File: panzer.g

package info (click to toggle)
xconq 7.2.2-2
  • links: PTS
  • area: main
  • in suites: slink
  • size: 8,296 kB
  • ctags: 9,199
  • sloc: ansic: 107,849; sh: 2,108; perl: 2,057; makefile: 1,177; sed: 161; csh: 50; awk: 49; lisp: 39
file content (725 lines) | stat: -rw-r--r-- 17,787 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
(game-module "panzer"
  (title "Panzer")
  (blurb "base module for tactical-level WWII, Eastern Front")
  (variants
   (world-seen true)
   (see-all false)
   (world-size (80 40 25000))
   (real-time (0 0 0))
   ("Capture the Town" capture-the-town
    (true
      (add town start-with 1)
      (add u* point-value 0)
      (add town point-value 1)
      ))
   ("Minefields" minefields
    (true
      ;; if this is enabled, the AI gets confused...
	  (table independent-density
	    (minefield clear 500)
	    (minefield woods 100)
	    )
      ))
   ("Rougher" rougher
    (true
	  (add t* elevation-max 1000)
      ))
   ("Night" night
    (true
	  (world (day-length 144))
      (set initial-day-part 72) ; midnight
      ))
   )
)

(terrain-type water (image-name "water") (char ".")
  (help "open water"))
(terrain-type swamp (char "=")
  (help "water, mud and thick vegetation - nearly impassable"))
(terrain-type gully (char "&")
  (help ""))
(terrain-type woods (image-name "forest") (char "%")
  (help "hinders visibility and combat"))
(terrain-type slope (image-name "goldenrod") (char "/")
  (help ""))
(terrain-type clear (image-name "khaki") (char "+")
  (help "open flat ground"))
(terrain-type thick-forest (image-name "forest")
  (subtype border)
  (help "impassable to both wheeled and tracked vehicles"))
(terrain-type stream (image-name "water")
  (subtype connection) (subtype-x river-x)
  (help ""))
(terrain-type road
  (subtype connection) (subtype-x road-x)
  (help "faster travel for vehicles"))

(add (water swamp) liquid true)

(define cell-t* (water swamp gully woods slope clear))

;;; Ground is what doesn't require swimming.

(define ground (swamp gully clear woods slope))

;;; Vehicles require solid ground.

(define solid (gully clear woods slope))

;;; Wheeled vehicles can't deal with woods.

(define drivable (gully clear slope))

(add t* elevation-min 100)
(add t* elevation-max 300)

(area (cell-width 400))

(add clear river-chance 5.00)

;;; Definitions of all the unit types.

;;; Random gen should do these in clumps?
(unit-type town (image-name "town20"))
(unit-type block)
(unit-type minefield)
(unit-type cmdpost (name "command post") (image-name "cmd-post")
  (acp-per-turn 1))

(add (town block minefield) speed 0)

;;; Russian unit types.

(unit-type rmg (name "MG")
  (help "Russian 12.7mm machine gun"))
(unit-type r45 (name "45mm AT")
  (help "Russian 45mm anti-tank"))
(unit-type r57 (name "57mm AT")
  (help "Russian 57mm anti-tank"))
(unit-type r76at (name "76mm AT")
  (help "Russian 76mm anti-tank"))
(unit-type r122 (name "122mm AT")
  (help "Russian 122mm anti-tank - has a long reach"))
(unit-type r76h (name "76mm H")
  (help "Russian 76mm howitzer"))
(unit-type r82m (name "82mm M (Mot)")
  (help "Russian motorized 82mm mortar"))
(unit-type r82 (name "82mm M")
  (help "Russian 82mm mortar"))
(unit-type r120 (name "120mm M(r)")
  (help "Russian 120mm mortar - a powerful long-range hitter"))

(define r-arty (rmg r45 r57 r76at r76h r122 r82m r82 r120))

(add r-arty generic-name "arty")

(add (r45 r57 r76at r122) image-name "pz-at")
(add rmg image-name "pz-flak")
(add r76h image-name "pz-how")
(add (r82 r82m r120) image-name "pz-mortar")

(add r-arty acp-per-turn 1)
(add r-arty speed 0)
(add (r82m r82) speed 2.00)

(add r-arty acp-to-fire 1)

(add r-arty range ( 6  3  4  5 10 20 12 12 20))

(unit-type rengrs (name "engineers(r)") (image-name "engr"))
(unit-type rrecon (name "recon(r)") (image-name "inf-plt"))
(unit-type rrifle (name "rifle(r)") (image-name "inf-plt"))
(unit-type rguard (name "guards(r)") (image-name "inf-plt"))
(unit-type rsmg (name "submachinegun(r)") (image-name "inf-plt"))

(define r-inf (rengrs rrecon rrifle rguard rsmg))

(add r-inf generic-name "inf")

(add r-inf acp-per-turn 2)

(unit-type rcav (name "cavalry") (image-name "cavalry")
  (acp-per-turn 6))

(unit-type rwag (name "wagon(r)") (generic-name "wagon"))
(unit-type rtruck (name "truck(r)") (generic-name "truck"))
(unit-type rhalf (name "halftrack(r)") (generic-name "halftrack"))

(define r-transport (rwag rtruck rhalf))

(add r-transport acp-per-turn (6 24 20))

(unit-type su-152 (name "SU-152") (image-name "su-152"))
(unit-type su-76 (name "SU-76") (image-name "su-76"))
(unit-type su-85 (name "SU-85") (image-name "su-85"))
(unit-type su-100 (name "SU-100") (image-name "su-100"))
(unit-type jsu-122 (name "JSU-122") (image-name "jsu-122"))

(define r-td (su-152 su-76 su-85 su-100 jsu-122))

(add r-td generic-name "TD")

(add r-td acp-per-turn (14 18 22 16 14))
(add r-td acp-min (-14 -18 -22 -16 -14))

(add r-td acp-to-fire  (14 18 22 16 14))
(add r-td range        (10  5  8  8 10))

(unit-type kv85 (name "KV85") (image-name "kv85")
  (help "Early heavy tank"))
(unit-type t34 (name "T-34c") (image-name "t-34c")
  (help "The most common type of Russian tank"))
(unit-type t34/85 (name "T-34/85") (image-name "t-34-85")
  (help "A better T-34"))
(unit-type js2 (name "JS II") (image-name "js-2")
  (help "Heaviest Russian tank, but slow"))

(define r-tank (kv85 t34 t34/85 js2))

(add r-tank generic-name "tank")

(add r-tank acp-per-turn (20 22 22 16))
(add r-tank acp-min (-20 -22 -22 -16))

(add r-tank acp-to-fire  (20 22 22 16))
(add r-tank range        ( 8  6  8  8))

(define r-wheeled (rwag rtruck))

(define r-tracked (append rhalf r-td r-tank))

(define r-vehicle (append r-wheeled r-tracked))

(define r-armored (append rhalf r-td r-tank))

(define russian (append r-arty r-inf rcav r-transport r-td r-tank))

(add russian possible-sides "russian")

;;; German unit types.

(unit-type g50 (name "50mm AT")
  (help ""))
(unit-type g75 (name "75mm AT")
  (help ""))
(unit-type g88 (name "88mm AT")
  (help "German 88mm anti-tank"))
(unit-type g20 (name "20mm F")
  (help "German 20mm flak"))
(unit-type g20q (name "20mmQUAD F")
  (help "German 20mm quad flak"))
(unit-type g75h (name "75mm H")
  (help ""))
(unit-type g150 (name "150mm H")
  (help "German 150mm howitzer - hard-hitting but shortish range"))
(unit-type g81 (name "81mm M")
  (help ""))
(unit-type g120 (name "120mm M(g)")
  (help ""))

(define g-arty (g50 g75 g88 g20 g20q g75h g150 g81 g120))

(add g-arty generic-name "arty")

(add (g50 g75 g88) image-name "pz-at")
(add (g75h g150) image-name "pz-how")
(add (g20 g20q) image-name "pz-flak")
(add (g81 g120) image-name "pz-mortar")

(add g-arty acp-per-turn 1)
(add g-arty speed 0)

(add g-arty acp-to-fire 1)
(add g-arty range ( 5  6 20 10 10 12 12 12 20))

(unit-type gengrs (name "engineers(g)") (image-name "engr"))
(unit-type gsec (name "security(g)") (image-name "inf-plt"))
(unit-type grifle (name "rifle(g)") (image-name "inf-plt"))
(unit-type gsmg (name "submachinegun(g)") (image-name "inf-plt"))

(define g-inf (gengrs gsec grifle gsmg))

(add g-inf generic-name "inf")

(add g-inf acp-per-turn 2)

(unit-type gwag (name "wagon(g)") (generic-name "wagon"))
(unit-type gtruck (name "truck(g)") (generic-name "truck"))
(unit-type ghalf (name "halftrack(g)") (generic-name "halftrack"))

(define g-transport (gwag gtruck ghalf))

(add (rwag gwag) image-name "wagon")
(add (rtruck gtruck) image-name "truck")
(add (rhalf ghalf) image-name "halftrack")

(add g-transport acp-per-turn (6 24 20))

(unit-type sdkfz/1 (name "SdKfz 234/1") (image-name "sdkfz-234-1")
  (help "Weak, but fastest unit in the game"))
(unit-type puma (name "Puma"))
(unit-type sdkfz/4 (name "SdKfz 234/4") (image-name "sdkfz-234-4"))

(define g-car (sdkfz/1 puma sdkfz/4))

(add g-car generic-name "car")

(add g-car acp-per-turn (32 28 28))
(add g-car acp-min (-32 -28 -28))

(add g-car acp-to-fire  (32 28 28))
(add g-car range        ( 2  6 13))

(unit-type maultier (name "Maultier")
  (help "Second-deadliest in the game, but very vulnerable"))
(unit-type wespe (name "Wespe")
  (help "Longest range in the game, but vulnerable"))
(unit-type hummel (name "Hummel")
  (help "Deadliest unit in the game, but vulnerable"))

(define g-spa (maultier wespe hummel))

(add g-spa generic-name "SPA")

(add g-spa acp-per-turn (20 16 16))
(add g-spa acp-min (-20 -16 -16))

(add g-spa acp-to-fire  (20 16 16))
(add g-spa range        (12 32 24))

(unit-type gw38 (name "Gw 38"))
(unit-type wirbelwind (name "Wirbelwind"))
(unit-type stuh42 (name "Stu H 42"))
(unit-type marder3 (name "Marder III"))
(unit-type stug3 (name "StuG III"))
(unit-type hetzer (name "Hetzer"))
(unit-type nashorn (name "Nashorn")
  (help "Longer-range TD"))
(unit-type jgdpz4 (name "Jgd Pz IV"))
(unit-type jgdpz5 (name "Jgd Pz V"))
(unit-type jgdpz6 (name "Jgd Pz VI"))

(define ww wirbelwind)

(define g-td (gw38 ww stuh42 marder3 stug3 hetzer nashorn jgdpz4 jgdpz5 jgdpz6))

(add g-td generic-name "TD")

(add g-td acp-per-turn (12 16 16 16 16 12 16 16 18 10))
(add g-td acp-min (-12 -16 -16 -16 -16 -12 -16 -16 -18 -10))

(add g-td acp-to-fire  (12 16 16 16 16 12 16 16 18 10))
(add g-td range        (12 10 12  8  8  8 20 12 12 12))

(unit-type lynx (name "Lynx")
  (help "Weak but speedy"))
(unit-type pz4 (name "PzKpfw IV") (image-name "pz-4")
  (help "Most common type of Panzer"))
(unit-type panther (name "Panther")
  (help "All-around best tank"))
(unit-type tiger1 (name "Tiger I") (image-name "tiger-1")
  (help "Powerful but slow tank"))
(unit-type tiger2 (name "Tiger II") (image-name "tiger-2"))

(define g-tank (lynx pz4 panther tiger1 tiger2))

(add g-tank generic-name "tank")

(add g-tank acp-per-turn (20 16 20 16 12))
(add g-tank acp-min (-20 -16 -20 -16 -12))

(add g-tank acp-to-fire  (20 16 20 16 12))
(add g-tank range        ( 4  8 12 10 12))

(define g-wheeled (append gwag gtruck g-car))

(define g-tracked (append ghalf g-spa g-td g-tank))

(define g-vehicle (append g-wheeled g-tracked))

(define g-armored (append ghalf g-car g-spa g-td g-tank))

(define german (append g-arty g-inf g-transport g-car g-spa g-td g-tank))

(add german possible-sides "german")

;;; Non-side-specific type lists.

(define arty (append r-arty g-arty))

(define inf (append r-inf g-inf))

(define engrs (rengrs gengrs))

(define transport (append r-transport g-transport))

(define wheeled (append r-wheeled g-wheeled))

(define tracked (append r-tracked g-tracked))

(define vehicle (append r-vehicle g-vehicle))

(define armored (append r-armored g-armored))

;;; What happens to tanks that get wrecked.

(unit-type wreck (image-name "tank-wrecked") (acp-per-turn 0))

;;; Wrecks don't belong to either side.

(add wreck possible-sides "independent")

(add wreck assign-number false)

;; This should be the end of type definitions.

;;; Static relationships.

(table vanishes-on
  (u* water true)
  (vehicle swamp true)
  )

;; Normal stacking is 4 in a hex.

(add ground capacity 4)

(table unit-size-in-terrain
  (u* solid 1)
  ((block town) ground 4)  ; towns and blocks fill entire hex
  )

;; Towns can have a higher concentration of units.

(add town capacity 8)

;; Trucks, tanks, etc can carry one infantry or artillery unit.

(add vehicle capacity 1)

(table unit-size-as-occupant
  (u* u* 99)  ; can't be occupants usually
  (r-arty r-vehicle 1)
  (r-inf r-vehicle 1)
  (g-arty g-vehicle 1)
  (g-inf g-vehicle 1)
  (arty town 1)
  (inf town 1)
  (vehicle town 1)
)

;;; Vision.

;; No secret towns, although ownership might be unknown.

(add town already-seen 100)

;; Everybody sees everything up to about 2 km or so.
;; (Every unit has *somebody* with binoculars!)

(add u* vision-range 8)
;; No binoculars (or even eyes) for these types though.
(add (block minefield wreck) vision-range -1)

(table vision-night-effect
  ;; No time to study vague shapes in the dark, so night vision
  ;; greatly curtailed.
  (u* t* 25)
  ;; (should have some types, like CPs, less affected?)
  )

;; Everybody is line-of-sight.

(add u* vision-bend 0)

(table eye-height
  ;; Everybody can at least stand up to look around.
  (u* t* 2)
  ;; One can stand on top of a vehicle to see further.
  (vehicle t* 4)
  )

;; Trees go up to about 20m in height.

(add (woods thick-forest) thickness 20)

;; Unit types are not always easy to distinguish.

(table see-mistake-chance
  (u* r-tank 50.00)
  (u* g-td 50.00)
  (u* g-spa 50.00)
  (u* g-tank 50.00)
  )

(table looks-like
  ;; Types are most likely to look like types in the same class.
  (r-tank r-tank 20)
  (g-spa g-spa 20)
  (g-td g-td 20)
  (g-tank g-tank 20)
  ;; Tracked types are less likely, but still possible.
  (r-tracked r-tracked 10)
  (rhalf u* 0)
  (g-tracked g-tracked 10)
  (ghalf u* 0)
  )

;;; Actions.

(table acp-night-effect
  (vehicle t* 50)
  (vehicle road 75)
  )

;;; Movement parameters.

(table mp-to-enter-terrain
  (u* t* 1)
  (u* slope 2)
  (u* road 0)
  (u* water 99)
  (vehicle swamp 99)
  )

(table mp-to-leave-terrain
  (u* t* 1)
  (wheeled gully 20)
  (tracked gully 3)
  (u* road 0)
  )

(table mp-to-traverse
  (u* road 1)
  )

(table mp-to-enter-zoc
  (u* u* -1)
  (u* wreck 10)
;  (u* minefield 20)
  )

;; Need high cost of entry, takes entire turn, including transport's acp.

(table ferry-on-entry
  (r-transport r-arty over-all)
  (g-transport g-arty over-all)
  )

;;; Combat parameters.

(table acp-to-attack
  (u* u* 2) ; for now
  ;; Nobody can attack a block or wreck...
  (u* (block wreck) 0)
  ;; ...except for engrs trying to remove one.
  (engrs (block wreck) 1)
  )

(table acp-to-defend
  (u* u* 2) ; for now
  )

;; In general, hp of 2 is healthy, 1 is crippled, 0 is dead or disappeared.

(add u* hp-max 2)
;; Towns are not indestructible, but you'd have to work at it.
(add town hp-max 500)
(add minefield hp-max 1)
;; Trucks and wagons pretty much evaporate in this sort
;; of combat.
(add transport hp-max 1)
;; However, armored equipment can absorb more punishment.
(add armored hp-max 4)
;; ...but not halftracks.
(add (rhalf ghalf) hp-max 2)

(table hit-chance
  ;; By default, don't allow combat.
  (u* u* 0)
  ;; Minefields almost always hit.
  (minefield u* 90)
  ;; But they're unlikely to catch engineers by surprise.
  (minefield engrs 20)
  (r-arty u* 100)
  (r-arty g-inf 50)
  (r-inf  u* 100)
  (r-inf  g-armored 50)
  (r-td   u* 100)
  (r-td   g-inf 50)
  (r-tank u* 100)
  (r-tank g-inf (50 40 50 60))
  (g-arty u* 100)
  (g-inf  u* 100)
  (g-inf  r-tank 10)
  (g-car  u*  70)
  (g-car  r-inf  30)
  (g-spa  u* 100)
  (g-spa  r-inf 50)
  (g-td   u* 100)
  (g-td r-inf 40)
  (g-tank u* 100)
  (g-tank r-inf 40)
  ;; Nobody can do anything to a burning wreck.
  (u* wreck 0)
  ;; Only engineers can clear minefields.
  (u* minefield 0)
  (engrs minefield 20)
  )

(table damage
  (u* u* 0)
  (minefield u* 1)
  (r-arty u* 1)
  (r-inf  u* 1)
  ((rcav rhalf) u* 1)
  (r-td   u* 2)
  (su-152 u* 2)
  (r-tank u* 1)
  (g-arty u* 1)
  (g-inf  u* 1)
  (g-car  u* 1)
  (g-spa  u* 1)
  (g-spa  r-inf 1d2+1)
  (wespe  u* 1d2+2)
  (hummel u* 2d2+2)
  (g-td   u* 1)
  (g-tank u* 1)
  ;; Heavy tanks are more deadly when they connect
  ((js2 tiger1 tiger2) u* 2)
  ;; Nobody can do anything to a burning wreck.
  (u* wreck 0)
  ;; Only engineers can clear minefields.
  (u* minefield 0)
  (engrs minefield 1)
  )

(table occupant-combat
  ;; Artillery can't be used from inside trucks etc.
  (arty transport 0)
  ;; (perhaps allow MGs and mortars to fire from halftracks?)
  )

(add arty fire-angle-max 100)
(add g-spa fire-angle-max 75)
(add g-td fire-angle-max 25)
(add g-tank fire-angle-max 25)
(add r-tank fire-angle-max 25)

(table weapon-height
  (u* t* 0)
  (vehicle t* 2)
  )

(table body-height
  (u* t* 2)
  ;; Infantry eats dirt. :-)
  (inf t* 0)
  )

;;; Units eventually bounce back.

(add u* hp-recovery 0.50)

;;; Wrecked armored vehicles continue to be exist.

(add armored wrecked-type wreck)

;;; Towns are easy to capture, that's why they should be protected.

(table capture-chance
  (u* town 100)
  )

;; Minefields clobber any unit trying to pass over them.

(add minefield acp-to-detonate 1)

(add minefield hp-per-detonation 0)

(table detonation-damage-at (minefield u* 1))

;; All games will have exactly one Russian and one German side.

(set side-library '(
  ((name "Russia") (noun "Russian") (adjective "Russian") (class "russian")
   (color "red") (emblem-name "soviet-star") (names-locked true))
  ((name "Germany") (noun "German") (adjective "German") (class "german")
   (color "gray") (emblem-name "german-cross") (names-locked true))
  ))

(set sides-min 2)
(set sides-max 2)

;;; The following sets up a simple game, for testing;
;;; usually this module should be used in a more-or-less
;;; preset scenario.

(set alt-blob-height 1000)
(set alt-blob-size 100)
(set alt-smoothing 10)

(add cell-t* alt-percentile-min (  0   5  10   5  90   5))
(add cell-t* alt-percentile-max (  5  10  15  95  95 100))
(add cell-t* wet-percentile-min (  0  50   0  90   0   0))
(add cell-t* wet-percentile-max (100 100  50 100 100 100))

(set edge-terrain clear)

;;; This is sort of a "sampler" OB, not particularly realistic.

(add (g75 r76at) start-with 2)

(add (g150 r122) start-with 1)

(add rrifle start-with 4)

(add grifle start-with 4)

(add rtruck start-with 6)

(add gtruck start-with 6)

(add (t34 su-76 su-85 su-152) start-with (8 2 2 2))

(add (pz4 panther tiger1 wespe hummel) start-with (4 2 1 1 1))

(set country-radius-min 5)

(set country-separation-min 25)
(set country-separation-max 30)

(table road-chance
  (town town 100)
  )

(table road-into-chance
  (t* t* 100)
  (t* gully 20)
  (gully t* 20)
  (t* water 10)
  (water water 0)
  )

(add town road-to-edge-chance 100)

(set edge-road-density 400)

(add town spur-chance 100)
(add town spur-range 8)

(add u* point-value 1)

(set advantage-max 3)

(scorekeeper (do last-side-wins))

(game-module (instructions "Move fast or die!"))

(game-module (design-notes (
  "Turns represent about 10 minutes each, cells are about 250m across."
  ""
  "make shooting be LOS for armor, specify alts for artillery."
  ""
  )))