There are actively used sources of knowledge about what the rules are. They are:
I'm going to risk causing great confusion by stating what I think the proper way to play is on the less-than-clear points, and I invite others to write me with comments. Hopefully at least on the points where we can reach a consensus, either rules.machiavelli can be updated or an errata.machiavelli can be added to the distribution. I apologize for the laundry-list nature of this, and how things that are simply easy to misread will be mixed in with things about which serious contention exists. Some of these are also occasionally handled inconsistently by the judge and will be addressed in that respect in sections II and III. GM's are welcomed to include a statement in the house rules for games either affirming or denying agreement with this document until we produce something more official.
Anchored Cities
Rebellions
Variable Incomes
Sieges
Retreats
Timing of ownership changes
Elimination:
Counter-Bribes
Bribes
Adjacency
NoDice
Coastal Conovys
Special movement rules
Assasination Chits
Bank operations
Transfers
Special units
Fortresses
Builds
Autonomous Garrisons
Victory Conditions
Art of the State
Retreat City Ownership Bug
Missing Ownership Checks
Repeated Rolls Bug
Negative or Out of Bounds Rolls
Extra Special Units
Truncated Order Reports
Frankenstien's Autonomous Garrison
Illegal Conversion Retreats Allowed
Illegal Venice Retreats Allowed
Mishandling of 3d multiple rules
Victory Not Detected
Unreal Dislodgements of Convoys
Paradox Situations
Rollbacks
Well, actually there are side effects. While use of seed values for the semi-random dice generation routines means that usually rolls should be the same when a phase is reprocessed, all this really does is make it soe that if nothing is changed the rolls will remain the same. If something is changed (say a power is eliminated) this may cause additional rolls to occur or not occur and thus things get out of sync, and for essential game purposes a whole new set of rolls is created.
The principle I use is that if the moves were wrong, the rolls may also have been wrong, and the right rolls are those that occur after the rollback. Of course, sometimes an error occurs and in order to fix it by rollback it would be necessary to roll back far enough that movement or build phases which depended on the changed rolls have occurred. In this case, it is no longer okay to throw out the old rolls -- anything a player has had to act on should not be pulled out from under them. Another solution should be employed if feasible.
Cash Wasting Bribes
Moving a game to a different Judge
Alternately, if one has the data files, or can create them, they can be moved to the new judge. See the techniques discussed below.
Editing Data Files
The judge keeps the files for each game mostly in its own directory, with the directory name being the name of the game preceeded by a capital D. Some of the game info is also in the dip.master file, but this is all information which is duplicated in the directory as well.
The files G001, G002, etc are the files used to store all the indepth
information about the game state. These are what you need from the GM;
specifically, you need the one for the phase which you which
to change the state for. The phase identifier is the first line in
the file.
After this, is a list of units. If all you need to do is add, remove, or move a unit around, this is easy to do. Note that the the power IDs are the same as the press IDs, and autonomous units are identified using the & character.
After a -1 token, comes the next section which can be somewhat more confusing. It is a series of values regaring provinces laid out in a semi-horizontal fashion. The N: lines is the first letter of the province name, n: lines are the next two. The odd thing here is that Mach uses five-letter abbreviations for tracking provinces -- the three letter abbreviations here are not unique and in fact some repeat (there are three Wes entries for example). Determining which is which can be interesting.
The next lines are the 0:, C:, and H: lines. I need to verify this with some tests on USVT, but if I recall correctly, they represent various sorts of ownership -- that of owning the province, owning the city, and counting the city as a home city. The final line is F:, which I think contains the flags associated with the province and city (famine and such).
After the sections of N: et al, comes a set of lines that are pairs of D: and A: lines. The D: lists the treasury of the power, then 12 more numbers. I assume they have something to do with debt, but haven't out the details yet. The A: line lists the power, then the assasination chits owned by that power. Note that while most of the information in the game data file is visible to all players, the assasination chit data is not.
The next sections are playerlists of the normal sort from dip.master, fairly similar to what you'd find in a normal Diplomacy game. You shouldn't need to mess with them, except perhaps the cash and unit count entries, when directly editing the file. Note that these are the sections which duplicate info in dip.master, so if you want to change them you'll want to notify the JK to modify the appropriate part of dip.master as well putting them back in (the last section [between the "-2" and "-" tags]is the dip.master entry minus the passwords, so how to do that should be obvious once he has the fixed DXXX file).
Bruce Duewer (mailto:[email protected]) |
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