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(game-module "fred"
;; This is not a standalone game, has only a test setup defined.
(title "Frederick")
(blurb "Type definitions for games set during the Seven Years War")
(variants (world-size (45 30 1000)))
)
(set see-all true) ; for debugging
(unit-type army (image-name "soldiers"))
(unit-type general (image-name "flag"))
(unit-type marshal (image-name "flag"))
(unit-type prince (image-name "flag"))
(unit-type king (image-name "crown"))
(unit-type depot (image-name "walltown"))
(unit-type town (image-name "town20"))
(unit-type fortress (image-name "fortress"))
(material-type supplies (help "generic supplies"))
(terrain-type sea (color "sky blue") (char "."))
(terrain-type countryside (color "green") (char "+") (image-name "countryside"))
(terrain-type swamp (color "yellow green") (char "="))
(terrain-type forest (color "forest green") (char "%")) ; no longer used?
(terrain-type hills (color "khaki") (char ">")) ; no longer used
(terrain-type mountains (color "sienna") (char "^"))
(terrain-type river (color "blue") (subtype border))
(terrain-type barrier (color "sienna") (image-name "mountains") (subtype border))
(terrain-type pass (color "gray") (image-name "road") (subtype connection))
(define land (countryside swamp forest hills mountains))
(define cell-t* (sea countryside swamp forest hills mountains))
(define leader (general marshal prince king))
(define bases (depot town fortress))
;;; Static relationships.
(table vanishes-on
;; No navy in this game.
(u* sea true)
)
;;; Armies carry leaders around and are propelled by them.
(add army capacity 1)
(add bases capacity 10)
(table unit-size-as-occupant
(u* u* 100) ; disables capacity by default
(army bases 1)
(leader army 1) ; army can only have one commander
(leader bases 0)
)
;;; Leaders can carry each other around, higher ranks "carrying" lower.
(table unit-capacity-x
(king (general marshal prince) 4)
(prince (general marshal) 3)
(marshal (general) 2)
)
(table unit-size-in-terrain
(u* t* 0)
;; (need to limit armies?)
)
(table unit-storage-x
(army supplies 100)
(bases supplies 1000)
)
;;; Actions.
(add army acp-per-turn 1)
(add leader acp-per-turn 6)
(add bases acp-per-turn 0)
(table acp-occupant-effect
;; Leaders "get the lead out", accelerate the army.
(leader army 600)
)
;;; Movement.
(table mp-to-enter-terrain
(u* sea 99)
;; Crossing rivers is hard for armies.
(army river 1)
(army barrier 99)
(leader barrier 99)
)
(table mp-to-traverse
(army pass 1 #|2|#)
)
(add army free-mp 1)
;; 5 s supply-line
;;; Construction.
(add depot cp 6)
(table acp-to-create (army depot 1))
(table acp-to-build (army depot 1))
;;; Combat.
(add army hp-max 80)
;(table acp-to-attack
; )
(table hit-chance
(army army 50)
(army leader 50)
)
(table damage
(army army 1d4)
(army leader 1)
)
;;; Leaders should be able to retreat from hits.
(table acp-to-capture
(army army 1)
(army leader 1)
(army bases 1)
)
(table capture-chance
;; implausible for small units capturing large
(army army 25)
(army leader 100)
(army bases 100)
)
;;; Garrisons prevent immediate capture.
(table protection
(army fortress 10)
)
;;; Need a surrender chance for depots vs fortresses.
;;; Backdrop.
;;; Scoring.
(add u* point-value 0)
(add fortress point-value 1)
;;; Seasons.
(world (year-length 24))
(set calendar '(usual "month" 1 2))
(set season-names
((0 6 "winter") (7 11 "spring") (12 17 "summer") (18 23 "autumn")))
;;; Random generation; should be for testing only.
(add cell-t* alt-percentile-min ( 0 70 30 20 90 95))
(add cell-t* alt-percentile-max ( 20 90 31 90 95 100))
(add cell-t* wet-percentile-min ( 0 50 50 0 0 0))
(add cell-t* wet-percentile-max (100 100 100 100 100 100))
(set edge-terrain mountains)
(add u* start-with 1) ; one of everything
(table favored-terrain
(u* t* 0)
(u* countryside 100)
)
;;; Always max out at a 9-month campaign season.
(set last-turn 18)
(game-module (notes (
"This is a game about the Seven Years War in central Europe. The number of unit types"
"is small, and there are only a few special characteristics. The game"
"is basically one of maneuvering for position, since combat was mostly"
"ineffective."
""
"Map scale is 15 miles/cell, time is 2 weeks/turn."
""
)))
(game-module (design-notes (
"A number of items remain to be developed:"
""
"Disable free moves and make combat cost high, to simulate the mutual"
"consent to combat."
""
"Supply paths (about 4-5 cells)."
""
"River effect on combat."
)))
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