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DEFAULT

DEFAULT "<order>"

DEFAULT changes the order that a unit normally issues in the next week.

Orders template and default orders

After I have sent in my orders and the server has created the evaluation, specific orders come for each unit zurück. These are the default orders. They will be executed next week if you don't send in orders for this unit.

You will receive the default orders with the report as a text file (also called an orders template) if you do not use them with OPTION ZUGVORLAGE NOT switched off. They are also included in the computer report (CR). The normal report (NR) always only contains the first long default order.
So you can't see all the default orders there.

All long orders are normally included in a unit's default orders. Exceptions are ATTACK, FOLLOW and MOVE.

In addition, all // and all orders beginning with @ are adopted. The spelling may be standardized.

Orders sent in:

UNIT abc
    ; only 10 this week
    BUY 10 Balm
    SELL 100 Oil
    // buy more balm next week
    @GIVE xyz ALL Balm ; Transporter
    GIVE abc 100 Silver
    RECRUIT 1

Default orders for next week:

UNIT abc
    BUY 10 Balm
    SELL 100 Oil
    // buy more balm next week
    @GIVE xyz ALL Balm ; Transporter

By the way, what happens if the unit has illegally received several long orders (for example LEARN and WORK) is not precisely defined. The same applies to other invalid orders.

The DEFAULT order

The DEFAULT order changes this behavior by changing the default orders that come back from the server.
If the unit has received a DEFAULT order, its long orders will not be included in the template.
[long orders] with // and short @ orders are accepted. The given orders are validated to a certain extent. Invalid orders are therefore not accepted.
However, this test has limitations, it is better not to rely on it.

You can also insert short orders using the DEFAULT order.

Orders sent in:

UNIT abc
    ; this week only 10
    BUY 10 Balm
    SELL 100 Öl
    // learn next week
    @GIVE xyz ALL Balm ; Transporter
    GIVE abc 100 Silver
    RECRUIT 1
    DEFAULT "GIVE 123 50 Silver; don't forget"
    DEFAULT "LEARN Trade" ; Deletes BUY and SELL
    DEFAULT "XXX" ; no order, will not be accepted

Default orders for next week:

UNIT abc
    GIVE 123 50 Silver; don't forget
    LEARN Trade
    // learn next week
    @GIVE xyz ALL Balm ; Transporter

If your default orders need to contain quotes, there are currently a few ways to achieve this:

DEFAULT "CAST 'Create a Ring of Invisibility'"
DEFAULT 'CAST "Create a Ring of Invisibility"'
DEFAULT "NAME UNIT \"Bob's Builders\""
DEFAULT "MAKE 1 'Water of life'"

The MOVE order

The MOVE order plays a special role: it is not included in the template.
Instead, the long orders that the unit had in the template last week are adopted (but only long orders).

Default orders:

LEARN Ride
@GIVE 0 10 Silver
// no comment

Orders sent in:

MOVE e

Default orders for next week:

LEARN Ride

What happens if both MOVE and DEFAULT are in play?

Template:

WORK
// now to the west

Orders sent in:

DEFAULT "LEARN Endurance"
// now learn
MOVE w

Default orders for next week:

LEARN Endurance
// now learn

DEFAULT deletes them here too long default orders (here WORK) and reset them.

It is possible to set MOVE with DEFAULT.

Template:

WORK
@GIVE 0 1 Silver

Orders sent in:

DEFAULT "MOVE o"
WORK
@GIVE 0 2 Silver

Default orders for next week:

MOVE e
@GIVE 0 2 Silver

Default orders for the week after next if no other orders are sent in for the unit:

@GIVE 0 2 Silver

Here too, the unit would not carry out a long order.

Note

There is a cap on the number of orders stored for a unit.
This is currently 128 orders, which should easily be enough for most purposes.

Player experience (Solthar):

DEFAULT DEFAULT ???

Is it possible to nest DEFAULT orders to make orders for several weeks in advance?

Well, something like DEFAULT "DEFAULT 'LEARN Endurance'" apparently works as you would expect, but the game management would rather not make any guarantees about it.
Please do not submit bug reports if something like this doesn't work as expected. Scripting languages ​​such as Vorlage, Extended Commands or FFTools are better suited for such projects.

See also