← Projects

Lord Monarch Online: how the original game’s rules work

Conventions:

Time

Movement

Bases

Let k be the number of a base’s 8 surrounding tiles that are its kingdom’s territory. Each time the sweep passes the base:

  1. Its population grows by k + 1.

  2. Once the population reaches (k + 1) × 16, the base claims one neighbouring tile:

    • the first empty, plain neighbour if there is one;
    • otherwise, the first neighbour that is another kingdom’s territory, which it takes over.

    At that moment the population is also capped at 255.

  3. The base releases a unit only if nothing could be claimed, or its population is still 200 or more after claiming. When it releases:

    • if a friendly unit is standing on the base, that unit absorbs the population (units cap at 100,000);
    • otherwise a new unit appears with strength = population − 1;
    • either way, the base drops to a population of 1.
  4. New units start on “auto”. For the player, they start on the player’s chosen default order, which is “auto” at the start.

Consequences:

Tax

Tax is collected when the sweep reaches a kingdom’s castle, so once per pass, about every 8 days.

Upkeep and attrition

Every unit, once per tick:

Notes:

Combat

Fights are an exchange of damage, not “the weaker unit dies”. Each tick a unit pushes into an enemy unit, both sides deal damage based on their own strength:

SituationAttacker dealsDefender deals back
Open groundattacker ÷ 8, + 1defender ÷ 16, + 1
Defender stands on a castleattacker ÷ 8, + 1defender ÷ 8, + 1
Attacker stands on a castleattacker ÷ 4, + 1nothing

Attacking a base: a straight 1-for-1 trade. The attacker loses the smaller of its own strength and the base’s population, and the base loses the same amount. A base that reaches 0 becomes plain land, and the attacker keeps whatever it has left.

Treading on enemy territory: any unit, monsters included, standing on another kingdom’s territory (not an ally’s) turns that tile back into plain land.

Merging: a unit moving onto a friendly unit of its own kingdom merges with it.

The leader

Orders and their numbers

Each job is done on a tile next to the unit and advances once per tick. Every map tile starts the game with a value of 100. Clearing, bridging, and building a barricade on open land all have to wear that 100 down first.

OrderProgress per tickCost and notes
Build baseinstant100 funds. Uses min(n, 200) troops. The new base starts at half of that + 1 (at most 101). Not allowed on a tile touching your own or an ally’s base
Clear land (forest/wasteland)n ÷ 2 off the tile’s 100Free. A unit of 200+ clears a tile in one tick
Build a bridge over watern ÷ 16 points30 funds per point. A water tile needs 101 points, so 3,030 funds
Repair a broken bridgen ÷ 16 points2 funds per point. See below
Break a bridgen ÷ 32 off its durabilityFree. Kills any unit standing on the bridge
Build or reinforce a barricaden ÷ 16 points1 fund per 4 points; leftovers below 4 are free, so units under 64 build for free. Maximum durability 255
Remove a barricaden ÷ 32Free
Seal a caven ÷ 8 off the cave’s spawn counter (0–254)Free. Only while nothing stands on the cave. A sealed cave becomes rock

Bridges in detail:

Values for the tribute’s constants:

Caves and monsters

Auto units and the computer AI

This covers every unit on “auto”: all of a computer kingdom’s units, plus the player’s auto units.

What an auto unit does each tick

  1. Upkeep or attrition. If the unit dies, that’s it.

  2. Change sides if its kingdom has just fallen (see “The leader”).

  3. Tread out enemy territory it’s standing on.

  4. Computer units only — avoid danger. If a stronger enemy is directly north, south, east or west and is idle or facing this way, the unit steps to a safe neighbouring tile.

  5. If it’s standing on an enemy castle, it stops and holds there.

  6. If it has no route planned:

    • it attacks an enemy directly beside it, if there is one;
    • otherwise it works on its current job.

    When the job is finished, impossible, or there isn’t one, it looks for a new one:

    • First, close by. It looks up to 2 tiles north, south, east and west, but not past an impassable tile. It takes the first thing it finds, in this priority:
      1. a cave → seal it;
      2. an enemy base → attack it;
      3. a place to build a base → build. Needs 100 funds. The tile must be plain land or territory, not touching its own or an ally’s base, and not dangerous.
      4. forest/wasteland → clear it. Only units of 100+, or units following a player order.
      5. a barricade → remove it (computer kingdoms only);
      6. one of its own bases → go there.
    • Then, far away, but only if the unit gets a planning turn (below).
  7. If it has a route, it moves one tile. Any auto unit, the player’s included, sidesteps a stronger enemy coming straight at it.

Long-range planning

Computer kingdoms try these in order; the first one that works is taken:

  1. Cut off the enemy leader. If an enemy leader has been sent away from home and has been seen crossing a bridge, go and break that bridge. In practice only the human player’s leader gets sent away.

  2. Rally to their own leader when it has called for help, then hold beside it.

  3. Hunt the nearest enemy leader. Only units over 1,000 do this, so the tribute’s MarchStrength = 1,000 guess was right for this purpose. With S = the unit’s strength and L = the leader’s:

    Enemy leaderStrengthWhat the unit does
    At homeS ≥ 3LAttack it
    At home0.75L < S < 3LCamp just outside its gate. Once camped, it attacks when S > 3L
    At homeS ≤ 0.75LLeave it alone
    AwayS ≥ LChase it
    AwayS < LGo and occupy its empty castle
  4. A random roll, 0–99:

    • 90–99: go for an objective:

      • the nearest job (as in 5 below); or, failing that,
      • the nearest barricade to remove; or
      • the nearest broken bridge to repair, if it’s more than 20 tiles closer than the barricade. Bridge repair needs 500+ funds, and is skipped if any unit beside the bridge is over 4,096 or over a quarter of this unit’s strength. That’s the real rule behind the fan lore “4,096+ makes a bridge uncrossable”.

      If none of these works, join a camp (6), then go home (7).

    • 81–89: random expansion. With 100+ funds, try up to 16 random plain tiles anywhere as base sites. If that fails, carry on with 5.

    • 0–80: carry on with 5.

Every auto unit, the player’s included:

  1. Nearest job. Go to the closest reachable tile of any of these kinds:

    • a cave → seal;
    • a base site (plain land or territory, legal spacing; only with 100+ funds) → build;
    • forest/wasteland → clear;
    • an enemy base → attack.

    Caves count at their true distance and everything else at distance + 8, so caves win ties by 8 tiles.

  2. Join a camp: merge into the nearest stronger friendly unit that is holding position, if the total stays under 100,000.

  3. Go home: walk to the nearest own base and hold there.

For the tribute’s constants:

Player-ordered units

Computer leaders

Computer leaders mostly stay at home.

Alliances