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(game-module "napoleon"
(title "Napoleon")
(blurb "base module for the Napoleonic wars")
(variants
(see-all true)
(world-seen true)
(world-size (60 30 800))
("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
(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 (char ".")
(help "deep ocean"))
(terrain-type shallows (char ",")
(help "coastal waters and lakes"))
(terrain-type swamp (char "=")
(help ""))
(terrain-type desert (char "~")
(help "dry and sandy terrain"))
(terrain-type plains (char "+")
(help "open terrain, with farms and pastures"))
(terrain-type forest (char "%")
(help "deep woods"))
(terrain-type mountains (char "^")
(help "rugged and mountainous terrain"))
(terrain-type 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 (char ">")
(subtype connection) (subtype-x road-x)
(help ""))
(terrain-type river (char "<")
(subtype border) (subtype-x river-x)
(help ""))
(terrain-type snow (image-name "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 acp-to-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
;; These types can defend themselves, but not initiate attacks.
(ldr u* 0)
(balloon u* 0)
(places u* 0)
)
(table surrender-chance-per-attack
;; There's always a chance that a unit will fall into the attacker's
;; hands immediately.
(u* u* 10)
)
(table withdraw-chance-per-attack
(u* u* 10)
)
(table acp-for-retreat
(army-types army-types 1)
)
(table hit-chance
(u* u* 50)
(guards u* 70)
;; 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 retreat-chance
(army-types inf 10)
(army-types guards 5)
)
(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)
;; A leader's own consumption is negligible.
(ships supply 1)
)
(table out-length
;; Armies will not give up any supplies that are in hand.
(land-forces supply -1)
;; Leaders have a staff and supply train that can pass things around.
(ldr supply 2)
(places supply 4)
)
(table in-length
(land-forces supply 4)
(ldr supply 2)
(places supply 4)
)
(table hp-per-starve
(land-forces supply 1.00)
;; A leader's own consumption is negligible.
(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 800 (year-length 12))
;;; Set the key points controlling temperature.
(area (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."
)))
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