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Text File | 1998-05-22 | 7.4 KB | 334 lines | [TEXT/XCNQ] |
- (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)"
- )))
-