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        <title>ATG and DC:CP Documentation</title>
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        <title>ATG and DC:CP Documentation</title>
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        <dc:date>2016-02-26T18:24:24+00:00</dc:date>
        <title>accept_alliance</title>
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        <description>Accept Alliance

Causes you to be allied with the regime that offered you the alliance.</description>
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        <dc:date>2016-02-26T18:24:24+00:00</dc:date>
        <title>accept_peace</title>
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        <description>Accept Peace

Causes you to end hostilities and get a peacefull relation again with the regime that offered you the peace deal.</description>
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        <dc:date>2010-11-09T12:43:52+00:00</dc:date>
        <title>action_card</title>
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        <description>Action Card

Instances of action card can be held by regimes. Only 1 instance of each card can be held by a single regime.

Properties

PP Cost

The cost for a player to play the card. 0 = free. -1 = unplayable and will be displayed as “N/A”.

Execute Event

The event that will be called when the card is played.</description>
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        <dc:date>2016-02-26T18:24:24+00:00</dc:date>
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        <description>Add Unit

Rulevar 512 can block this order.

The order enables you to add an empty unit on a friendly hex.

The cost for this is rulevar 46 PP for a normal unit and rulevar 47 PP for a HQ.</description>
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        <dc:date>2016-02-26T18:24:24+00:00</dc:date>
        <title>air_recon</title>
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        <description>Air Recon

Any air unit on an airfield support location can execute an air recon mission.

The target hex must be within movement range.

Combat will be initiated for 2 rounds to allow any enemy flak or aircraft to intercept. The ammount of recon given on the hex (and surrounding hexes) will depend on the ammount of opposition encountered. More about this in the Combat section.</description>
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        <dc:date>2016-02-26T18:24:25+00:00</dc:date>
        <title>air_supply</title>
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        <description>Air Supply

Use this operation to get supplies to friendly formations that are isolated from supply. This type of operation is interceptable by enemy fighters within range of the hex you want to focus recon operations on. This kind of intercept only lasts for 2 combat rounds.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:24+00:00</dc:date>
        <title>airstrike</title>
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        <description>Airstrike

After selecting a target hex and participants in the attack an airstrike is started.

Only units with air subformations that have the required AP to reach the target are allowed to join in the attack.

Max 16 units can join in an attack.</description>
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        <dc:date>2011-03-21T12:06:22+00:00</dc:date>
        <title>alliances</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=alliances&amp;rev=1300709182&amp;do=diff</link>
        <description>Alliances

Declaring War

When declaring war, war is also declared on all allies of the regime in question.

Allying

You cannot ally to a regime that is at war with one of your allies. Neither can you ally with a regime while you are at war with one of its allies.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2011-01-12T12:42:52+00:00</dc:date>
        <title>anti_supply</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=anti_supply&amp;rev=1294836172&amp;do=diff</link>
        <description>Anti Supply

Some subformationtypes excert anti supply points. Subformation types have a stat for range they excert anti-supply in. Also they have seperate anti supply stat for sea and land hexes. 

The ammount of AS points that can be excerted is modified by the readiness of a subformation.</description>
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        <dc:date>2016-02-26T18:24:25+00:00</dc:date>
        <title>ap_penalties</title>
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        <description>AP Penalties

Enemy Hex

Moving into a hex that was occupied by the enemy at the start of turn costs you rulevar 323 extra AP.

ZOC

Moving into a hex adjacent to an enemy unit costs 323 extra AP. If doing so while crossing a river, it costs double that ammount.
ZOC points of units you do not see do not give extra movement cost. This is done to not give their presence away.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=artificial_intelligence&amp;rev=1368606249&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-05-15T08:24:09+00:00</dc:date>
        <title>artificial_intelligence</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=artificial_intelligence&amp;rev=1368606249&amp;do=diff</link>
        <description>On the AI

For the sake of transparency this will be a very frank chapter. 

The AI of AT Gold

In game development it is not always possible to do everything you want in the time frame alloted. The is also the case for the making of the gold version of AT. AI development is very time intensive. You might debate that last statement, but it is the case for VR Designs.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=artillery_attack&amp;rev=1288786950&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-03T12:22:30+00:00</dc:date>
        <title>artillery_attack</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=artillery_attack&amp;rev=1288786950&amp;do=diff</link>
        <description>Artillery Attack

After selecting a target hex and participants in the attack an artillery attack is started.

Only units with artillery subformations that have the required range to reach the target and that have at least 10 AP to do 1 combat round are allowed to join in the attack.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=as_penalties&amp;rev=1456511067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:27+00:00</dc:date>
        <title>as_penalties</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=as_penalties&amp;rev=1456511067&amp;do=diff</link>
        <description>AS Penalties

Means Anti-Supply.

Anti-Supply Points

Anti-supply is in the game to reward and reflect the effects of a player having naval and aerial superiority over the seas. It means the player that does not have this superiority will suffer significant losses (or even almost total losses) in anything that has to be transferred over water. Supply travelling over water is susceptible to anti-supply damage. Points that are destroyed by anti-supply will be reported. Anti-supply is a specially-c…</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=at_gold_rules&amp;rev=1297943489&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-17T11:51:29+00:00</dc:date>
        <title>at_gold_rules</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=at_gold_rules&amp;rev=1297943489&amp;do=diff</link>
        <description>page has switched location.

please go here:
at_gold_rules</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=at_gold_rules2&amp;rev=1456511066&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:26+00:00</dc:date>
        <title>at_gold_rules2</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=at_gold_rules2&amp;rev=1456511066&amp;do=diff</link>
        <description>AT Gold Rules</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=blow_bridge&amp;rev=1456511066&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:26+00:00</dc:date>
        <title>blow_bridge</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=blow_bridge&amp;rev=1456511066&amp;do=diff</link>
        <description>Blow Bridge

Rulvar 505 can disable this order for use.

Any unit with a subformation type in it with “blow points” can try to demolish a bridge.

Such a unit also needs at least 50 AP.

Blow Attempt


Units score a random number between 0 and their total “blow points”. Each subformation contributes its blow points to the units total, but subformations with engineer points saved up increase their original blow points by 100% for each saved up round of engineer points.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=blow_location&amp;rev=1456511067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:27+00:00</dc:date>
        <title>blow_location</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=blow_location&amp;rev=1456511067&amp;do=diff</link>
        <description>Blow Location


Rulvar 506 can disable this order for use.

Any unit with a subformation type in it with “blow points” can try to demolish a location. But the location type must not be set to “Invicible”.

Such a unit also needs at least 50 AP.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=bomb&amp;rev=1456511067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:27+00:00</dc:date>
        <title>bomb</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=bomb&amp;rev=1456511067&amp;do=diff</link>
        <description>Bombing Run

After selecting a target hex and participants in the attack a bombing run is started.

Only units with aircraft subformations that have the required AP to reach the target are allowed to join in the attack.

Max 16 units can join in an attack.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=bridge&amp;rev=1456511067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:27+00:00</dc:date>
        <title>bridge</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=bridge&amp;rev=1456511067&amp;do=diff</link>
        <description>Bridge

There is only 1 bridge type.
You can set its graphics and the base EP cost to build it. The EP cost can be modified by RiverType that is being crossed with the bridge. Structural points of a bridge are defined in rulevar 7.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=build&amp;rev=1289732134&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T10:55:34+00:00</dc:date>
        <title>build</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=build&amp;rev=1289732134&amp;do=diff</link>
        <description>Build

Rulevar 504 can disable this option. 

This order will enable a unit in a hex to do different things.

Build a new location if none is present in hex.

Upgrade a location toanother location type if location is present in hex and it has full structural points. A location must have full structural points in order to be considered for upgrading.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=buy_research&amp;rev=1456511068&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:28+00:00</dc:date>
        <title>buy_research</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=buy_research&amp;rev=1456511068&amp;do=diff</link>
        <description>Buy Research

Rulevar 501 can disable research completly.

When you buy a research field and pay its price in either PP or in Resource (regimeslots) points you directly acquire it.

Research fields can be limited to certain peoples and can have different costs in PP/Resource for different peoplegroups of the people of the regime buying the research.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=cardexecs&amp;rev=1402299446&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-06-09T07:37:26+00:00</dc:date>
        <title>cardexecs</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=cardexecs&amp;rev=1402299446&amp;do=diff</link>
        <description>Officer Cards


First of all. Whats important to understand the difference between two type of cards for the officer.


Deck Cards. These are displayed grayed out and cannot be clicked. They can be set to a certain percentage to turn to hand cards at start of turn.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=change_password&amp;rev=1456511068&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:28+00:00</dc:date>
        <title>change_password</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=change_password&amp;rev=1456511068&amp;do=diff</link>
        <description>Change Password

If your playing a game with passwords on and one of the players has dropped out of the game while more then 1 human player remains it will stall the game. Especially in large multiplayer games this is a danger.

The solution for this deadlock is to use the change password order.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=classic_at_rules&amp;rev=1291052518&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-29T17:41:58+00:00</dc:date>
        <title>classic_at_rules</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=classic_at_rules&amp;rev=1291052518&amp;do=diff</link>
        <description>Classic AT Rules


Basicly when you play with the Classic AT Rules you play a game that is almost exactly the same as the original AT. Basicly the Classic.at2 file is the same as the generic.ptmaster file (from AT). There are however a few minor differences.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=combat_calculations&amp;rev=1424422265&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-02-20T08:51:05+00:00</dc:date>
        <title>combat_calculations</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=combat_calculations&amp;rev=1424422265&amp;do=diff</link>
        <description>Combat Calculations


Its a very complicated set of calculations that solves combat. For what its worth... here it goes...

Setup

Individuals

When a unit of for example 40x Infantry goes into combat for the calculations 40 so called individuals go into the battle. Each one keeps is own stats in combat and only at the end of the combat calculations the (surviving) individuals are merged back in their units and the stats averaged out.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=combatlog&amp;rev=1434521903&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-17T06:18:23+00:00</dc:date>
        <title>combatlog</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=combatlog&amp;rev=1434521903&amp;do=diff</link>
        <description>Combat Log Rulevars

In the combat rulevar tab you'll find rulevar 955 and 956 which you should point to empty stringlist IDs without any rows or columns in them. Just empty please.
If you specify one or both of these combat logs will be kept in these specified stringlist.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=dc3&amp;rev=1444639886&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-10-12T08:51:26+00:00</dc:date>
        <title>dc3</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=dc3&amp;rev=1444639886&amp;do=diff</link>
        <description>Decisive Campaigns 3 items

Not sure yet if its a good idea to make a full wiki for Decisive Campaigns. But in the meantime i'll use it to document some new features to the editor.

* Dynamic Messages

* HexLibVar based oil usage

* Officer cards Execs</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=dcx&amp;rev=1546192402&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-12-30T17:53:22+00:00</dc:date>
        <title>dcx</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=dcx&amp;rev=1546192402&amp;do=diff</link>
        <description>Decisive Campaigns : Community Project BETA


Welcome. The Community Project BETA is available for free for:

* Decisive Campaigns : Barbarossa owners 

* Decisive Campaigns : Case Blue owners

* Decisive Campaigns : Warsaw To Paris owners


You can find the download over here: &lt;http://www.vrdesigns.net/community1.php&gt;</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=declare_war&amp;rev=1456511069&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:29+00:00</dc:date>
        <title>declare_war</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=declare_war&amp;rev=1456511069&amp;do=diff</link>
        <description>Declare War

You can declare war on any regime that not has DipBlock set on it.

Declaring war can cost rulevar 818 PP to do.

You can declare war on any regime you are either at peace with or allied with.

Effects

You will also automaticly declare war on all allies of the regime your declaring war on.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=directories&amp;rev=1295010066&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-14T13:01:06+00:00</dc:date>
        <title>directories</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=directories&amp;rev=1295010066&amp;do=diff</link>
        <description>Directories

There are 3 directories that are important and that can be set either in the startup scripts file or in the scenario file.

* System Graphics Directory (must be directory under APP_DIR/graphics)

* Sound Directory (must be directory under APP_DIR/)</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=disband_subformation&amp;rev=1456511070&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:30+00:00</dc:date>
        <title>disband_subformation</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=disband_subformation&amp;rev=1456511070&amp;do=diff</link>
        <description>Disband Subformation

Rulevar 518 can disable this option.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=disband_unit&amp;rev=1288784969&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-03T11:49:29+00:00</dc:date>
        <title>disband_unit</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=disband_unit&amp;rev=1288784969&amp;do=diff</link>
        <description>Disband Unit

Rulevar 518 can disable this option. If a unit is empty and contains no subformations it can be disbanded.

Effects

This will cause the unit to be removed and the regime to receive rulevar 46 PP in case of a normal unit and rulevar 47 PP in case of a HQ being disbanded.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=dynamicmessages&amp;rev=1445256515&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-10-19T12:08:35+00:00</dc:date>
        <title>dynamicmessages</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=dynamicmessages&amp;rev=1445256515&amp;do=diff</link>
        <description>New Message options for DC3

Synopsis: You can use new execs to set a new type of message: The dynamic message. It allows for:

*Additional scripting in the text of the message

Furthermore the following is now possible:

*3-part systemgraphic background for the message</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=engine_rules&amp;rev=1433486709&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-05T06:45:09+00:00</dc:date>
        <title>engine_rules</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=engine_rules&amp;rev=1433486709&amp;do=diff</link>
        <description>Engine Rules


How the AT engine works can be explained in several ways. Only the combination of these types of documentation will give a full picture of how the engine works and how data and rules interact.

Game Pieces

Game pieces are things like units and regimes, but also more data-like structures as landscape types and subformation types.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=entrenchment_increase&amp;rev=1456511070&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:30+00:00</dc:date>
        <title>entrenchment_increase</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=entrenchment_increase&amp;rev=1456511070&amp;do=diff</link>
        <description>Entrenchment Increase


Subformations get the entrenchment growth that their statistic says. Maximized for the maximum entrenchment of the landscape type. 

The maximum entrenchment of the landscape type can be extended by a location in the hex with PictureLT specified. The maximum entrenchment specified in that landscape for the location will be added to the maximum of the landscape of the hex. So for example for a fortification (max entr:100) in a low mountain hex (max entr:200) the max entren…</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=event_pictures&amp;rev=1456511071&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:31+00:00</dc:date>
        <title>event_pictures</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=event_pictures&amp;rev=1456511071&amp;do=diff</link>
        <description>Event Pictures

Very easy. These can be loaded in your scenario and then used by actioncards and messages to be displayed. They can differ on a scenario to scenario basis.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=events&amp;rev=1289741495&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T13:31:35+00:00</dc:date>
        <title>events</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=events&amp;rev=1289741495&amp;do=diff</link>
        <description>Events

Events allow you to script all sort of stuff for scenarios. Also actioncards, random games and hexes can make use of events. As can you use events to script the AI to some extend, especially on the subject of playing action cards. 

From reinforcements, to map changes, to rule changes, almost anything you can think off. This paragraph could be a book on it self. There are over a 100 checks and almost 200 execs, most are self explanatory, and some more difficult ones have descriptions in …</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=experience_increase&amp;rev=1433915253&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-10T05:47:33+00:00</dc:date>
        <title>experience_increase</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=experience_increase&amp;rev=1433915253&amp;do=diff</link>
        <description>Experience Increase

This phase could well be seen as training of the troops.

Training occurs automatically at the start of every turn. Through training, a unit can get rulevar 64 Experience Points a turn, up to a total of (rulevar 63 * 0.5) experience points.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=fuel_exploit_prevention_rules&amp;rev=1456511071&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:31+00:00</dc:date>
        <title>fuel_exploit_prevention_rules</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=fuel_exploit_prevention_rules&amp;rev=1456511071&amp;do=diff</link>
        <description>Fuel Exploit Prevention Rules


The enemy could be tricked in to intercepting with large ammounts of aircraft that way spending a lot of fuel just to maybe catch 1 recon plane. To counter such gamey techniques the following rules are in place:

*No intercepts are attempted if not enough fuel to sustain combat for at least 2 rounds.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=game_flow&amp;rev=1287073769&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-14T16:29:29+00:00</dc:date>
        <title>game_flow</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=game_flow&amp;rev=1287073769&amp;do=diff</link>
        <description>Game Flow


When you configured a scenario for use the game starts when you press the start button. 

The Game Loop Screen is then opened.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=game_loop_screen&amp;rev=1348915525&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-09-29T10:45:25+00:00</dc:date>
        <title>game_loop_screen</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=game_loop_screen&amp;rev=1348915525&amp;do=diff</link>
        <description>Game Loop Screen


The Game loop screen is the first thing that you will see when you start a new game or end the turn of a regime that you are playing.
The Game loop executes a number of steps and at the end of executing all steps for a non-sleeping regime not played by the AI the player can start playing his turn in the Main Screen</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=game_pieces&amp;rev=1289742474&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T13:47:54+00:00</dc:date>
        <title>game_pieces</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=game_pieces&amp;rev=1289742474&amp;do=diff</link>
        <description>Game Pieces


We have to distinguish between game pieces and data structures. All game pieces are also data structures, but not all data structures are game pieces. The data structures have been seperated in two sections, the “advanced” section is mostly interesting to scenario designers only.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=game_variables&amp;rev=1289742421&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T13:47:01+00:00</dc:date>
        <title>game_variables</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=game_variables&amp;rev=1289742421&amp;do=diff</link>
        <description>GameSlots

There are slots for game variables numbered 0-499. You can access them in the editor or use events to set their values.
A game variable is a whole number integer either negative or positive. You can also name each variable, the player can see their name and value if the scenario designer has chosen to make them viewable (can also be made hidden).</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=give_hex&amp;rev=1456511072&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:32+00:00</dc:date>
        <title>give_hex</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=give_hex&amp;rev=1456511072&amp;do=diff</link>
        <description>Give Hex

If you have an ally you can select it and then specify the range of the hexes to be given from the selected hex. For example range 1 will give the selected hex and all neighbours to the specified ally.

Effects

Any locations in the given hexes will have their HQ set to none.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=give_research&amp;rev=1290525243&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-23T15:14:03+00:00</dc:date>
        <title>give_research</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=give_research&amp;rev=1290525243&amp;do=diff</link>
        <description>Give Research

You can share if you chose so to share research with your allies.
Also you will be informed of the research fields your allies have.

Researchfields that cost -1PP cannot be given away. Neither can researchfields that require a researchfield that costs -1PP.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=give_unit&amp;rev=1289035448&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-06T09:24:08+00:00</dc:date>
        <title>give_unit</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=give_unit&amp;rev=1289035448&amp;do=diff</link>
        <description>Give Unit

Rulevar 528 can disable this option. This order is only available if you have any allies. Basicly it allows you to give units to an ally. When you give a HQ you also give all subordinate units.

Effects

The HQ links will be broken and the new owner must embed them in his own OOB in order for them to receive supply.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=groupnames&amp;rev=1456511073&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:33+00:00</dc:date>
        <title>groupnames</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=groupnames&amp;rev=1456511073&amp;do=diff</link>
        <description>Groupnames

Can be specified for a number of things.

0-99

Names for each movetype.

100-199

Names for each landscapetype group

200-299

Names for each peoplegroup

300-399

Names for each itemgroup

400-499

Names for each SFType group

500-599

Names for each loctype group (not used in display to player)</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=helptab&amp;rev=1456511073&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:33+00:00</dc:date>
        <title>helptab</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=helptab&amp;rev=1456511073&amp;do=diff</link>
        <description>Help Tab Sheet

Simple system.
In rulevar(988) you specify the stringlist ID.
Or 0 if you do not want this tab to be active.

Stringlist columns necc

Each row represents a help chapter that can have title, text and video link using a clickable eventpicture.
The following columns need to be present in the specified stringlist.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=hex&amp;rev=1456511074&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:34+00:00</dc:date>
        <title>hex</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=hex&amp;rev=1456511074&amp;do=diff</link>
        <description>Hex

Properties

Landscape Type

A hex has a Landscape Type and sprite# from that LT which determines a lot of movement and combat effects for it.

Roads

A hex can have one and only one Road Type specified for each direction (0=N, 1=NE, 2=SE, 3=S, 4=SW, 5=NW).</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=hexlibvaroiluse&amp;rev=1383045480&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2013-10-29T11:18:00+00:00</dc:date>
        <title>hexlibvaroiluse</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=hexlibvaroiluse&amp;rev=1383045480&amp;do=diff</link>
        <description>HexLibVar-based oil use

This is a new addition that allows a hexLibVar to specify from which regimeslot the oil is taken.

Rulevar(949) can be set to number &gt;0 to activate this rule. When number for example is '1' then the engine will try to find the HexLibVar named “oil1”. When it is set to '123' it will try to find the HexLibVar 'oil123'.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=infra&amp;rev=1287504187&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-19T16:03:07+00:00</dc:date>
        <title>infra</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=infra&amp;rev=1287504187&amp;do=diff</link>
        <description>Build Bridge, Build Road

Rulevar 503 can disable this order for use.

Depending on a river is crossed or not a bridge might be build as well as a road.

The hex you are building into must be friendly.

If rulevar 320 is active bridge building is only allowed if a road is already crossing the river.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=interface_descriptions&amp;rev=1456511074&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:34+00:00</dc:date>
        <title>interface_descriptions</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=interface_descriptions&amp;rev=1456511074&amp;do=diff</link>
        <description>Interface Descriptions

Screens

Walkthroughs through standard screens and windows showing what each element means and what you can press.

Orders

Walkthroughs to executing orders with the interface and what extra info and windows those orders provide.
(for example the air recon order also shows you the intercept range of an air unit)</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=item_type&amp;rev=1456511074&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:34+00:00</dc:date>
        <title>item_type</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=item_type&amp;rev=1456511074&amp;do=diff</link>
        <description>Item Type

Item types can be produced in locations.

Properties

ItemGroup

Is used by Location Types to limit production to certain items.

Gameslot Needed

In order to allow construction of this item certain game variables might be needed to have certain values.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=land_attack&amp;rev=1288786837&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-03T12:20:37+00:00</dc:date>
        <title>land_attack</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=land_attack&amp;rev=1288786837&amp;do=diff</link>
        <description>Land Attack

After selecting a target hex and participants in the attack a land attack is started.

Only units that have the AP to move into the hex are allowed to join in the attack.

Max 16 units can join in an attack.

See Combat Calculations</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=landscape_type&amp;rev=1456511074&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:34+00:00</dc:date>
        <title>landscape_type</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=landscape_type&amp;rev=1456511074&amp;do=diff</link>
        <description>Landscape Type

Every hex on the map has a Landscape Type and Sprite#. Landcape Type is often referred to as LT.

Representational Properties

x64

If you enable this 64 different border sprites will be used by this LT.

Interior Drawing style

If false then we use exterior border drawing style.
If true then interior drawing style.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=load&amp;rev=1287497620&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-19T14:13:40+00:00</dc:date>
        <title>load</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=load&amp;rev=1287497620&amp;do=diff</link>
        <description>Load

Rulevar 507 can disable the load and unload order.

A naval unit can load a land unit. That is a unit without air or navy subformations. 

Only non-HQ units can load other units.

A passenger unit counts as a subformation, a unit already carrying 8 subformations cannot load a passenger.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=location&amp;rev=1456511075&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:35+00:00</dc:date>
        <title>location</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=location&amp;rev=1456511075&amp;do=diff</link>
        <description>Location

A location can be present on a hex.

Properties

Name

The name can be changed by the player at the moment.

Location Type

The type of location dictates a lot of effect. See Location Type

People

What sort of people live or work in the location? Can be important for production options.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=location_type&amp;rev=1293648362&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-29T18:46:02+00:00</dc:date>
        <title>location_type</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=location_type&amp;rev=1293648362&amp;do=diff</link>
        <description>Location Type

Each location on the map belongs to a location type.

Properties

Graphics

The specified sprite# of the specified landscape type# will be used to change the hex too when the location type is constructed.
This can be set to -1 and no landscape of the hex will be changed upon construction or placement.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=log_files&amp;rev=1456511075&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:35+00:00</dc:date>
        <title>log_files</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=log_files&amp;rev=1456511075&amp;do=diff</link>
        <description>Log Files


There is a number of log files that can be generated you might find interesting.

In Game

Pressing 'DEL'-key while being in game will give you the ammount of memory used currently by the GUI and all graphics loaded. It also creates 2 log files. One with all missing systemgraphics and one with a list of all graphics actually loaded.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=main_screen&amp;rev=1456511075&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:35+00:00</dc:date>
        <title>main_screen</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=main_screen&amp;rev=1456511075&amp;do=diff</link>
        <description>Main Screen

This is the first screen you see after you entered your turn in the game loop screen and clicked through any reports or messages there. It is the screen in which you can inspect the map and units and give a number of orders. In some cases subwindows or other screens are opened, but that doesnt matter much from the flow perspective in studying the rules.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=map&amp;rev=1456511075&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:35+00:00</dc:date>
        <title>map</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=map&amp;rev=1456511075&amp;do=diff</link>
        <description>Map

At the moment there is only 1 map. All Hex are on this map.

Properties

Width

Height

Maploop

Map loop can be on or off. If maploop is on the width of the map must be an uneven number like 1,3,5,etc.. So that it can loop nicely. With maploop the hexes at X=0 connect with the hexes at X=Width.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=masterfile&amp;rev=1295258243&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-17T09:57:23+00:00</dc:date>
        <title>masterfile</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=masterfile&amp;rev=1295258243&amp;do=diff</link>
        <description>Masterfile

A scenario can have a masterfile specified. If it has it will be loaded everytime the scenario is loaded. This way you can keep a number of scenarios keeping to the same rules while only having to update the masterfile.

The masterfile is just the filename, not its path. It is first looked for in the same directory as the scenario, and if it is not found there it is looked for in the “scenarios directory” as specified by the startup script.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=max_scenario_size&amp;rev=1295708419&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-22T15:00:19+00:00</dc:date>
        <title>max_scenario_size</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=max_scenario_size&amp;rev=1295708419&amp;do=diff</link>
        <description>Maximum Scenario Size Recommendations

The AT Gold engine is not limited in any way, however you should not make scenarios that each to much RAM. It can cause all sort of memory problems.

Basicly you are safe when map:

-stays below 20.000 hexes

-does not use more then 10 regimes if on 10-20.000 hex+ map.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=morale_increase&amp;rev=1305016295&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-05-10T08:31:35+00:00</dc:date>
        <title>morale_increase</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=morale_increase&amp;rev=1305016295&amp;do=diff</link>
        <description>Morale Increase


Morale will recover automatically, going up by rulevar 65 (0.15= 15%) of its Base Morale per turn. 
But this is assuming the subformations Readiness is at 100; the lower the Readiness, the slower the Morale will recover. 

The recovery is increased by 141 for having full staff within HQ power range.
The recovery is further increased by the experience of the staff and the StaffMoraleMod of the staff subformations.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=move&amp;rev=1288879103&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-04T13:58:23+00:00</dc:date>
        <title>move</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=move&amp;rev=1288879103&amp;do=diff</link>
        <description>Move Order


Each Subformation Type has a movement type. This movement type has move costs for each landscape, each road type and each river type.
These can differ per scenario of course.

Rules

Moving a subformation from one hex to a neighbouring hex is subject to the following rules:</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=nato_pictures&amp;rev=1295008176&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-14T12:29:36+00:00</dc:date>
        <title>nato_pictures</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=nato_pictures&amp;rev=1295008176&amp;do=diff</link>
        <description>Nato Pictures

Nato pictures cannot be referred too in the editor, they must be specified in the systemgraphics directory in the natocounters directory. Any pictures present there named 1.png, 2.png .... 999.png will be automaticly loaded.

If you do not want to overwrite the existing default natocounters then make your scenario use a different systemgraphics directory and make a natocounters directory in there.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=offer_alliance&amp;rev=1456511076&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:36+00:00</dc:date>
        <title>offer_alliance</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=offer_alliance&amp;rev=1456511076&amp;do=diff</link>
        <description>Offer Alliance

Basicly this order just extends a hand to a regime you are at peace with. You cannot give this offer to a regime you are at war with, you'll first have to make peace. Its up to the other to accept or decline. Its also possible to retract the standing offer at any time in your turn.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=offer_peace&amp;rev=1288791280&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-03T13:34:40+00:00</dc:date>
        <title>offer_peace</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=offer_peace&amp;rev=1288791280&amp;do=diff</link>
        <description>Offer Peace

Basicly this order just extends a hand to a regime you are at war with. Its up to the other to accept or decline. Its also possible to retract the standing offer at any time in your turn.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=orders&amp;rev=1401613222&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-06-01T09:00:22+00:00</dc:date>
        <title>orders</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=orders&amp;rev=1401613222&amp;do=diff</link>
        <description>Orders


Orders can be given to units, locations, hexes and in general.

Unit Orders


* Move

* Transfer

* Strategic Transfer

* Set HQ

* Paradrop ( and Airlift )

* Air Supply

* Load

* Unload

* Air Recon

* Blow Bridge

* Blow Location

* Infra (build road, build bridge)</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=overview&amp;rev=1296300201&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-29T11:23:21+00:00</dc:date>
        <title>overview</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=overview&amp;rev=1296300201&amp;do=diff</link>
        <description>Overview

Advanced Tactics Gold is not just one game, its a wargame construction set. It can do random 4X games, operational and strategic games. Even roman era or space exploration games. The imagination of scenario designers is basicly the limit of what the game can do.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=package_atzip&amp;rev=1456511077&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:37+00:00</dc:date>
        <title>package_atzip</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=package_atzip&amp;rev=1456511077&amp;do=diff</link>
        <description>Package AT ZIP


You can find the auto ZIP packager in the editor.

The procedure is quite simple.

1. Load the scenario you want to package. We need to load it so that the editor knows which graphics are being used by the scenario.

2. Go to settings =&gt; package Atzip</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=paradrop&amp;rev=1456511077&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:37+00:00</dc:date>
        <title>paradrop</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=paradrop&amp;rev=1456511077&amp;do=diff</link>
        <description>Paradrop and Airlift

The difference is that with paradrop the air units need to return to their base and with airlift the airunit will land in the target hex and thus be able to double their range.

However airlifts can only be executed by flying towards a friendly airbase, paradrops can be executed on any hex.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=people&amp;rev=1289477235&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-11T12:07:15+00:00</dc:date>
        <title>people</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=people&amp;rev=1289477235&amp;do=diff</link>
        <description>People

Subformations, Regimes and locations all have a people set.

Properties

PeopleGroup

ItemTypes and LocationTypes use the peoplegroup setting to limit production.

RegimeCol

When specified this people always uses the colors of specified regime in unit counters that are mainly filled with subformations of this people.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=play_action_card&amp;rev=1288792436&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-03T13:53:56+00:00</dc:date>
        <title>play_action_card</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=play_action_card&amp;rev=1288792436&amp;do=diff</link>
        <description>Play Action Card

Rulevar 502 can disable use of action cards completly.

Each regime can have a number of action cards. Actioncards can require a certain number of PP the regime must have in order to play the card. 

Further Input

Some cards require the player to select a unit or a hex before they are executed.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=production&amp;rev=1287151088&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-15T13:58:08+00:00</dc:date>
        <title>production</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=production&amp;rev=1287151088&amp;do=diff</link>
        <description>Production


In the production phase all locations attempt to deliver their production to their HQs.

If rulevar 312 is active then production can only arrive in a HQ in the same hex.

if rulevar 513 is active the Set Production and Set Production HQ orders will be removed from game.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=readiness_increase&amp;rev=1456511078&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:38+00:00</dc:date>
        <title>readiness_increase</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=readiness_increase&amp;rev=1456511078&amp;do=diff</link>
        <description>Readiness Increase &amp; Supply Consumption


After supplies have been delivered over the supply network all units consume supply in order to keep or raise readiness. Troops consume 50% their supply requirements to not lose readiness. Max readiness loss if no supply to consume is a percentage of rulevar 61 and also their supply consume setting is set to the percentage of this basic upkeep need that was provided. No supply at all will the result in a Supply Consume stat for the unit of 0. Making it v…</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=recon_and_zoc&amp;rev=1287147222&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-15T12:53:42+00:00</dc:date>
        <title>recon_and_zoc</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=recon_and_zoc&amp;rev=1287147222&amp;do=diff</link>
        <description>Recon and Zoc

Units excerth both. Values they excert on hexes is checked after movement,combat and at start of turn.

Recon

A unit’s Recon value on its own and neighboring hexes is equal to its Recon Points.

The recon values are cumulative, so more troops means more recon.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=regime&amp;rev=1456511078&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:38+00:00</dc:date>
        <title>regime</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=regime&amp;rev=1456511078&amp;do=diff</link>
        <description>Regime

Usually each player plays 1 regime, but there are also a lot of scenarios where a players is supposed to play multiple regimes.

Properties

Base Morale

This determines together with People base morale the maximum natural morale growth level of troops under this regime.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=regimeslot_names&amp;rev=1456511079&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:39+00:00</dc:date>
        <title>regimeslot_names</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=regimeslot_names&amp;rev=1456511079&amp;do=diff</link>
        <description>RegimeSlots

Are like gameslots (aka Game variables). Only they are kept on a regime level. Each regime has 0-499 slots in which you can input a value in the editor or later through events. Each regimeslot also has a name like the gameslots, but the name of each regimeslot is the same for each regime.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=research&amp;rev=1456511079&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:39+00:00</dc:date>
        <title>research</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=research&amp;rev=1456511079&amp;do=diff</link>
        <description>Research Fields

A research field can be known by a regime. It can be needed in order to allow the construction of certain locationtypes or itemtypes.

Properties

SFTypeNr Sprite

A researchfield is represented in AT Gold as an actioncard. The picture used by the specified SFTypeNr will be put on the card. It will keep in mind possible extra graphic setting of the regime to display the correct picture in the extra graphics list of the SFType.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=river_type&amp;rev=1456511079&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:39+00:00</dc:date>
        <title>river_type</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=river_type&amp;rev=1456511079&amp;do=diff</link>
        <description>River Type

Properties

BridgeCost Mod

Used to modify the cost of bridging such a river type. The base cost is specified in bridge.

Sprites

You can use 6 sprites for each direction one or 64 sprites (just as with the landscape x64 borders)

Move over river penalties

If no bridge is present over the river the following AP penalties will be added for any move type attempting to cross it.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=road_type&amp;rev=1456511079&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:39+00:00</dc:date>
        <title>road_type</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=road_type&amp;rev=1456511079&amp;do=diff</link>
        <description>Road Type

Each hex can have a different roadtype in each of 6 directions. But only 1 roadtype per direction.

Properties

Sprites

Can be set to 6 sprites or x64 sprites like with landscape type borders.

MoveCost

RoadType movecost overrules the landscape type movecost for land theater SFTypes.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=scenario_rules&amp;rev=1297943364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-17T11:49:24+00:00</dc:date>
        <title>scenario_rules</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=scenario_rules&amp;rev=1297943364&amp;do=diff</link>
        <description>Scenario Rules


It is important to realise that the rules of the game you are playing can vary widely on a scenario to scenario basis. 
The new base scenarios that come with AT Gold are all using either the AT Gold Rules or the Classic AT Rules.

Generic.at2

The generic.at2 masterfile rules. Or short the AT Gold Rules. Is used by:</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=scenario_settings&amp;rev=1289746362&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T14:52:42+00:00</dc:date>
        <title>scenario_settings</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=scenario_settings&amp;rev=1289746362&amp;do=diff</link>
        <description>Scenario Settings

There is a number of general scenario settings.

Properties

LoadPass,EditPass

You can set passwords to prevent loading or editing by others.

Master

The masterfile.

ResCostMod

Used to change the costs of all research with 1 variable.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=sea_attack&amp;rev=1456511080&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:40+00:00</dc:date>
        <title>sea_attack</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=sea_attack&amp;rev=1456511080&amp;do=diff</link>
        <description>Sea Attack

After selecting a target hex and participants in the attack a sea attack is started.

Only units with can move into the target hex can join in the attack. 

Max 16 units can join in an attack.

See Combat Calculations</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=send_message&amp;rev=1456511080&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:40+00:00</dc:date>
        <title>send_message</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=send_message&amp;rev=1456511080&amp;do=diff</link>
        <description>Send Message

This is not strictly a game order, but it is an order nonetheless. You can send messages to other players using it. It might be more convenient to immediatly type something to another player when playing PBEM then to hold the thought or switch to your email programm.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=set_hq&amp;rev=1299410969&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-03-06T11:29:29+00:00</dc:date>
        <title>set_hq</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=set_hq&amp;rev=1299410969&amp;do=diff</link>
        <description>Set HQ


This order can be disabled by activating rulevar 521.

If rulevar 814 is active no effects are caused by changing HQ. If not the following negative effects occur:

When leadership changes units get confused. The readiness of the unit who's HQ is changed is multiplied with rulevar 48 (0.5 = means rdn will be halved). If unit had no HQ before the assignment took place there will be no readiness penalty.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=set_production&amp;rev=1456511080&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:40+00:00</dc:date>
        <title>set_production</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=set_production&amp;rev=1456511080&amp;do=diff</link>
        <description>Set Production

Some locations can be set to produce itemtypes. If a location can be set to produce anything depends on if the location is owned by the current player and the locationtype of the location has production points and if there are itemtypes that conform to the following:</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=set_production_hq&amp;rev=1290592972&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-24T10:02:52+00:00</dc:date>
        <title>set_production_hq</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=set_production_hq&amp;rev=1290592972&amp;do=diff</link>
        <description>Set Production HQ

Causes the location to try to deliver the production to a different HQ next production phase in the gameloop.
If you want to set the HQ of a location to none, this can be use-full in preventing location with autoproduction to deliver their goods.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=shore_bombardment&amp;rev=1456511080&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:40+00:00</dc:date>
        <title>shore_bombardment</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=shore_bombardment&amp;rev=1456511080&amp;do=diff</link>
        <description>Shore Bombardment

After selecting a land target hex and participants in the attack a land attack is started.

Only units with naval artillery subformations that have the required range to reach the target and that have at least 10 AP to do 1 combat round are allowed to join in the attack.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=small_normal_and_big_graphics&amp;rev=1456511080&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:40+00:00</dc:date>
        <title>small_normal_and_big_graphics</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=small_normal_and_big_graphics&amp;rev=1456511080&amp;do=diff</link>
        <description>Big and small graphics


In AT Gold 2 zoom modes have been added. This means that all hex based graphics, system graphics as well as scenario dependend graphics, now not only exist in regular 64×48 mode but also in 32×24 and 128×96.

If your loading an older scenario these different sized graphics will be created on the fly. On some computer this may take some time. This however ensures that the older scenario packs including their graphics stay fully compatible with AT Gold.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=staff&amp;rev=1456511081&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:41+00:00</dc:date>
        <title>staff</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=staff&amp;rev=1456511081&amp;do=diff</link>
        <description>Staff


SF Types with staff points should be used in HQs where they can provide command and control over troops in the form of combat and morale bonusses to regular units. 
Keep in mind that the bonusses only apply to non-HQ units under direct command of the HQ and not to the HQ unit itself or any subordinate HQs.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=start&amp;rev=1398197476&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-04-22T20:11:16+00:00</dc:date>
        <title>start</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=start&amp;rev=1398197476&amp;do=diff</link>
        <description>Advanced Tactics Gold Closed Wiki

A limited number of users can make changes to this section of the wiki.

* Overview &amp; AT design plans

* Engine rules

* Scenario Rules

* Tutorials

* Faq

Ideas in Progress


* Editor Manual

Advanced Tactics Gold Public Wiki Area

The following 2 areas are open for anybody to add or change. (Just press login button and then register)</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=startup_scripts&amp;rev=1301219418&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-03-27T09:50:18+00:00</dc:date>
        <title>startup_scripts</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=startup_scripts&amp;rev=1301219418&amp;do=diff</link>
        <description>Startup Scripts


The standard startup script looked for by AT is the file named “defaultmod.txt”, however you can add other such startup files in the mod/ directory.
If other startupfiles are present the player will be allowed which one to use to startup the game.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=strategic_transfer&amp;rev=1304410192&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-05-03T08:09:52+00:00</dc:date>
        <title>strategic_transfer</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=strategic_transfer&amp;rev=1304410192&amp;do=diff</link>
        <description>Strategic Transfer

Can be disabled completly by rulevar 520.

Otherwise strategic transfer works more or less the same as a regular transfer. Please read up on this here: transfer. Only now a whole unit is transferred from one hex to another instead of subformation from one unit to another.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=stringlists&amp;rev=1289742960&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T13:56:00+00:00</dc:date>
        <title>stringlists</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=stringlists&amp;rev=1289742960&amp;do=diff</link>
        <description>Stringlists

This is a new data format that has been added in the change from AT to AT Gold. It allows the scenario designer to create tabular spreadsheet like tables with rows and columns with unique ID numbers. 

They can be imported or exported too text files.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=stringliststats&amp;rev=1434531204&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-06-17T08:53:24+00:00</dc:date>
        <title>stringliststats</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=stringliststats&amp;rev=1434531204&amp;do=diff</link>
        <description>Stringlist Statistics

There might be cases where a lot of extra custom statistics are necessary.

The current rulevar based system with 3 extra statistics slots is rather limited and in a way hard to use.

Thats why I am introducing the stringlist based statistics.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=subformation&amp;rev=1289465299&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-11T08:48:19+00:00</dc:date>
        <title>subformation</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=subformation&amp;rev=1289465299&amp;do=diff</link>
        <description>Subformation

Subformations only exist inside units. For each unique combination of:

* Subformationtype

* People

* MoveType

There is a seperate subformation present in a unit.

Properties

Action Points

Also referred to as AP often. Its important to realise that the unit has no AP stat or for that many a number of others like RDN,MOR. The unit displays them in the game interface but basicly you are just looking there at averages or lowest subformation scores of that stat. You can see the un…</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=subformation_type&amp;rev=1293455284&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-27T13:08:04+00:00</dc:date>
        <title>subformation_type</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=subformation_type&amp;rev=1293455284&amp;do=diff</link>
        <description>Subformation Type

This must be the largest data structure of them all. It allows you to define troop types and equipment, collectivly know as Subformation types or SFTypes.

Properties

Move Type

Move type names are defined in groupnames. You can assign a value of 0-99 here. The move type the type has dictates the AP used for Landscape Type, Road Types and River Type in movement and such.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=subformationtype_models&amp;rev=1401724084&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-06-02T15:48:04+00:00</dc:date>
        <title>subformationtype_models</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=subformationtype_models&amp;rev=1401724084&amp;do=diff</link>
        <description>Subformationtype Models

Rulevar 534 has to be set to enable Subformationtype models. But it is not just a switch of this rulesvar. There have to be  models created in the scenario you are using, like version 2 of the New Dawn ruleset (to be released somewhere in june 2014).</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=supply_system&amp;rev=1287498325&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-19T14:25:25+00:00</dc:date>
        <title>supply_system</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=supply_system&amp;rev=1287498325&amp;do=diff</link>
        <description>Supply System


Supply flows from highest HQs to lower HQs and to normal units. 

The AP cost between receiving unit/HQ and sending HQ are calculated using the movement type in rulevar 99.
If the distance from the original source to the target unit is more then rulevar 51 AP only 25% of supplies requested can be delivered. If more then rulevar 52 only 50% will arrive, if more then rulevar 53 only 75% will arrive, if more then rulevar 3 0% will arrive.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=surrender&amp;rev=1456511082&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:42+00:00</dc:date>
        <title>surrender</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=surrender&amp;rev=1456511082&amp;do=diff</link>
        <description>Surrender

Upon surrender there are 3 options.

1. You are the only human player. An AI player will be declared the victor.

2. There is 1 other human player. He will be declared the victor. Your regime will be put to sleep.

3. There are 2 or more other human players. No victor will be declared due to your action. Your regime will be dissolved and all territory it occupied made neutral.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=tables_of_organisation_and_equipment&amp;rev=1437318986&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-07-19T15:16:26+00:00</dc:date>
        <title>tables_of_organisation_and_equipment</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=tables_of_organisation_and_equipment&amp;rev=1437318986&amp;do=diff</link>
        <description>What are TOE's and auto-reinforcement

Feature first added in version 3 of New Dawn (ATG 220g).

It enables the player to prevent micro management while at the same time benefiting from some extra immersion.

TOE's can be created in the TOE Model Designer (one of the right buttons)</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=topics&amp;rev=1456511083&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-26T18:24:43+00:00</dc:date>
        <title>topics</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=topics&amp;rev=1456511083&amp;do=diff</link>
        <description>Topics


A lot of rules interact closely and can form spidery webs of interdependence. To understand some key concepts to the game its better to discuss it topically then spread out over a big number of paragraphs.

The following topics are very important:</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=transfer&amp;rev=1289725996&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T09:13:16+00:00</dc:date>
        <title>transfer</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=transfer&amp;rev=1289725996&amp;do=diff</link>
        <description>Transfer

The transfer always is handled 1 subformation type at a time. 

Transfer can be done on “own movement” or by using the transfer capacity points (land/navy/rail) of the sending or receiving HQ. If no HQ is involved in a transfer from one unit to another only “own movement” is possible.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=unit&amp;rev=1289296338&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-09T09:52:18+00:00</dc:date>
        <title>unit</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=unit&amp;rev=1289296338&amp;do=diff</link>
        <description>Unit

A unit starts as an empty box but can be filled with Subformation.

Properties

Transfer Capacity Points

HQ units keep track of transfer capacity points for land, sea and rail.

Supply Points

Supply points are kept track of on a unit level. Keep in mind if there is more supply points then troops that auto-carry it or transport-carry it the unit will move at speed of supply.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=unload&amp;rev=1289292953&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-09T08:55:53+00:00</dc:date>
        <title>unload</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=unload&amp;rev=1289292953&amp;do=diff</link>
        <description>Unload

This order can be disabled for use by rulevar 507

Only a unit with passengers onboard can unload.

Only a passenger unit with more then 0 AP can be unloaded. Unless you are attempting to unload while the cargo ship is in a port.

You can unload a unit in the harbour hex the naval unit is present in or if the naval unit is at sea at any neighbouring land hex with a landscape type that support amphibious landings.</description>
    </item>
    <item rdf:about="https://vrdesigns.net/atwiki/doku.php?id=upgrade_subformation&amp;rev=1289732153&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-11-14T10:55:53+00:00</dc:date>
        <title>upgrade_subformation</title>
        <link>https://vrdesigns.net/atwiki/doku.php?id=upgrade_subformation&amp;rev=1289732153&amp;do=diff</link>
        <description>Upgrade Subformation

This order enables you to upgrade part or all of a single subformation of a unit to be upgraded to a different subformation. (There is also a mass upgrade option available in the OOB/Supply statistics screen in AT Gold)

To do such an upgrade the subformation must comply to the following:</description>
    </item>
</rdf:RDF>
