کتاب ایجنتستان

The Book of Agentistan

wherein is set down how the world goes on by itself, what every sign upon its maps signifies, and how a commander may fight the wars of history again, and do better than history did

Chapter the First

Of the two halves of the world

Know, reader, that Agentistan is made of two halves. In the first, the Old World of the year 1200 goes on by itself, and no hand but the machine’s is on it. In the second, the great wars of history wait to be fought again, and you take the part of the one who fought them.

The Watch

The living world of 1200: 117 real realms and their rulers, from Castile to the Song, played entirely by AI and the rules.

  • A month passes every two hours, so a year passes in a day.
  • Nobody plays it, and everyone sees the same history.
  • Scroll back through everything that has happened.
Watch the world

The Campaigns

Short historical wars, in the order they happened. You play the person who fought each one, with the goal they had.

  • The AI plays every other side.
  • You command by speaking to your council in plain words.
  • At the end you are judged against what really happened.
Choose a war
Chapter the Second

Of the Watch, and how the world goes on

In the year 1200 the world was wide and full of kings. Temujin had not yet been named Genghis Khan, the Khwarazmshah ruled from the Caspian to the Hindu Kush, and Venice was dreaming of Constantinople. From that moment the Watch lets the world go on, and history need not go the way it went.

A city of 1200 in its golden age
A city in its golden age, around the year 1200.

Each realm has a ruler, an heir, a treasury, armies, and provinces with walls, wealth and loyalty. Every month the rules play out what follows from that. Armies march and fight battles that can last for months, towns starve under siege, harvests fail, plague spreads along the roads, rulers die and heirs quarrel. Provinces with little loyalty revolt and can found new kingdoms.

The AI acts as the realms’ statesmen. Each month it sets the course of a group of kingdoms: the great powers often, the small ones in turn, so every realm gets its plan regularly. It chooses whom to fight, whom to marry, whom to make peace with, and where to build. The rules then carry the plan out, and they alone decide what happens. That is why every visitor sees the same world.

There is no religion in the Watch. Its realms are judged by what they do, not by what they believe.

Chapter the Third

Of the signs upon the map of the world

The map is drawn as the old cartographers drew it, in ink and colour on parchment. Every sign on it has a meaning, and you can click any of them for its story.

Realms and their seats

A realm and its borderEach realm’s lands are washed in its colour. A heavy line is a border between realms; a dotted line divides provinces of the same realm.
KHWARAZMخوارزم
A realm’s nameWritten across its lands, larger for greater realms, in English and in the script its own chroniclers used.
A capitalThe seat of a realm, crowned, in the realm’s colour. If it falls, the realm moves its capital and loses heart.
A citadelA city with great walls (three or more). It takes a long siege or a costly storm to take.
A walled townLesser walls. Shown only when you zoom in.

Armies and war

24k
An armyA standard in its realm’s colour over a medallion that shows who leads it, with its men beneath (24k is 24,000).
Who leads itA crown for the ruler himself, a circlet for the heir, a helmet for a general. A gold ring marks royal command.
A marchA dashed arrow from where an army stands to where it is going this month.
month 2
A battleCrossed swords between the two sides’ colours. A great battle can last several months; “facing off” means the armies are still waiting.
3
A siegeA turning ring in the besieger’s colour around a city, with the months it can still hold out.
1203
A battlefieldWhere a battle was fought in the last ten years, in the victor’s colour, fading with the years. Click it for the story.

The land’s troubles

PlagueSickness in the province. It kills, spreads to neighbours, and weakens armies that pass through.
FamineThe harvest has failed. Less money, less loyalty, hungry armies.
RavagedArmies have burned and plundered here. The province yields little until it recovers.
UnrestLoyalty is dangerously low. A revolt may come, and a revolt can found a new realm.
BuildingWalls, a caravanserai or a canal are being built. Shown when you zoom in.

The seasons

SnowWinter over the cold lands. The northern passes close and armies keep to winter quarters.
MonsoonSummer rains over India and the south. All campaigns there halt until the rains end.
HeatSummer over the deserts. Armies crossing them suffer.
The season’s badgeUnder the date: winter, spring, summer or autumn. Autumn, with full granaries, is the campaigning season.

Events as they happen

When something happens it flashes on the map at its place, with its sign. The chronicle keeps the ones that matter:

Chapter the Fourth

Of moving through time

When you arrive, the last year replays quickly up to the present, and then the world goes on live. Because the whole history is kept, you can go back to any month that has been lived and watch it again.

← → or the arrows: a month back or forward. Hold Shift for a year.

The large button plays or pauses the story.

The timeline: click, drag, or scroll over it with the mouse wheel to move through time. Red marks are great moments; click one to go there.

Live: the chip under the date shows when you are at the present. Click it to skip the catching up.

H or the eye: hide every panel for the full map.

Zoom with the wheel, a pinch, or the + and − buttons. Drag to pan. Signs keep their size at any zoom.

Chapter the Fifth

Of the panels, and the chronicler

Nothing on the page interrupts the story. Great events arrive as a headline you may open or let pass, and every panel can be put away.

At a glanceThe great powers ranked by land, with their ruler, soldiers and gold, and the wars being fought.
The chronicleWhat matters, one line each, as it happens. Click any name for its card.
The headlineA great event, such as a coronation, a fallen capital or a horde, with its painting. Open it for the whole story.
CardsClick any realm, person, army, battle or city for its card: who rules, who is heir, their wars, armies and lands.
The worldA dashboard of the whole world at this moment: powers, wars, people and the shape of the age.
Ask the chroniclerAsk anything about the world at the moment on the timeline: “Who rules Samarkand?” The answer comes from the chronicles alone.
Chapter the Sixth

Of the campaigns, and choosing a war

The wars are set out in the order they were fought, from the Persian Wars onward. Each one is a few years of a real war, on its own map, with its real cast and the goal its commander really had.

Hannibal’s army crossing the Alps
Hannibal’s army in the Alps, 218 BC.

Choose a war from the campaigns menu. Its briefing tells you who you are, what you must do, the forces of every side, and how many seasons you have, usually a turn for each season of the war. Wars marked Coming soon are still being written.

Your campaign is saved in your browser and on the server, so you can close the page and come back to it. A war you have begun waits for you on the menu as Continue, and the stars of your best result stay on its card.

Chapter the Seventh

Of the council, and commanding in plain words

A commander of old did not fill in forms. He spoke, and his officers turned his words into marches. So it is here. There are no menus of orders: you speak to your council, and they answer you in character.

Themistocles
Hannibal
Maharbal, his horse
Caesar
Cao Cao

Hasdrubal, hold Spain. We march on Capua, and if Varro comes, we envelop him.

It shall be so. Hasdrubal keeps Spain. The army marches on Capua in two stages; if Varro gives battle on open ground, we let the centre bend and close the horse on his flanks.

What the council does with your words

The great decisions

At the turning points of the war, a decision arrives as a card inside the conversation: an alliance offered, a city that asks for terms, a mutiny brewing. Your adviser says what they would choose. Choose an answer, or say in your own words what you will do. Afterwards you learn what the real commander chose.

The council speaks with the AI, which has a small budget of answers each season (about eight). When it runs out, or the AI is busy, the rules answer instead. They understand the same plain orders, so you can always play.

Chapter the Eighth

Of the signs upon a campaign map

The campaign map is drawn crisp at any zoom. The land, coasts and rivers are vectors, and on top of them the cities and armies keep their size on screen however far you zoom.

Cities

Capua
A cityEvery province has one. Larger names are richer cities, worth more gold and more will when taken.
Rome
A capitalA side’s seat. Losing it costs a great deal of will, and for you it is often the end of the war.
Tarentum
WallsA walled city must be besieged or stormed. Open land is taken just by standing on it.
Saguntum
Under siegeA red ring around the city dot.

Ground

MountainsTwo steps to enter, three in winter, when they also kill. Defenders fight 30% stronger here.
HillsOne step. Defenders +15%. The place to hold the high ground.
ForestOne step. Defenders +15%. Good for an ambush.
MarshTwo steps. Defenders +20%, and every season there costs men.
DesertOne step, but summer there costs men. Open ground for horse.

Armies and orders

40kBarca
Your army, with you in itA flag in its side’s colour with its men. A light outline marks your own armies, a gold edge and a star the one you lead.
48kVarro
Another side’s armyWith its general’s name. Click it to see its men and its general’s temper.
go
Within reachChoose one of your armies and the places it can reach this season light up. Tap one, or any army or city in it, to send the army there: to march, to join a friend, or to relieve a siege.
take
TakeEnemy land with no walls and no army: yours by marching in.
⚔ 1.6:1⚔ 1:1.4
The odds of a battleYour strength against theirs, before luck. Green is good (1.2:1 or better), gold is even, red is bad.
siege 3fed by sea
A siegeHow many seasons the walls will hold. “Fed by sea” means a port that cannot be starved while its fleet rules the sea.
A battle this seasonWhere blood was shed. Click it for the dispatch.

The war room (the button, or W) is the whole war on one page: every side’s men, gold, lands and will to fight, who is at war with whom, your council, and how the war has gone season by season. H hides every panel for the full map.

Chapter the Ninth

Of the season, and its order

Each turn is a season. You give your orders at leisure, for there is no clock. When you end the season, every side moves at once, and the dispatches tell you what came of it, and what happened at that moment in history.

You speak, the council answers→The cards are answered→End the season→ The other sides’ plans→Every army marches→Battles→Sieges and captures→ Gold and upkeep→Hunger and cold→The will to fight→History’s own moves→Is the goal met?

The other sides are played by the AI at the turning points of the war, and by the rules otherwise. Each enemy general has a temper that decides how great the odds must be before he attacks, and which plans he favours:

TemperAttacks at odds ofFavours

History’s own moves come regardless: a new consul is elected, an ally changes sides, reinforcements land. They are the war’s fixed points, and you can play around them.

Chapter the Tenth

Of marching, ground and sea

An army marches two steps in a season. Easy country costs one step a province, and hard country two.

GroundSteps to enterDefender’s groundLosses each season away from home
Plains, river, steppe, desert1— (river +10%)3% foraging in enemy land; +6% in the desert in summer, +5% on the steppe in winter
Hills, forest1+15%3%
Marsh2+20%3% + 3% always
Mountains2, or 3 in winter+30%3%; +12% in winter
Your own or allied land——None, and the men recover their spirits
Chapter the Eleventh

Of battle, and the plans of great captains

Numbers matter, but they are not everything. Hannibal won at Cannae with fewer men, because his plan fitted the ground and Varro was rash. So it is here: a battle is decided by the strength of each side, and by how well its plan fits the field and the foe.

Two armies of antiquity clashing
Two armies of antiquity meet on a dusty plain.

The strength of an army

Menthe soldiers present
×
Qualitylegionaries are not levies
×
General+8% for each point of skill above the middling
×
Spiritsmorale, raised by victory and rest
×
Planup to +30% if it fits, −22% if it does not
×
Groundfor the defender: up to +30%
×
Fortunebetween 85% and 115%

The stronger side wins. The loser loses a quarter to three quarters of his men, the winner far fewer. A decisive victory lifts the victors’ spirits and will, shakes the beaten side, and may make nearby towns open their gates. A beaten army falls back towards home, or is destroyed if it has nowhere to go. A commander whose army is destroyed may still escape with his bodyguard.

The plans

When you march on an enemy army, or one marches on you, your council offers the plans that suit the age, and says which fits and why. If you choose none, your general chooses. Some plans undo others: a charge into an envelopment, a feigned retreat or a held hill breaks itself.

PlanWhen it fitsUndone byAges

Taking command on the field

When you end a season and one of your armies will fight, you may leave the battle to its general, who fights it by the reckoning above, or take command yourself. Then the battle is fought on a board of the province’s own ground, hour by hour, six hours of daylight, the way old war games were played.

FootThe line of battle: steady, hard to break, slow. Horsemen that charge steady foot pay for it.
HorseFast: four squares an hour. A charge over open ground strikes hard; woods, marsh and hills blunt it. Best sent round a flank, or at archers.
ArchersShoot from two squares away; weak when caught close. Keep them behind the foot.
Hills and woodsShelter those who stand on them. Marsh is slow; a river is crossed only at its fords; crags cannot be crossed at all.
Chapter the Twelfth

Of sieges and storms

Walls were the great patience of the ancient world. A city with walls falls in one of two ways: hunger, slowly, or a storm, at once and at a price.

An ancient city under siege
Siege towers and catapults before the walls.
Chapter the Thirteenth

Of gold, hunger and the will to fight

Wars are not won only on the field. Rome lost battle after battle to Hannibal and never sued for peace; Athens had ships and gold and lost all the same. Every side has a will to fight, and when it is gone, the war is over.

0: yields25: sues for peace70: a usual start
Will to fight, 0 to 100100
Chapter the Fourteenth

Of the end, and the judgement of history

Every war ends: when the goal is met, when the seasons run out, when your hero falls, when your capital is lost, or when your people will fight no more. Then the war is set beside history, and judged.

★★★Better than historyA war history won, won sooner; or a war history lost, won.
★★★As historyWon as it was won; or lost no sooner than it was.
★★★Worse than historyA victory thrown away, or a defeat that came early.

The end brings your scroll: your war season by season beside the real one, the verdict, and soon after a summary written by the AI historian, in a neutral voice, of what you did differently and what came of it.

Chapter the Fifteenth

Of playing together

Agentistan is played alone but watched together. There is no head-to-head play yet. Instead, everyone shares one living world, and every war fought in it can be watched, replayed and kept.

One world for everyoneThe Watch is the same history for every visitor, live, with the past to scroll back through.
Watch a war liveThe campaigns menu shows the wars being played now. Open one and each season arrives as its commander ends it.
ReplaysEvery finished war can be replayed from its record and shared by its link. The same start and the same orders always give the same war.
Honest by designThe server replays every season before it records it, so no war in the lists was won by tampering.
Your scroll, kept for everA finished war can be claimed as a scroll, a token on the Base Sepolia test network. The game makes you a wallet in your browser (or takes your own address) and pays every fee.
The heraldGreat moments and finished wars are announced by the herald, an automation that tells the community what is happening.
Follow the worldOn the map, “Follow the world”: choose what to hear of (the Mongols, plots and coups, romances and scandals, history taking another road, one realm) and have it sent to your Discord or Slack channel, or to your phone with the free ntfy app, as cards with their painting.

Give yourself a name when you begin, and it goes with your war into the lists, the replays and the scroll.

Chapter the Sixteenth

Counsel for commanders

Here, at the last, is the advice the old captains would have given, set down plainly for those who mean to do better than history.

  1. Read the goal, and count the seasons. The briefing says what you must do and by when. Work backwards from the last season.
  2. Ask before you march. “What are my odds at Capua?” The council answers from the war’s data, and it costs you nothing.
  3. Look at the badge before you fight. Green odds win more often than not, gold is a gamble, and red needs a plan that fits very well, or a retreat.
  4. Make them fight on your ground. A defender in the mountains is 30% stronger. Let them climb to you.
  5. Fit the plan to the foe. Rash and bold generals walk into envelopments and chase feigned retreats. Cautious ones will not, so do not wait for them to blunder.
  6. Never charge into a trap. A frontal charge is undone by an envelopment, a feigned retreat, a held hill, a phalanx and archers behind stakes.
  7. Mind the seasons. Do not winter in the mountains, or summer in the desert. Rest between campaigns on your own land, where no one dies of hunger.
  8. Pay your soldiers. An army larger than your treasury can feed will desert. Raise men only when you can keep them.
  9. Strike the will, not only the army. A capital is worth more than a battle. Rich cities pay for your war and cost the enemy heart.
  10. Bring four times the garrison to a siege, and it falls twice as fast. Storm only when you are much the stronger.
  11. Keep your hero alive. If you fall, the war is lost, however well it was going.
  12. Take peace when it is offered, if peace is your goal. The enemy offers below 25 will. A peace on your terms is a victory.