NAME
dukedom - The classic big iron game of land management
SYNOPSIS
$ dukedom
DESCRIPTION
From Wikipedia, the free encyclopedia:
Dukedom is a turn-based strategy computer game about land management and
was created as an expanded version of Hamurabi.
GAMEPLAY
Again, from Wikipedia, the free encyclopedia:
You are one of several Dukes chosen by the High King to help run the
Kingdom. Your Duchy is not in the best of shape, and your job is to build
up its population, land holdings, and grain reserves. Your secret ambition
is to become powerful enough to overthrow the High King.
The game will require a number of different inputs. They will require either a "Yes/No" or a number which can be "0" and a positive integer.
There will usually be a default answer supplied in brackets.
- Grain for food
-
This is asking for a number specifying how grain will be used for food. Some number of peasants will starve if each one is not given at least 13 HL of grain. They will possibly rise up and revolt if they are offered obvious starvation rations.
That being said, their morale will rise if given extra food (up to a point). This can affect the outcome of wars.
For convienence, any number less than 100 is assumed to be how much grain to supply per peasant rather than the total amount to be used.
- Land to buy
-
It is essential to have enough land available to plant crops to feed the population, pay expenses and pay the royal tax. Other than capturing land through war with neighboring dukedoms, the only way to gain more mand is to buy it.
Of course, if one buys too much, then there will be too little grain left to use for seed.
- Land to sell
-
One can on occassion find themselves with more land than is needed and wish to avoid the expense of paying taxes on it. Also, one might also find that more grain (currency) is needed to ensure there is enough available for some other immediate need.
Or one is simply engaging in market speculation and building up reserves after buying excess land at a more reasonable price.
For whatever reason, one can specify the amount of land to sell if one has not already purchased land in the same turn. This question will not appear if that is the case.
- Land to plant
-
Grain production is how one acquires wealth, other than winning wars. This requres a numeric response specifying how much of the land should be used for crops.
There is a limit to how many HA one peasant can plant. There is also a minimum for how much grain is required for seed for each HA of land. These two factors combined place a maximum limit on how much land can be planted each year.
Also, the land's productivity decreases by 20% of it's original capacity each year it is used. This means that some land must be allowed to "lie fallow" in order to regain lost capacity.
- The High King requires peasants for his estates and mines.
-
This is asking if you will supply the requested number of peasants for the King's levy (a "Y" response) or pay some specifired amount of grain in exchange (indicated by a "n" response).
There is no advantage or penalty for answering either way at this time other than how it affects capacity to plant land or grain resources.
- A nearby Duke threatens war; Will you attack first?
-
Pretty obvious, you are inspiring the envy of your neighbors.
If you attack first, you might force peace through negotions. However, should your attack fail, you will stil be required to hire mercenaries to help you.
It should be pointed out that the High King will not attack you unless you become overly successful in war with your neighbors. (And you cannot become High King yourself unless the High King attacks you.)
- Hire how many mercenaries at 40 HL each?
-
Either your first strike failed or you elected to wait for your neighbor to attack. In either event, you now need help to defend yourself.
The hiring of mercenaries will improve your chances of winning the coming battle. (As will the morale of your peasants.)
- The King demands twice the royal tax in the hope of provoking war
-
Now you've done it, the High King is royally pissed!
You can either elect to pay double the normal taxes (a 'Y' response) in hopes of placating him or refuse and face certain war.
There are also a number of informational messages that might appear. They should be self-explanatory (and somewhat disturbing) and do not require a response.
SEE ALSO
Games::Dukedom, Games::Dukedom::Signal
This package is based on the logic found in this C code, which appears to have been derived from an older source written in Basic:
https://github.com/caryo/Dukedom/blob/master/imports/dukedom.c
A good description of the goals of the game and how to play is here:
http://dukedomsbv.codeplex.com/documentation?
and here:
http://www.atariarchives.org/bigcomputergames/showpage.php?page=11
BUGS
Seriously? Look at the version number.
AUTHOR
Jim Bacon, <jim@nortx.com>
COPYRIGHT AND LICENSE
Copyright (C) 2014 by Jim Bacon
This library is free software; you can redistribute it and/or modify it under the same terms as Perl itself, either Perl version 5.8 or, at your option, any later version of Perl 5 you may have available.
1 POD Error
The following errors were encountered while parsing the POD:
- Around line 234:
Unterminated L<...> sequence