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Text File | 1996-04-04 | 10.8 KB | 463 lines | [TEXT/XCNQ] |
- (game-module "napoleon"
- (title "Napoleon")
- (blurb "definitions for the Napoleonic wars")
- (variants
- (see-all true)
- (world-seen true)
- (world-size)
- ("Clouds" clouds
- (true
- (add t* clouds-min 0)
- (add t* clouds-max 4)
- ))
- ("Winds" winds
- (true
- (add t* wind-force-min 1)
- (add t* wind-force-average 1)
- (add t* wind-force-max 4)
- (add t* wind-force-variability 50.00)
- (add t* wind-variability 50.00)
- ))
- ("Scoring" scoring
- (true
- (add places point-value (0 5 25))
- (scorekeeper (do last-side-wins))
- ))
- )
- )
-
- ; i g c l t f F B / * @
-
- (unit-type inf (name "infantry") (image-name "soldiers")
- (help "the backbone of the army"))
- (unit-type guards (image-name "soldiers")
- (help "the elite of the army"))
- (unit-type cav (name "cavalry") (image-name "cavalry")
- (help "zips around for shock effect"))
- (unit-type ldr (name "leader") (image-name "flag")
- (help "controls the movements of land forces"))
- (unit-type transport (image-name "brig")
- (help "how armies get across water"))
- (unit-type frigate (image-name "frigate")
- (help "the eyes of the fleet"))
- (unit-type fleet (image-name "twodecker") (char "F")
- (help "a full line of battle fleet"))
- (unit-type balloon (image-name "balloon") (char "B")
- (help "fragile but good for reconnaissance"))
- (unit-type / (name "entrenchments") (image-name "camp")
- (help "temporary protection for armies"))
- (unit-type city (image-name "town20") (char "*")
- (help "a typical city"))
- (unit-type capital (image-name "city18") (char "@")
- (help "the major city of a country"))
-
- (material-type supply
- (help "abstract combination of food and ammo"))
-
- (terrain-type sea
- (color "sky blue") (image-name "sea") (char ".")
- (help "deep ocean"))
- (terrain-type shallows
- (color "cyan") (image-name "shallows") (char ",")
- (help "coastal waters and lakes"))
- (terrain-type swamp
- (color "yellow green") (image-name "swamp") (char "=")
- (help ""))
- (terrain-type desert
- (color "yellow") (image-name "desert") (char "~")
- (help "dry and sandy terrain"))
- (terrain-type plains
- (color "green") (image-name "plains") (char "+")
- (help "open terrain, with farms and pastures"))
- (terrain-type forest
- (color "forest green") (image-name "forest") (char "%")
- (help "deep woods"))
- (terrain-type mountains
- (color "sienna") (image-name "mountains") (char "^")
- (help "rugged and mountainous terrain"))
- (terrain-type ice
- (color "white") (image-name "ice") (char "_")
- (help "permanent snow and ice, generally impassable"))
-
- (define land-t* (desert plains forest mountains))
-
- (define cell-t* (sea shallows swamp desert plains forest mountains ice))
-
- (terrain-type road
- (color "gray") (char ">")
- (subtype connection) (subtype-x road-x)
- (help ""))
-
- (terrain-type river
- (color "blue") (char "<")
- (subtype border) (subtype-x river-x)
- (help ""))
-
- (terrain-type snow
- (color "white")
- (subtype coating)
- (help ""))
-
- (add t* elevation-min -100)
- (add t* elevation-max 2000)
- (add (sea shallows swamp) elevation-min 0)
- (add (sea shallows swamp) elevation-max (0 0 10))
- (add (mountains) elevation-min 2000)
- (add (mountains) elevation-max 9000)
-
- (area (cell-width 50000))
-
- (add (sea shallows snow) liquid true)
-
- (define water (sea shallows))
- (define land (plains desert forest mountains))
-
- (define army-types (inf guards))
- (define land-forces (inf guards cav))
-
- (define ships (transport frigate fleet))
-
- (define movers (append land-forces ldr ships balloon))
-
- (define places (/ city capital))
-
- ;;; Static relationships.
-
- ;;; Unit-unit capacities.
-
- (table unit-capacity-x
- ;; Armies can have only one commander.
- ((inf guards) ldr 1)
- ;; (how can leaders carry others as subordinates?)
- )
-
- (add (transport fleet / city capital) capacity (4 2 10 80 80))
-
- (table unit-size-as-occupant
- ;; Disable occupancy normally.
- (u* u* 99)
- (land-forces (transport fleet) 1)
- (ldr u* 1)
- (movers (city capital) 1)
- )
-
- (table occupant-max
- (u* u* 99)
- )
-
- ;;; Unit-terrain interaction.
-
- (table vanishes-on
- (land-forces sea true)
- (ships land true)
- (places sea true)
- )
-
- ;;; Unit-terrain capacities.
-
- ;; Allow effectively infinite capacity everywhere.
-
- (add t* capacity 100)
-
- (table unit-size-in-terrain (u* t* 1))
-
- ;;; Unit-material.
-
- (table unit-storage-x
- ; i g c l t f F B / * @
- (u* supply ( 2 3 2 4 50 50 50 0 10 100 200))
- )
-
- ;;; Vision.
-
- ;; Although people were tracking weather at this period, reports were
- ;; neither comprehensive nor timely.
-
- (set see-weather-always false)
-
- ;;; In general, secrets don't last long, at least on land.
-
- (add u* already-seen 100)
- (add ships already-seen 0)
-
- (add u* spy-chance 100)
-
- ; i g c l t f F B / * @
- (add u* spy-range ( 8 10 6 10 1 1 1 1 10 10 10))
-
- (table spy-quality (u* u* 80))
-
- ;;; Actions.
-
- ; i g c l t f F B / * @
- (add u* acp-per-turn (1 1 3 10 2 5 3 5 0 1 1))
-
- ;; capitals should be more capable?
-
- (table acp-occupant-effect
- ;; Leaders enable armies to do things.
- (ldr inf 800)
- (ldr guards 1000)
- )
-
- ;;; Movement.
-
- (add places speed 0)
-
- (table mp-to-enter-terrain
- (u* t* 1)
- (land-forces sea 99)
- ;; Cavalry is slower in rough terrain.
- (cav (forest mountains) 2)
- ;; Leaders move about as fast as a frigate, when at sea.
- (ldr (sea shallows) 2)
- ;; Leaders are also slower in the mountains.
- (ldr (mountains) 2)
- (ships land 99)
- ;; (no effect for shallows, ships were small then)
- )
-
- (table mp-to-traverse
- (land-forces road 1)
- (ldr road 1)
- )
-
- ;;; Construction.
-
- (add u* cp (20 40 8 12 10 20 40 4 1 1 1))
-
- (table acp-to-create
- (army-types / 1)
- ((city capital) movers 1)
- ;; Regular cities may not build balloons
- (city balloon 0)
- )
-
- (table cp-on-creation
- (army-types / 1)
- ((city capital) movers 1)
- ;; Regular cities may not build balloons
- (city balloon 0)
- )
-
- (table acp-to-build
- ((city capital) movers 1)
- ;; Regular cities may not build balloons
- (city balloon 0)
- )
-
- (table cp-per-build
- ((city capital) movers 1)
- ;; Regular cities may not build balloons
- (city balloon 0)
- )
-
- ;;; (ships should need lots of tooling up to build)
-
- ;;; Cities can repair anything.
-
- (table acp-to-repair
- ((city capital) u* 1)
- )
-
- ;;; Navy ships can repair themselves automatically.
-
- (add (frigate fleet) hp-recovery 1)
-
- ;;; Combat.
-
- (add u* hp-max (10 10 2 1 3 6 1 1 10 20 40))
-
- (add army-types parts-max 10)
-
- (table acp-to-attack
- (ldr u* 0)
- (balloon u* 0)
- (places u* 0)
- )
-
- (table hit-chance
- (u* u* 50)
- ;; Leaders should never expose themselves to combat directly.
- (u* ldr 90)
- (ldr u* 0)
- ;; Balloons are somewhat protected by their altitude.
- (u* balloon 50)
- ;; ...but can't attack anything themselves.
- (balloon u* 0)
- )
-
- (table damage
- (u* u* 1)
- (fleet u* 3)
- )
-
- (table capture-chance
- (army-types city (20 30))
- (army-types capital (10 15))
- )
-
- (table consumption-per-attack (land-forces supply 1))
-
- (table hit-by (land-forces supply 1))
-
- ;; Scuttling and disbanding was easy in those days.
-
- (add movers acp-to-disband 1)
-
- ;; Armies can grow and shrink easily.
-
- (add army-types acp-to-transfer-part 1)
-
- ;;; Backdrop economy.
-
- (table base-production
- (land-forces supply 1)
- (/ supply 1)
- ((city capital) supply 10)
- )
-
- (table productivity
- (land-forces t* 0)
- ;; Foraging only works in settled areas.
- (land-forces plains 100)
- (/ desert 0)
- ((city capital) (forest mountains) 70)
- ((city capital) desert 30)
- )
-
- (table base-consumption
- (land-forces supply 1)
- (ships supply 1)
- )
-
- (table out-length
- ;; Armies will not give up any supplies that are in hand.
- (land-forces supply -1)
- )
-
- (table hp-per-starve
- (land-forces supply 1.00)
- (ships supply 1.00)
- )
-
- (table consumption-as-occupant
- ;; Ships in port just sit there.
- (ships supply 0)
- )
-
- ;;; Backdrop environment.
-
- ;;; Temperature characteristics of terrain.
-
- (add t* temperature-min -20)
- (add water temperature-min 0)
- (add desert temperature-min 0)
-
- (add t* temperature-max 30)
- (add desert temperature-max 50)
- (add mountains temperature-max 20)
- (add ice temperature-max 0)
-
- (add t* temperature-average 20)
- (add ice temperature-average -10)
-
- (add land temperature-variability 5)
-
- ;;; Environmental effects.
-
- (add inf temperature-attrition '((-30 30) (0 3) (5 0) (30 0) (35 10) (50 50)))
- (add guards temperature-attrition '((-30 30) (0 3) (5 0) (30 0) (35 10) (50 50)))
- (add cav temperature-attrition '((-30 30) (0 3) (5 0) (30 0) (35 10) (50 50)))
- (add ldr temperature-attrition '((-30 1) (-20 0) (40 0) (50 1)))
-
- ;;; The major participants.
-
- (set side-library '(
- ((name "France") (adjective "French"))
- ((name "England") (adjective "English"))
- ((name "Spain") (adjective "Spanish"))
- ((name "Austria") (adjective "Austrian"))
- ((name "Prussia") (adjective "Prussian"))
- ((name "Russia") (adjective "Russian"))
- ))
-
- (world 1000 (year-length 12))
-
- (set temperature-year-cycle
- (((49 48) (0 0) (1 -5) (3 20) (7 30) (11 5)) ; Paris
- ((86 62) (0 -15) (1 -10) (4 15) (7 20) (11 0)) ; Moscow
- ((56 69) (0 0) (7 20) (11 0)) ; Stockholm
- ((50 0) (0 20) (7 40) (11 20)) ; Sahara
- ((150 0) (0 20) (7 40) (11 20)) ; Arabia
- ))
-
- (set temperature-moderation-range 1)
-
- (set calendar '(usual "month"))
-
- (set season-names
- ((0 2 "winter") (3 5 "spring") (6 8 "summer") (9 11 "autumn")))
-
- ;; (should be for all types, but list property interp is lame)
-
- (add transport acp-season-effect '((0 25) (3 100) (11 100)))
- (add frigate acp-season-effect '((0 25) (3 100) (11 100)))
- (add fleet acp-season-effect '((0 25) (3 100) (11 100)))
-
- ;; A game's starting units will be full by default.
-
- (table unit-initial-supply (u* m* 9999))
-
- ;;; Random setup. Irrelevant for a historical game, but helpful for testing.
-
- (add cell-t* alt-percentile-min ( 0 50 50 51 51 51 95 0))
- (add cell-t* alt-percentile-max ( 50 51 51 95 95 95 100 0))
- (add cell-t* wet-percentile-min ( 0 0 50 0 10 90 0 0))
- (add cell-t* wet-percentile-max (100 100 100 10 90 100 100 0))
-
- (add plains country-terrain-min 7)
- (set country-radius-min 3)
- (set country-separation-min 8)
-
- (add (city capital) start-with (5 1))
-
- (table independent-density (city plains 500))
-
- (table favored-terrain add
- (u* t* 0)
- ((city capital) plains 100)
- )
-
- ;;; River generation.
-
- ;; Rivers are most likely to start in the mountains or forests.
-
- (add (plains forest mountains) river-chance (5.00 8.00 8.00))
-
- ;; Rivers empty into lakes if they don't reach the sea.
-
- (set river-sink-terrain shallows)
-
- ;;; Road generation.
-
- (table road-into-chance
- (land-t* land-t* 100)
- ;; Try to get a road back out into the plains.
- (cell-t* plains 100)
- ;; Be reluctant to run through hostile terrain.
- (plains (desert forest mountains) (40 30 20))
- )
-
- (set edge-terrain sea)
-
- (game-module (notes "player notes here"
- ))
-
- (game-module (design-notes (
- "Map scale is 50 km/hex, game time is 1 month/turn."
- ""
- "Balloons are more fun than realistic."
- )))
-
-