home *** CD-ROM | disk | FTP | other *** search
Text File | 1996-04-04 | 22.4 KB | 839 lines | [TEXT/XCNQ] |
- (game-module "empire"
- (title "Empire")
- (blurb "The classic big economic/military game")
- (variants
- (world-seen false)
- (see-all false)
- ("Only One Winner" one-winner true
- (true
- (scorekeeper (do last-side-wins))
- ))
- ("More Starters" more-starters true
- (true
- (add harbor start-with 1)
- ))
- )
- )
-
- (unit-type infantry (image-name "soldiers"))
- (unit-type motor-infantry (image-name "truck"))
- (unit-type mech-infantry (image-name "halftrack-2"))
- (unit-type marines (image-name "elite"))
- (unit-type security (image-name "police"))
- (unit-type cavalry (image-name "cavalry"))
- (unit-type light-armor (image-name "maultier"))
- (unit-type armor (image-name "pz-4"))
- (unit-type heavy-armor (image-name "tiger-1"))
- (unit-type artillery (image-name "artillery"))
- (unit-type light-artillery (image-name "field-gun"))
- (unit-type heavy-artillery (image-name "arty-1"))
- (unit-type mech-artillery (image-name "howitzer-2"))
- (unit-type aa (image-name "flak"))
- (unit-type supply (image-name "cart"))
- (unit-type engineers (image-name "worker-2"))
- (unit-type mech-engineers (image-name "tractor"))
- (unit-type mobile-radar (image-name "radar"))
-
- (define infantry-types (infantry motor-infantry mech-infantry marines security))
-
- (define armor-types (light-armor armor heavy-armor))
-
- (define artillery-types (artillery light-artillery heavy-artillery mech-artillery aa))
-
- (define engineer-types (engineers mech-engineers))
-
- (define land-types
- (append infantry-types cavalry armor-types artillery-types
- supply engineers mech-engineers mobile-radar
- ))
-
- (add infantry-types acp-per-turn (2 3 3 2 2))
- (add armor-types acp-per-turn (3 3 3))
- (add artillery-types acp-per-turn (2 2 2 3 2))
- (add engineer-types acp-per-turn (2 3))
- (add mobile-radar acp-per-turn 2)
-
- (unit-type fishing-boat (image-name "ap"))
-
- (unit-type cargo-ship (image-name "ap"))
- (unit-type tanker (image-name "ap"))
- (unit-type ore-ship (image-name "ap"))
- (unit-type slave-ship (image-name "ap"))
- (unit-type troop-transport (image-name "ap"))
- (unit-type landing-craft (image-name "ap"))
-
- (unit-type torpedo-boat (image-name "dd"))
- (unit-type destroyer (image-name "dd"))
- (unit-type frigate (image-name "dd"))
- (unit-type light-cruiser (image-name "ca"))
- (unit-type heavy-cruiser (image-name "ca"))
- (unit-type battleship (image-name "bb"))
-
- (unit-type light-carrier (image-name "cv"))
- (unit-type escort-carrier (image-name "cv"))
- (unit-type carrier (image-name "cv"))
- (unit-type missile-frigate (image-name "dd"))
- (unit-type missile-cruiser (image-name "ca"))
-
- (unit-type submarine (image-name "sub"))
- (unit-type asw-cruiser (image-name "ca"))
- (unit-type minesweeper (image-name "ap"))
-
- (define production-ship-types (fishing-boat))
-
- (define material-transport-ship-types (cargo-ship tanker ore-ship slave-ship))
-
- (define transport-ship-types (troop-transport landing-craft))
-
- (define surface-combat-ship-types
- (torpedo-boat destroyer frigate light-cruiser heavy-cruiser battleship))
-
- (define carrier-ship-types
- (light-carrier escort-carrier carrier))
-
- (define air-combat-ship-types
- (light-carrier escort-carrier carrier missile-frigate missile-cruiser))
-
- (define ship-types
- (append production-ship-types material-transport-ship-types
- transport-ship-types surface-combat-ship-types air-combat-ship-types
- submarine asw-cruiser minesweeper
- ))
-
- (add ship-types acp-per-turn 4)
- ; are these correct for empire?
- ;(add material-transport-ship-types acp-per-turn 3)
- ;(add transport-ship-types acp-per-turn (4 2))
- ;(add surface-combat-ship-types acp-per-turn (4 4 4 3 4 3))
- ;(add air-combat-ship-types acp-per-turn 4)
- ;(add submarine acp-per-turn 3)
- ;(add asw-cruiser acp-per-turn 4)
- ;(add minesweeper acp-per-turn 3)
-
- (unit-type fighter-1 (image-name "fighter"))
- (unit-type fighter-2 (image-name "fighter"))
- (unit-type escort (image-name "fighter"))
- (unit-type naval-fighter (image-name "fighter"))
- (unit-type light-bomber (image-name "4e"))
- (unit-type medium-bomber (image-name "4e"))
- (unit-type heavy-bomber (image-name "4e"))
- (unit-type transport (image-name "cargo"))
- (unit-type attack-helicopter (image-name "helicopter"))
- (unit-type transport-helicopter (image-name "cargo-chopper"))
- (unit-type recon-plane (image-name "cruise"))
- (unit-type asw-plane (image-name "4e"))
- (unit-type missile (image-name "missile"))
- (unit-type icbm (image-name "icbm"))
- (unit-type sam (image-name "sam"))
- (unit-type abm (image-name "missile-2"))
-
- (define fighter-types (fighter-1 fighter-2 escort naval-fighter))
-
- (define bomber-types (light-bomber medium-bomber heavy-bomber))
-
- (define helicopter-types (attack-helicopter transport-helicopter))
-
- (define missile-types (missile icbm sam abm))
-
- (define plane-types
- (append fighter-types
- bomber-types
- transport
- helicopter-types
- recon-plane asw-plane
- missile-types
- ))
-
- ;; These are twice the plane's "range" in Empire.
-
- (add plane-types acp-per-turn 16)
-
- ;(add helicopter-types acp-per-turn (12 10))
- ;(add transport acp-per-turn 14)
- ;(add recon-plane acp-per-turn 18)
- ;(add asw-plane acp-per-turn 16)
-
- (add bomber-types acp-per-turn (24 48 60))
-
- ;; But missiles are one-way, so acp is comparable.
-
- (add missile-types acp-per-turn (8 40 8 20))
-
- (unit-type small-nuke (image-name "bomb"))
- (unit-type medium-nuke (image-name "bomb"))
- (unit-type large-nuke (image-name "bomb"))
-
- (define nuke-types (small-nuke medium-nuke large-nuke))
-
- (add nuke-types acp-per-turn 1)
-
- ;; The remaining types are actually "sector types" in Empire, but
- ;; they work better as cell-filling unit types in Xconq.
- ;; Bridges can be highways over water, not needed as units.
-
- (unit-type radar (image-name "radar") (char ")")
- (help "fixed radar station - has a long-range view"))
- (unit-type mines (image-name "minefield")
- (help "useful for blocking land and sea passages"))
-
- (define inert-types (radar mines))
-
- (add inert-types acp-per-turn 0)
-
- (unit-type agribusiness (image-name "farm") (char "a"))
- (unit-type oil-field (image-name "oil-derrick") (char "o"))
- (unit-type oil-platform (image-name "oil-derrick"))
- (unit-type mine (image-name "iron-mine") (char "m"))
- (unit-type gold-mine (image-name "gold-mine") (char "g"))
- (unit-type uranium-mine (image-name "uranium-mine") (char "u"))
-
- (unit-type technical-center (image-name "facility") (char "t"))
- (unit-type fortress (image-name "fort-2") (char "f"))
- (unit-type research-lab (image-name "facility") (char "r"))
- (unit-type nuclear-plant (image-name "facility") (char "n"))
- (unit-type library/school (image-name "facility") (char "l"))
- (unit-type park (image-name "facility"#|yuck|#) (char "p"))
- (unit-type enlistment (image-name "facility") (char "e"))
- (unit-type headquarters (image-name "corps-hq") (char "!"))
-
- (unit-type harbor (image-name "port") (char "h"))
- (unit-type airfield (image-name "airbase") (char "*"))
- (unit-type refinery (image-name "refinery") (char "%"))
- (unit-type lcm-factory (image-name "facility") (char "j"))
- (unit-type hcm-factory (image-name "facility") (char "k"))
- (unit-type defense-plant (image-name "facility") (char "d"))
- (unit-type shell-industry (image-name "shell") (char "i"))
- (unit-type warehouse (image-name "facility") (char "w"))
-
- (unit-type bank (image-name "bank") (char "b"))
-
- (define facility-types
- (agribusiness oil-field oil-platform mine gold-mine uranium-mine
- bank
- technical-center fortress research-lab
- nuclear-plant
- library/school park enlistment
- headquarters harbor airfield
- refinery lcm-factory hcm-factory defense-plant shell-industry warehouse))
-
- ;;; Most facilities only produce or store materials, have no use for acp.
-
- (add facility-types acp-per-turn 0)
-
- ;;; These build units, however, and need acp to do so.
-
- (add (nuclear-plant headquarters harbor airfield) acp-per-turn 1)
-
- (add (refinery) acp-per-turn 1)
-
- ;;; Fortresses can engage in combat.
-
- (add fortress acp-per-turn 1)
-
- (unit-type capital (image-name "city20") (char "c")
- (help "center of the country"))
-
- (add capital acp-per-turn 3)
-
- (material-type food (char "f")
- (help "food"))
- (material-type sh (char "s")
- (help "shells - ammunition for guns"))
- (material-type gun (char "g")
- (help "guns"))
- (material-type pet (char "p")
- (help "petroleum - refined oil, used as fuel"))
- (material-type iron (char "i")
- (help "iron ore"))
- (material-type dust (char "d")
- (help "gold dust - as mined from the ground"))
- (material-type gold (char "b")
- (help "gold - refined gold, in bars"))
- (material-type oil (char "o")
- (help "crude oil"))
- (material-type lcm (char "l")
- (help "light construction materials"))
- (material-type hcm (char "h")
- (help "heavy construction materials"))
- (material-type rad (char "r")
- (help "rads - radioactive materials"))
- (material-type education
- (help "a class of graduates"))
- (material-type happiness
- (help "happy strollers"))
- (material-type civ
- (help "civilians"))
- (material-type mil
- (help "military"))
- (material-type uw
- (help "uncompensated workers (slaves, really)"))
-
- (define raw (iron dust oil rad))
- (define manufactures (food sh gun pet lcm hcm gold))
- (define peoples (civ mil uw))
-
- (add peoples people 1)
-
- (terrain-type sea (char "."))
- (terrain-type settled (image-name "clear") (char "-"))
- (terrain-type wilderness (image-name "forest") (char "-"))
- (terrain-type mountains (char "^"))
- (terrain-type wasteland (char "/")
- (help "uninhabitable due to radioactivity"))
- (terrain-type highway (image-name "road") (char "+")
- (subtype connection))
-
- (define land-t* (settled wilderness mountains wasteland highway))
-
- ;;; Static relationships.
-
- ;; Unit vs unit.
-
- (table unit-capacity-x
- ;; Engineers can be inside any facility.
- (facility-types engineer-types 1)
- )
-
- (add transport-ship-types capacity (6 3))
- (add carrier-ship-types capacity (4 4 8))
- (add bomber-types capacity (1 3 9))
- (add missile-types capacity (1 9 0 0))
- (add headquarters capacity 8)
- (add harbor capacity 8)
- (add airfield capacity 8)
- (add nuclear-plant capacity 8)
- (add fortress capacity 8)
- (add capital capacity 16)
-
- (table unit-size-as-occupant
- (u* u* 100)
- (land-types transport-ship-types 1)
- (land-types headquarters 1)
- (land-types fortress 1)
- (ship-types harbor 1)
- (naval-fighter carrier-ship-types 1)
- (helicopter-types carrier-ship-types 1)
- ((recon-plane asw-plane) carrier-ship-types 1)
- (plane-types airfield 1)
- (small-nuke bomber-types 1)
- (medium-nuke bomber-types 3)
- (large-nuke bomber-types 9)
- (small-nuke missile-types 1)
- (medium-nuke missile-types 3)
- (large-nuke missile-types 9)
- (nuke-types nuclear-plant 1)
- ;; The capital has a bit of room for anything.
- (u* capital 1)
- (capital capital 100)
- )
-
- ;; Unit vs terrain.
-
- (table vanishes-on
- (land-types sea true)
- (ship-types land-t* true)
- ;; (allow radar and mines to be placed in the sea)
- (facility-types sea true)
- (capital sea true)
- ;; Oil platforms can only be placed in sea cells.
- (oil-platform sea false)
- (oil-platform land-t* true)
- ;; Units normally die in wasteland.
- (u* wasteland true)
- ;; Planes can fly over wasteland safely.
- (plane-types wasteland false)
- )
-
- (add t* capacity 16)
-
- (table unit-size-in-terrain
- (u* t* 1)
- ;; Only fill 13/16 of the cell, so mobile units can pass through, but
- ;; don't let multiple facilities be in a cell.
- (inert-types t* 13)
- (facility-types t* 13)
- (capital t* 13)
- )
-
- (table terrain-storage-x
- ;; Room for raw materials
- (t* oil 100)
- (t* iron 100)
- (t* dust 10)
- (t* rad 10)
- ;; Room for peoples
- (settled peoples 999)
- )
-
- (table unit-storage-x
- (land-types food 10)
- (ship-types food 100)
- ;; Special-function ships.
- (fishing-boat food 200)
- (tanker oil 100)
- (ore-ship iron 100)
- (cargo-ship (sh gun lcm hcm) 100)
- ;; This is not strictly part of Empire, but is needed to
- ;; ensure planes' and missile' limited range.
- (plane-types pet 16)
- (bomber-types pet (24 48 60))
- (missile-types pet (8 40 8 20))
- (facility-types food 30)
- (facility-types civ 10)
- ;; Special-function facilities.
- (agribusiness food 150)
- ;; What a harbor wants to have on hand to build ships.
- (harbor (lcm hcm) 200)
- ;; What an airfield wants to have on hand to build aircraft.
- (airfield (lcm hcm) 200)
- ;; What a nuclear plant needs to have on hand to build bombs.
- (nuclear-plant (oil lcm hcm rad) 999)
- ;; Fuel capacities.
- (land-types pet 10)
- (ship-types pet 100)
- (facility-types pet 10)
- ;; Havens for ships and planes are able to refuel their occupants.
- ((harbor airfield) pet 100)
- ;; Warehouses have lots of room, but only for manufactured goods.
- (warehouse manufactures 999)
- ;; Combat supplies.
- (artillery-types sh 100)
- (fortress sh 100)
- (artillery-types gun 9)
- (fortress gun 9)
- (land-types mil 1)
- ;; Everything centers on the capital.
- (capital m* 999)
- )
-
- ;;; (really need generic capacities for cargo ships)
-
- ;;; Vision.
-
- (add mobile-radar vision-range 6)
- (add radar vision-range 8)
-
- (table see-chance
- ;; do radars in empire not see ground units?
- (mobile-radar land-types 0)
- (radar land-types 0)
- )
-
- ;;; Actions.
-
- (table material-to-act
- ;; Ground units need soldiers to run them.
- (land-types mil 1)
- ;; Facilities all need civilians to run them.
- (facility-types civ 1)
- )
-
- ;;; Movement.
-
- ;(add missile-types speed 30.00)
-
- (add inert-types speed 0)
- (add facility-types speed 0)
- (add capital speed 0)
-
- (table mp-to-enter-terrain
- ;; Don't let land units drown themselves.
- (land-types sea 99)
- ;; Or ships beach themselves.
- (ship-types land-t* 99)
- )
-
- (table consumption-per-move
- (plane-types pet 1)
- ;; Should doublecheck the following against real empire.
- (u* pet 1)
- )
-
- ;;; Construction.
-
- ;; Old version
- (add u* cp 6)
-
- ;; New version
- (add u* cp 20)
- (add infantry-types cp (5 5 6 6 6))
- (add armor-types cp (10 12 14))
- (add artillery-types cp (10 9 12 12 8))
- (add engineer-types cp (8 10))
- (add fighter-types cp 14)
- (add helicopter-types cp 10)
- (add bomber-types cp (14 16 18))
- (add missile-types cp (8 12 8 10))
- (add facility-types cp 14)
- (add transport-ship-types cp 14)
- (add surface-combat-ship-types cp (14 16 16 20 25 30))
- (add air-combat-ship-types cp (20 22 25 20 25))
- (add warehouse cp 6)
- (add capital cp 32)
- (add fortress cp 10)
-
- (table acp-to-create
- (engineer-types facility-types 1)
- (headquarters land-types 1)
- (harbor ship-types 1)
- (airfield plane-types 1)
- (nuclear-plant nuke-types 1)
- (capital engineers 1)
- )
-
- (table acp-to-build
- (engineer-types facility-types 1)
- (headquarters land-types 1)
- (harbor ship-types 1)
- (airfield plane-types 1)
- (nuclear-plant nuke-types 1)
- (capital engineers 1)
- )
-
- #| unnecessary?
- (table cp-per-build
- (engineer-types facility-types 1)
- (headquarters land-types 1)
- (harbor ship-types 1)
- (airfield plane-types 1)
- (nuclear-plant nuke-types 1)
- (capital engineers 1)
- )
- |#
-
- ;; need pet/lcm/hcm to build things also.
-
- (table consumption-per-build
- (ship-types lcm 50)
- (ship-types hcm 50)
- (plane-types lcm 50)
- (plane-types hcm 50)
- (nuke-types oil (50 75 100))
- (nuke-types lcm (50 75 100))
- (nuke-types hcm (50 75 100))
- (nuke-types rad (50 75 100))
- )
-
- (table material-to-build
- ;; Need people to operate the equipment.
- (u* civ 1)
- ;; But engineer units *are* the people, so no extra requirement here.
- (engineer-types civ 0)
- )
-
- ;;; Research.
-
- ;; (some unit types should be higher tech than others)
-
- ;;; Production (and consumption).
-
- (table acp-to-produce
- (refinery pet 1)
- ; (lcm-factory lcm 1)
- ; (hcm-factory hcm 1)
- ; (shell-industry sh 1)
- ; (nuclear-plant rad 1)
- )
-
- (table material-per-production
- (refinery pet 100)
- ; (lcm-factory lcm 100)
- ; (hcm-factory hcm 100)
- ; (shell-industry sh 100)
- ; (nuclear-plant rad 100)
- )
-
- (table material-to-produce
- ; (u* civ 1)
- )
-
- (table material-to-act
- (land-types pet 1)
- (plane-types pet 1)
- (ship-types pet 1)
- (facility-types pet 1)
- (fortress mil 2)
- )
-
- ;;; Combat.
-
- ;; Hit points are like "effectiveness" or "efficiency".
- (add u* hp-max 100)
-
- (table hit-chance
- (infantry-types facility-types 100)
- (infantry-types fortress 50)
- (infantry-types capital 100)
- )
-
- (table damage
- (infantry-types facility-types 2d20)
- (infantry-types capital 2d10)
- )
-
- (table capture-chance
- (u* u* 0)
- ;; Most facilities can't prevent their own capture.
- (infantry-types facility-types 100)
- ;; Fortresses are tough.
- (infantry-types fortress 10)
- (infantry-types capital 50)
- (armor-types fortress 20)
- ;; Capitals have people
- (armor-types capital 70)
- ;; Nuclear weapons are supposedly not captureable.
- (land-types nuke-types 0)
- )
-
- (table independent-capture-chance
- (u* u* 100)
- (infantry-types facility-types 100)
- (infantry-types fortress 80)
- (infantry-types capital 80)
- (armor-types facility-types 100)
- (armor-types fortress 90)
- (armor-types capital 90)
- )
-
- ; sea shallows swamp desert plains forest mountains ice vacuum wasteland road
- ;@deffn Table @code{attack-terrain-effect} u1 t -> n%
- (table attack-terrain-effect
- ; (land-types shallows 30)
- ; (land-types swamp 70)
- ; (land-types forest 80)
- ; (land-types mountains 60)
- ; (land-types ice 90)
- )
-
- ;@deffn Table @code{defend-terrain-effect} u2 t -> n%
- (table defend-terrain-effect
- ; (land-types shallows 50)
- ; (land-types swamp 50)
- ; (land-types forest 130)
- ; (land-types mountains 150)
- ; (land-types ice 100)
- ; (land-types road 80)
- )
-
- (table protection ; actually ablation?
- ;; places offer some protection to occupants
- (fortress land-types 80)
- (capital land-types 40)
- (facility-types land-types 20)
- )
-
- (add fortress acp-to-fire 1)
-
- (add fortress range 3)
-
- (table consumption-per-attack
- (u* sh 1)
- )
-
- (table hit-by
- (u* sh 1)
- )
-
- (table material-to-fight
- (u* mil 1)
- (artillery-types gun 1)
- (fortress gun 1)
- )
-
- ;; Nuclear detonation results in the destruction of units and the
- ;; creation of wasteland.
-
- (add nuke-types acp-to-detonate 1)
-
- (add nuke-types hp-per-detonation 100)
-
- (table detonation-unit-range
- (small-nuke u* 1)
- (medium-nuke u* 2)
- (large-nuke u* 3)
- )
-
- (table detonation-damage-at
- (small-nuke u* 200)
- (medium-nuke u* 200)
- (large-nuke u* 200)
- )
-
- (table detonation-damage-adjacent
- ;; Ensure that all units within range are nailed.
- (small-nuke u* 1000)
- (medium-nuke u* 1000)
- (large-nuke u* 1000)
- )
-
- (table detonation-terrain-range
- (small-nuke t* 1)
- (medium-nuke t* 2)
- (large-nuke t* 3)
- )
-
- (table detonation-terrain-damage-chance
- (nuke-types t* 100)
- (nuke-types sea 0)
- )
-
- (table terrain-damaged-type
- (t* wasteland 1)
- )
-
- ;;; Terrain alteration.
-
- (table acp-to-add-terrain
- (engineer-types settled 1)
- (engineer-types highway 1)
- )
-
- (table acp-to-remove-terrain
- (engineer-types wilderness 1)
- (engineer-types highway 1)
- )
-
- ;;; Backdrop.
-
- (table base-production
- ((agribusiness fishing-boat) food (100 50))
- ((oil-field oil-platform) oil 1) ; should be extraction really
- (refinery pet 1)
- (enlistment mil 1)
- ; (refinery pet 100)
- ; (lcm-factory lcm 100)
- ; (hcm-factory hcm 100)
- ;; The capital always has a few small farms and factories.
- (capital (food lcm hcm) (20 10 10))
- (capital (civ mil) 1)
- )
-
- (table base-consumption
- ;; Everything eats food.
- (u* food 1)
- (agribusiness food 0) ; a hack
- (nuke-types food 0) ; does this happen in Empire?
- ;; Capital is self-supporting, but has no excess.
- (capital food 20)
- ;; Most hardware eats petroleum products.
- (ship-types pet 1)
- (plane-types pet 1)
- ;; Inert types don't consume anything at all.
- (inert-types m* 0)
- )
-
- (table hp-per-starve
- ;; Going without food is potentially deadly.
- (u* food 1.00)
- ;; Technology types really need their petroleum products.
- (ship-types pet 10.00)
- (plane-types pet 100.00)
- )
-
- (table out-length
- ;; This is to simplify basic game play.
- (u* m* 1)
- ;; Farming has a default supply infrastructure.
- (agribusiness food 5)
- ;; Fishing fleets must rely on land systems to redistribute.
- (fishing-boat food 1)
- ;; The oil business' support machinery can get the oil sent around.
- (oil-field oil 5)
- (oil-platform oil 5)
- ;; Civilians will tend to go where they're needed (looking for jobs).
- (facility-types civ 2)
- ;; Factories want to unload their manufactures as fast as possible.
- (refinery pet 5)
- (lcm-factory lcm 5)
- (hcm-factory hcm 5)
- ;; Warehouses are redistribution points.
- (warehouse m* 5)
- ;; Capital will be generous with nearby needy units.
- (capital m* 2)
- )
-
- (table in-length
- ;; This is to simplify basic game play.
- (u* m* 1)
- ;; Every type of unit that needs food can get it from an adjacent cell.
- (u* food 1)
- ;; Similarly for petroleum.
- (u* pet 2)
- ;; Civilians will tend to go where they're needed (looking for jobs).
- (facility-types civ 2)
- ;; Facilities want to pull in whatever they need for their work.
- (harbor (lcm hcm) 5)
- (airfield (lcm hcm) 5)
- ;; Warehouses are redistribution points.
- (warehouse m* 5)
- ;; The capital always gets special service if it needs something.
- (capital m* 5)
- )
-
- ;;; Random setup.
-
- ;;; Everybody starts with just the one capital.
-
- (add capital start-with 1)
-
- (add (sea settled wilderness mountains) alt-percentile-min ( 0 70 70 95))
- (add (sea settled wilderness mountains) alt-percentile-max ( 70 75 95 100))
- (add t* wet-percentile-min 0)
- (add t* wet-percentile-max 100)
- (add settled wet-percentile-min 40)
- (add settled wet-percentile-max 60)
-
- (table favored-terrain
- (u* t* 0)
- (capital settled 100)
- (facility-types settled 100)
- )
-
- ;; A game's starting units will be full by default.
-
- (table unit-initial-supply
- (u* m* 9999)
- ;; ...but with minimal soldiers.
- (u* mil 1)
- )
-
- (table terrain-initial-supply
- (t* oil 100)
- (t* iron 100)
- (t* dust 1) ; should be rare but high concentration randomly
- (t* rad 1)
- )
-
- ;; Allow from 1 to many sides to play.
-
- (set sides-min 1)
- ; The program complains if this is higher than the compiled-in limit,
- ; although in this case it should probably silently accept the GDL
- ; value and then complain only if too many actual sides get added.
- ;(set sides-max 30)
- (set sides-max 15)
-
- (game-module (instructions (
- "Build up your country and materials."
- "Create engineers in your capital, then send them out to clear the"
- "land and build farms, factories, harbors, roads, and so forth."
- ""
- "If you can't live in peace with your neighbors,"
- "then be prepared to fight with them."
- )))
-
- (game-module (design-notes (
- "Scale is unimportant, this is an abstract game."
- ""
- "This is not entirely like True Empire, but it has some of the feel;"
- "and the complexity!"
- ""
- "This game is supposed to be an emulation. If you don't like the
- way True Empire works, don't mess with this game; either work with
- `modern' if you're looking for more realism and scaling, or else
- set up a new game design."
- "Some of the differences are concessions to Xconq's limits."
- "You cannot just designate `sectors', you have to have units for
- them, and then you have to have a unit (engineers) to build."
- )))
-