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(game-module "fred"
;; This is not a standalone game, has only a test setup defined.
(title "Frederick")
(blurb "base module for 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 (char "."))
(terrain-type countryside (char "+"))
(terrain-type swamp (char "="))
(terrain-type forest (char "%"))
(terrain-type mountains (char "^"))
(terrain-type river
(subtype border))
(terrain-type barrier (image-name "mountains")
(subtype border))
(terrain-type pass (image-name "road")
(subtype connection))
(define cell-t* (sea countryside swamp forest mountains))
(define leader (general marshal prince king))
(define bases (depot town fortress))
(add sea liquid true)
;;; 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
;; Disable occupying by default.
(u* u* 100)
(army bases 1)
;; Army can only have one commander.
(leader army 1)
(leader bases 0)
)
(table unit-capacity-x
;; Leaders can carry each other around, higher ranks "carrying" lower.
(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 60)
(bases supplies 600)
)
;;; 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)
;; Mountain barriers are impassable.
(army barrier 99)
(leader barrier 99)
)
(table mp-to-traverse
(army pass 1)
)
(add army free-mp 1)
;;; 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
(army u* 3)
)
(table acp-to-defend
(army army 3)
)
(table hit-chance
(army army 50)
(army leader 50)
)
(table damage
(army army 1d4)
(army leader 1)
)
(table withdraw-chance-per-attack
(army army 25)
;; Leaders can usually escape from hits.
(army leader 90)
)
(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.
(table base-production
;; Armies can supply part of needs by foraging.
(army supplies 15)
)
(table productivity
;; Foraging in the mountains is ineffective.
(army mountains 20)
)
(table base-consumption
(army supplies 60)
)
(table hp-per-starve
(army supplies 20.00)
)
(table out-length
(bases supplies 5)
)
(table in-length
(army supplies 5)
(bases supplies 5)
)
;;; Scoring.
(add u* point-value 0)
(add fortress point-value 1)
;;; Seasons.
(world (year-length 26))
(set calendar '(usual week 2))
(set season-names
((0 6 "winter") (7 12 "spring") (13 19 "summer") (20 25 "autumn")))
;;; Random generation; should be for testing only.
(add cell-t* alt-percentile-min ( 0 70 30 20 90))
(add cell-t* alt-percentile-max ( 20 90 31 90 100))
(add cell-t* wet-percentile-min ( 0 50 50 0 0))
(add cell-t* wet-percentile-max (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)
)
(table unit-initial-supply (u* m* 9999))
;;; 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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