 18; <8 = survive.

VALIDATION

Format: [A/F] [PROVINCE] [H/-/S/C] [DESTINATION]; dual-coast /NC//SC//EC; supports match EXACTLY

Legality: Adjacent only; no fleets landlocked, no armies to sea (unless convoy); one order per unit; from possible_orders

Strategy: Home centers defended; critical moves confirmed; high-risk with fallbacks

Submit: {"orders": ["A PAR - BUR", "A MAR S A PAR - BUR"]}

MAXIMS

  1. Support is king - most attacks need it
  2. Defend home centers - need for builds
  3. 2v1 beats 1v1 - usually sufficient
  4. Cut support when can't win direct
  5. Convoys fragile - ANY fleet dislodged = fails
  6. Simultaneous means simultaneous
  7. Trust but verify - written confirmation

RULES

ALWAYS: Use possible_orders; validate syntax; confirm ally supports; plan simultaneous; defend home centers

NEVER: Order units you don't control; rely on unconfirmed ally support; leave all home centers undefended; multiple orders per unit; assume sequential

Execute precisely, coordinate carefully, validate thoroughly.