abbreviation
= The accepted abbreviation, as defined in the first section of this
file, for the region whose adjacencies are being defined.
type of adjacency
= determines which type of unit is involved in defining the adjacency
where:
aa =
adjacencies only for wings in that space
mv =
adjacencies only for armies in that space
xc = adjacencies
only for fleets in that space
nc, sc, ec,
wc = adjacencies for specific coasts in bi-coastal spaces (it's
assumed that the unit involved is a fleet)
mx = adjacencies
for armies moving with one less support (used in some rule variants,
for example Loeb9)
adjacencies
= The accepted abbreviations, as defined in the first section of this
file, separated by single spaces, for all the regions adjacent to the
region whose adjacencies are being defined (only considering the type
of unit involved). For bi- or tricoastal spaces, /nc, /sc, /ec, /wc is added
to the abbreviation to define specifically which coast a fleet can move
to.
If /hx is appended to an adjacency in a list beginning with mv,
the adjacency is not available for retreats of armies. This is used in some
variants like Oceania where armies can "hop" to nearby islands, but may not
use this technique for retreats.
Note that the "-" between
the abbreviation and the type of adjacency must be there, and that there
is a space between the colon and the first adjacency.
Also note that using "mv"-adjacencies
automatically makes the region a land region and that using "xc" makes it reachable by
fleets. Thus only "aa"-adjacencies may be used for air regions to keep them
working as desired.
Finally note that canal ends should be
made adjecent by using "xc". RealWorld ensures that supports and convoys do not cross
a canal, but it does not check for the other prerequisites of canal usage.
The last section
is the supply center order for summary report. This is not used by RealWorld.
Variant.rgn
This should be a
text file. This file tells Realpolitik where all the spaces are on the
map, so that when you click in Berlin, RealWorld knows that that was
Berlin. The file consists of a list of the spaces and a series of numbers
that defines the spaces' physical locations on the map. They are stored
in scanline format - think of drawing a set of lines that fill a polygon.
This file is not made by you, the variant creator. The Region Tool creates
this file for you. In general, it's not a good idea to edit the contents
of this file.
Just for your information,
line by line, the Variant.rgn file consists of:
Variant
<name> (ignored by RealWorld - only there for information)
For each space
on the map, in order of the Variant.map file:
# <spacename>
(ignored by RealWorld - only there for information)
Unit position(s)
<x, y>,<xs, ys>
x,y gives the location of unit in this space.
If the optional pair of coordinates xs, ys is given as well,
it indicates the special location of a fleet in a coastal
region with only one coast.
Name position
<x, y> location of name label in this space
Region Data
- description of region in the following format:
<#
scanlines> number of horizontal scanlines in region
<x1>
<y1> <length1> scanline 1
<x2> <y2> <length2> scanline 2
.
.
.
<xn> <yn> <lengthn> scanline n
If the space has two or three
coasts, then there are additional location and region data sections for
coast1, coast2 and coast3 (the latter only if there really is a third coast).
Variant.txt
This is the text
displayed in the Info window for the variant. You can use this file
to convey any information about the variant you wish - such as rules,
design notes, web page, etc.
The info window
will do line wrapping for you, so you can just end paragraphs with two
carriage returns. There is, however, a 2048 character limit for a given
paragraph. If you wish to do your own line-wrapping, the window is 78
characters wide, so don't exceed that in your lines or you will get
some very odd formatting.
About the Graphics
Files
Care must be taken
to make sure the graphics files all represent the identical map. The
borders of the spaces on the various maps should line up perfectly.
All three images need to be the same size at the outer edges to ensure
this alignment. The best approach is to start with a base map, then
copy the file to use to create the other two maps, modifying them accordingly,
but taking care not to change the boundaries between the spaces or the
coast lines or the outer dimensions of the map.
Variant.pct
or Variant.bmp
This
is a graphics file in the proper graphics format. For Windows it can
be an 8-bit (256 color) BMP or compressed BMP. For Macintosh it can
be 8-bit BMP, compressed BMP or PICT. The PICT can be a vector-based
PICT (e.g. through Freehand) or a bitmap-based PICT (e.g. through Photoshop).
You can use any graphics editing software to create this file, as long
as it can save it in the correct format.
This
is the physical map that you see when you are using RealWorld. Besides
being used by RealWorld, the Region Tool uses this file to help you
create the Variant.rgn file.
The
256-color palette you use must include the colors necessary to draw
the icons, orders, and supply centers. The easiest way to do this is
to use the standard Macintosh 256-color system palette on the Mac side
and the Windows standard 256-color palette on the Windows side. To guarantee
this, save the file as an 8-bit indexed image most graphics programs
will allow you to select the appropriate system palette. It will be
very clear if you haven't done this correctly the map will still
display in RealWorld, but the colors will be wrong in 256-color mode.
If
the file does not contain a 256-color palette e.g.
if you are using a 16-bit or 24-bit PICT, or a PICT in vector format
Realpolitik will use the standard
Macintosh system palette. Due to this, you may see some dithering effects.
VariantBW.pct
or VariantBW.bmp
This
is a graphics file in the proper graphics format. For Windows it can
be an 8-bit (256 color) BMP or compressed BMP. For Macintosh it can
be 8-bit BMP, compressed BMP or PICT. The PICT can be a vector-based
PICT (e.g. through Freehand) or a bitmap-based PICT (e.g. through Photoshop).
You can use any graphics editing software to create this file, as long
as it can save it in the correct format.
This
is the physical map that you see when you are using RealWorld if you
have no color. This file is used as the map when printing on a black
and white printer.
This
file should be monochrome (black and white).
Variant-Borders.pct
or Variant-Borders.bmp
This
is a graphics file in the proper graphics format. For Windows it can
be an 8-bit (256 color) BMP or compressed BMP. For Macintosh it can
be 8-bit BMP, compressed BMP or PICT. The PICT can be a vector-based
PICT (e.g. through Freehand) or a bitmap-based PICT (e.g. through Photoshop).
You can use any graphics editing software to create this file, as long
as it can save it in the correct format.
The
Region Tool uses this file to help you create the Variant.rgn file.
Once this has been accomplished, this file may be discarded; RealWorld
doesn't actually use this file.
For
best results, this file should be monochrome.
Variant.var
This
should be a text file. This file is the head honcho of all the variant
support files, and pulls everything together for a given variant. It
defines what the other files are and in some cases where they are located
(if not in the variant's own folder). This is the one file that will
always be unique to a given variant.
Line by line, the
Variant.var file consists of:
Version:
For now this should be 1. If the file format changes in a future version
of RealWorld, this will be used to distinguish between the old and
new formats.
Name: The
name of the variant. This is used by RealWorld as the name displayed
for the variant in the "Variants" menu.
MapData:
This tells RealWorld which Variant.map file is the one to use for
this variant.
Countries:
This tells RealWorld which Variant.cnt file is the one to use for
this variant.
Game: This
tells RealWorld which Variant.gam file is the one to use for this
variant.
BWMap:
This tells RealWorld which VariantBW.{pct,bmp} file is the one to
use for this variant. Do not include the file extension (.pct, .pic,
or .bmp) in this file name. RealWorld will append the appropriate
one for the operating system.
ColorMap:
This tells RealWorld which Variant.{pct,bmp} file is the one to
use for this variant. Do not include the file extension (.pct, .pic,
or .bmp) in this file name. RealWorld will append the appropriate
one for the operating system.
Regions:
This tells RealWorld which Variant.rgn file is the one to use for
this variant.
Info: This
tells RealWorld which Variant.txt file is the one to use for this
variant.
Build:
This tells RealWorld which build rule to use for this variant. It
can be one of three options:
Standard
- a player may only build on her vacant home centers
Aberration -
a player may build on any supply center he owns which is vacant
as long as he still owns at least one of his original home centers
Chaos - a player
may build on any supply center that she owns that is vacant
Centers: This
is an integer that tells RealWorld how many supply centers are needed
to win the game for the variant. If this is 0, then the number of supply
centers needed to win is assumed to be a simple majority. This is calculated
by taking the total number of supply centers, divided by two, rounded
down, plus one. So for a variant with 35 supply centers: 35 divided
by 2 is 17.5, rounded down is 17, plus one is 18.
Flags:
The following flags are currently supported:
4: variant uses wings
8: variant uses large icons (icons are not transformed to standard size)
Flags may be added.
Making the Variant.var File Work With Shared Files
As you can see,
the information on most of the lines of the Variant.var file is generally
the name of another file which RealWorld uses to run the variant.
Assuming that the referenced file is in the same variant folder as the
Variant.var file nothing more is needed. But the Variant.var file can
also reference files that are in other folders and are used by different
variants (and therefore have different names).
For example, the
variant "1898" uses the same map as the standard game, but each country
starts with only one unit. The only files that are different than the
standard game are the 1898.var, the 1898.gam and the 1898.txt files.
The 1898.var file must be located in the 1898 folder. All the other
files could be located in any other folder. But in the case of the 1898.gam
and 1898.txt files, it doesn't really make sense to place it anywhere
other than the 1898 folder.
So if you were creating
1898 from scratch, the first approach you could use is to make copies
of all the files from the Standard folder, place them in the 1898 folder,
and change all their names from "Standard.xxx" to "1898.xxx". Then you
would open the 1898.var file (which used to be the Standard.var file)
and replace every occurrence of "Standard" with "1898". You would then
open the 1898.gam file (which used to be the Standard.gam file) and
edit it appropriately, and the same for the 1898.txt file.
Or you could use
another approach. Rather than copying all those "Standard" files to
the 1898 folder, you could use the 1898.var file to refer to the needed
files in their locations in the Standard folder. For example, the MapData
line in the 1898.var file would read:
MapData:
Standard/Standard.map
The "Standard" before
the slash is telling RealWorld to look in the Standard folder. The "Standard.map"
after the slash is telling Realpolitik what file to use. But even using
this approach, the 1898.var file still needs to be in the 1898 folder,
and 1898.gam and 1898.txt files might as well be in the 1898 folder.
Sharing files is
generally a good idea. First of all, if there is an error in a file,
such as a Variant.map file which is used by many variants, it can be
fixed in one place. Secondly, it saves space.
The Region Tool
The Region Tool
is a program included with Realpolitik that you use to create the Variant.rgn
file, which is used by RealWorld to know where you are when you click
on the map. To use this, you need a Variant.map file, a Variant.pct/Variant.bmp
file and a Variant-Borders.pct/Variant-Borders.bmp file and they all
need to be located in the same folder.
The Variant-Borders.pct/bmp
file will be used in the background to show the Region Tool where the
borders are for each space, and the Variant.pct/bmp file will be used
to show you what the map will look like in RealWorld as you work.
The Variant-Borders.pct/bmp file has to be an exact replica of the Variant.pct/bmp
file but with all the color and extra stuff removed. In other words,
the Variant-Borders.pct/bmp file should show nothing but the borders
and these borders have to line up exactly with the borders of the Variant.pct/bmp
file. You also need to make sure there are no gaps in your borders or
the Region Tool will treat two spaces connected by a gap, as one space.
Be sure that the spaces in the Variant-Borders.pct/bmp file have a white
background or fill. If you use "no fill" as opposed to a white fill,
The Region Tool will not be able to scan the spaces. If you have bi-coastal
spaces, you will need to draw a line down the middle of the space in
the Variant-Borders.pct/bmp file to represent the split between the
two coastal areas for fleet placement. The Region Tool will automatically
join the two coastal areas to create the entire space. Note that the
line between the two coastal areas must be only one pixel wide for this
to work properly. The Region Tool can currently not deal with tricoastal regions.
These have to be constructed by hand.
When you open the
Region Tool, you will get the "open file" dialog box. Find and open
the Variant.map file. The two graphic files will be opened by the Region
Tool automatically assuming they are in their correct location which
is in the same folder as the Variant.map file.
In the lower left-hand
corner of the window, it will ask you to click on a space. Click anywhere
within the correct space on the map to identify it. The space will highlight
briefly and then the lower left-hand corner will ask you to click on
the location where you want the space's name to be. A label with the
name will appear showing the permanent location of the name. Then the
left-hand corner will ask you to click on the location where you want
the unit in that space to be. A unit will appear showing the permanent
location for the unit in that space. It will then ask you to click on
the next space. Take advantage of the undo feature if you click in the
wrong space or if you don't like your initial placement of units or
names.
When you are done
with all the spaces, the text box will clear, and you will be able to
save the Variant.rgn file. Remember to place it in the same variant
folder with the rest of the files for that variant.
Special fleet placement
is as yet not supported by the region tool. The relevant coordinates have
to be manually inserted into the .rgn-file.
Icons
You
can modify unit icons to your heart's content. The icons are the standard
icon file formats used by the respective computer platforms. Windows
uses files with the .ico extension and Macs use files with icon resources
contained within. You can edit these icons with the normal icon editing
tools widely available for each platform.
There
are two ways to modify icons in RealWorld.
Global
icons: Realpolitik comes with a set of icons that is used for any
variant that does not have specific icons within the variant's folder
(including the Standard game). On the Mac the global "Icons" file must
be located in the Realpolitik folder itself. The icons contained this
file must keep the same resource names as in the original. On the PC
the global "Icon Files" folder must also be located in the Realpolitik
folder. Similarly,
the files in this folder must keep the same names.
Global
icons consist of three parts: a color version for each unit type (e.g.
"RedArmy", "RedFleet", "BlueArmy", etc.),
a black and white (or patterned) version for each unit (e.g. "RandomArmy",
"RandomFleet", "QuiltArmy", etc.), and a letter
that can be stamped on either of the previous two. Realpolitik combines
these to create the proper icon for a given set of parameters that apply
to countries differently in different variants. For example, since England
is blue in Standard the icons will be blue and have the letter "E" stamped
on them. Since Japan is green in Colonial the icons will be green and
have the letter "J" stamped on them. The patterned icons are similarly
used for black and white displays and printers. Considering all the
possible combinations of colors and letters (not to mention patterns)
this allows Realpolitik to store a much smaller number of actual icons.
When combining icon layers to make the final unit icon, Realpolitik
uses the "color", "pattern" and "initial" information from the Variant.cnt
file.
You
may edit the supplied global icons. Note that the letter icons are optional,
so if you wish you may delete them if they don't fit with your new icons
(however, the Chaos variant may be a little confusing). Of course it's
always a good idea to work on copies of the icon files until you are
sure you like the results.
Variant
specific icons: If you have icons that you want to use only for
a certain variant, you would place those icon files in the sub-folder
for that variant.
For
Macs, the file containing the icon resources would be named "Icons".
The icon resources themselves all have to be named correctly as above:
"RedArmy", "RedFleet", "BlueArmy", etc. The colors used must correspond
to the colors defined for the countries in the Variant.cnt file. If
you wish the icons to appear under black and white enviroments (i.e.
on a black and white printer, or a grayscale screen), you may want to
consider making icons for the appropriate patterns as well, however,
they aren't required.. The letter icons aren't needed unless you wish
to make a variant with more countries than colors for example,
Chaos.
For
PCs all the icon files (one file for each icon) would be contained within
a folder named "Icon Files". This folder is placed in the sub-folder
for that variant. The individual icon files should be named "RedArmy.ico",
"RedFleet.ico", "BlueArmy.ico", etc. Again, the colors and patterns
(if any) used must correspond to the colors defined for the countries
in the Variant.cnt file. Letters, as before, are optional.
Testing
Your Variant
If
you're lucky your variant is based on a Variant.map file that already
exists. Otherwise you are faced with the prospect of creating this file
by hand. As mentioned, not a difficult process (once you understand
the syntax), but still a tedious one and you are likely to make errors.
Once you have completed your Variant.map file, you will want to test
it, but this can be a daunting task considering all the possible moves
to adjacent spaces for each space on the map. But there is a somewhat
painless way to test the Variant.map file. It's worth the time spent,
especially if you did create the file by hand.
Once
your variant is done, start a game in RP. Then use the map edit mode
to remove all the units of all but one country. Also remove the ownership
of all the supply centers except the ones owned by the remaining country.
Then take one army from the remaining country and move it around the
whole board, one space at a time, testing all the adjacent spaces in
both directions for each space. Then do the same thing with a fleet.
You should even make sure that fleets can not move into adjacent land-locked
spaces nor armies into adjacent sea spaces.
Once
all the home supply centers of the country being "played" are occupied
with idle units, you won't even have to concern yourself with doing
builds, so the testing progresses fairly quickly. This could take an
hour or two, but that's not too bad considering the benefit of finding
any errors.
The
only thing that does not get checked using this method is unintentional
distant adjacencies. For example, if the Black Sea were accidentally
made adjacent to Rome then you won't find such an error. But checking
all those possible combinations for something that's not likely to happen
anyway, goes beyond the point of diminishing returns.