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(game-module "modern"
(title "Modern Times")
(blurb "Economics and politics of today's world")
(variants (see-all true))
)
;; This could be a variant, but is implausible to have an unseen modern world.
(set terrain-seen true)
(unit-type engrs (image-name "engr")
(help "builders of everything"))
(unit-type fishing-fleet (image-name "ap")
(help "ships that produce food"))
(unit-type cargo-ship (image-name "ap")
(help "ships that carry materials around"))
(unit-type oil-tanker (image-name "ap")
(help "ships that carry oil"))
(define ship-types (fishing-fleet cargo-ship oil-tanker))
(unit-type farm (image-name "barn")
(help "the main producer of food"))
(unit-type coal-mine (image-name "mine-entrance"))
(unit-type oil-field (image-name "oil-derrick")
(help "land-based producer of crude oil"))
(unit-type oil-platform (image-name "oil-derrick")
(help "sea-based producer of crude oil, very expensive"))
(unit-type sawmill (image-name "facility"))
(unit-type iron-mine (image-name "iron-mine"))
(define extraction-types (farm oil-field oil-platform sawmill iron-mine))
(unit-type refinery (image-name "refinery"))
(unit-type steel-mill (image-name "facility"))
(define processing-types (refinery steel-mill))
(unit-type shipyard (image-name "facility"))
(define manufacturing-types (shipyard))
(unit-type base (image-name "airbase"))
(unit-type port (image-name "anchor"))
(define base-types (base port))
(unit-type town (image-name "town20"))
(unit-type city (image-name "city20"))
(define cities (town city))
(define place-types
(append extraction-types processing-types manufacturing-types base-types cities))
(material-type food
(help "what people consume"))
(material-type coal
(help "rocks that burn"))
(material-type oil
(help "crude oil from the ground"))
(material-type petrol
(help "refined petroleum products"))
(material-type lumber
(help "wooden construction materials"))
(material-type iron-ore
(help "iron-bearing rock from the ground"))
(material-type steel
(help "represents refined metal construction materials"))
(material-type people
(help "represents about 1,000 actual persons"))
(include "stdterr")
(define water-t* (sea shallows river))
;;; Static relationships.
(table vanishes-on
;; Fixed places are almost always land-only.
(place-types water-t* true)
(place-types ice true)
;; Offshore oil platforms are sea-only.
(oil-platform t* true)
(oil-platform (sea shallows) false)
;; It's possible, if not easy, to build an airbase on an icefield.
(base ice false)
)
(table unit-capacity-x
;; Engineers can always be in any kind of facility.
(place-types engrs 2)
(cities engrs 16)
)
(table unit-storage-x
;; Cities and towns always have some room for everything.
(city m* 100)
(town m* 10)
;; Assume the food pipeline to everybody has about a month's
;; supply in it somewhere.
(u* food 4)
(farm food 100)
(cities food 900)
(cities oil 400)
(u* petrol 10)
(cities petrol 400)
(engrs lumber 10)
(engrs steel 10)
(shipyard steel 100)
(fishing-fleet food 50)
(cargo-ship lumber 100)
(cargo-ship steel 100)
(oil-tanker oil 1000)
;; Most units involve about 1,000 people, but towns and cities
;; may get much larger.
(u* people 1)
(town people 200)
(city people 20000)
)
(add t* capacity 16)
(table unit-size-in-terrain
(u* t* 1)
;; We can pack multiple facilities into a cell.
(farm t* 4)
(oil-field t* 4)
(refinery t* 4)
(town t* 4)
;; A major city is so large that it fills the cell.
(city t* 16)
)
(table terrain-storage-x
(t* oil 100)
(t* iron-ore 100)
)
;;; Actions.
(add engrs acp-per-turn 1)
(add cities acp-per-turn 1)
;;; Movement.
(add place-types speed 0)
;;; Construction.
(add engrs cp 2)
(add extraction-types cp 24)
(add oil-platform cp 144)
(add processing-types cp 48)
(add manufacturing-types cp 96)
(table acp-to-create
(engrs extraction-types 1)
(engrs processing-types 1)
(engrs manufacturing-types 1)
(shipyard ship-types 1)
(cities engrs 1)
)
(table cp-on-creation
(engrs (farm oil-field oil-platform shipyard) 3)
)
(table create-range
(engrs oil-platform 1)
(city oil-field 2)
)
(table acp-to-build
(engrs extraction-types 1)
(engrs processing-types 1)
(engrs manufacturing-types 1)
(shipyard ship-types 1)
(cities engrs 1)
)
(table cp-per-build
(engrs (farm oil-field oil-platform shipyard) 3)
)
(table build-range
(city oil-field 2)
)
(table consumption-per-build
;; Every kind of construction needs a small amount of lumber.
(extraction-types lumber 2)
(processing-types lumber 2)
(ship-types steel 1)
(extraction-types steel 2)
(processing-types steel 2)
)
;;; Combat.
(add cities hp-max (5 25))
;;; Terrain alteration.
(table acp-to-add-terrain
(engrs road 1)
)
(table acp-to-remove-terrain
(engrs road 1)
)
;;; Backdrop.
;; Automatic production.
(table base-production
((fishing-fleet farm) food (50 50))
(coal-mine coal 100)
(sawmill lumber 10)
((oil-field oil-platform city) oil (100 50 20))
((refinery city) petrol (100 20))
(iron-mine iron-ore 100)
(steel-mill steel 100)
)
(table productivity
;; Farms are less efficient in hostile terrain.
(farm (desert mountains) 10)
(farm forest 50)
;; Sawmills can only operate at full capacity in forests and mountains.
(sawmill t* 0)
(sawmill (forest mountains) 100)
;; Plains will have small patches of woods to exploit.
(sawmill plains 10)
)
(table base-consumption
(u* food 1)
((town city) food (2 10))
(refinery oil 100)
(city oil 10)
;; Everything in the modern world runs on petroleum products.
(u* petrol 1)
((town city) petrol (2 10))
;; Strictly speaking, steel mills use coke, but let's assume they
;; always make their own coke.
(steel-mill coal 100)
(steel-mill iron-ore 100)
;; Towns and cities need some steel for repairs and renovation.
(cities steel (1 5))
)
(table hp-per-starve
(u* food 1.00)
(u* petrol 0.02)
;; Without repair materials, things slowly disintegrate.
(cities steel (0.02 0.10))
)
(table out-length
(u* food 4)
(coal-mine coal 4)
(cities coal 4)
((oil-field oil-platform) oil 6)
(cities oil 6)
(refinery petrol 6)
(cities petrol 6)
(sawmill lumber 6)
(steel-mill steel 6)
)
(table in-length
(u* food 4)
(steel-mill coal 4)
(cities coal 4)
(oil-tanker oil 6)
(refinery oil 6)
(cities oil 6)
(u* petrol 6)
(engrs lumber 6)
(engrs steel 6)
)
;;; Initial random setup.
(add city start-with 1)
(add town start-with 5)
(add farm start-with 10)
(set country-radius-min 3)
(set country-separation-min 16)
(set country-separation-max 48)
; Try to get countries on the coast.
(add (sea plains) country-terrain-min (1 4))
(table favored-terrain
(u* t* 0)
(farm plains 100)
(cities plains 100)
(cities land-t* 20)
(cities plains 40)
)
(table independent-density (cities plains 100))
(add land-t* country-people-chance 90)
(add plains country-people-chance 100)
(add land-t* independent-people-chance 50)
(table unit-initial-supply
(u* m* 9999)
(cities petrol 400)
(city people 2000)
)
(table terrain-initial-supply
(t* oil 10d100)
)
;; Allow from 1 to many sides to play.
(set sides-min 1)
(game-module (design-notes (
"A detailed game of modern problems."
"Scale is 1 week/turn, 50km/cell."
""
"Although this is a lot like the net empire games, it does not
need to emulate them."
"(should have a many-nukes-available option)"
)))
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