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Text File | 1993-12-20 | 2.8 KB | 156 lines | [TEXT/MPS ] |
- (game-module "empire"
- (title "True Empire")
- (blurb "The classic big economic/military game")
- )
-
- (unit-type infantry)
- (unit-type armor)
- (unit-type engineers (image-name "soldiers"))
-
- (define ground-types (infantry armor engineers))
-
- (unit-type dd)
- (unit-type sub)
- (unit-type bb)
-
- (define ship-types (dd sub bb))
-
- (unit-type fighter)
- (unit-type bomber)
-
- (define air-types (fighter bomber))
-
- (unit-type irbm)
- (unit-type icbm)
-
- (define missile-types (irbm icbm))
-
- (unit-type minefield)
-
- (unit-type farm)
- (unit-type oil-field)
- (unit-type iron-mine)
- (unit-type gold-mine)
- (unit-type uranium-mine)
- (unit-type hydro-plant)
-
- (define extraction-types
- (farm oil-field iron-mine gold-mine uranium-mine hydro-plant))
-
- (unit-type radar)
- (unit-type bank)
- (unit-type lab)
- (unit-type port)
- (unit-type airfield)
- (unit-type refinery)
- (unit-type factory)
- (unit-type warehouse)
- (unit-type nuclear-plant)
-
- (define facility-types
- (radar bank lab port airfield refinery factory warehouse nuclear-plant))
-
- (unit-type city) ; make variable-size?
- (unit-type capital)
-
- (define city-types (city capital))
-
- (material-type food)
- (material-type oil)
- (material-type petrol)
- (material-type ore)
- (material-type iron)
- (material-type gold)
- (material-type rads)
- (material-type civs)
- (material-type money)
- (material-type manufactures)
-
- (terrain-type sea)
- (terrain-type wilderness (image-name "forest"))
- (terrain-type settled (image-name "clear"))
- (terrain-type mountains)
- (terrain-type wasteland)
-
- ;;; Each side should be able to have its own type of money...
-
- ;;; Static relationships.
-
- (table unit-capacity-x
- ;; Engineers can get inside most anything.
- (extraction-types engineers 1)
- (facility-types engineers 1)
- (city-types engineers 1)
- (city-types facility-types 1)
- )
-
- (table unit-size-in-terrain
- (u* t* 1)
- (extraction-types t* 16)
- (facility-types t* 16)
- (city-types t* 16)
- )
-
- (add t* capacity 16)
-
- (table terrain-storage-x
- (t* oil 100)
- (t* ore 100)
- (t* gold 10)
- (t* rads 10)
- )
-
- ;;; Actions.
-
- (add u* acp-per-turn 1)
-
- (add extraction-types speed 0)
- (add facility-types speed 0)
- (add city-types speed 0)
-
- ;;; Construction.
-
- (add u* cp 2)
-
- (table acp-to-create
- (engineers u* 1)
- (city-types u* 1)
- )
-
- (table cp-on-creation
- (engineers u* 1)
- (city-types u* 1)
- )
-
- (table acp-to-build
- (engineers u* 1)
- (city-types u* 1)
- )
-
- (table cp-per-build
- (engineers u* 1)
- (city-types u* 1)
- )
-
- ;;; Random setup.
-
- (add capital start-with 1)
-
- (add (sea wilderness) alt-percentile-min (0 70))
- (add (sea wilderness) alt-percentile-max (70 100))
- (add (sea wilderness) wet-percentile-min 0)
- (add (sea wilderness) wet-percentile-max 100)
-
- (table terrain-initial-supply
- (t* oil 100)
- (t* ore 100)
- (t* gold 1) ; should be rare but high concentration
- (t* rads 1)
- )
-
- (area 20 20) ; small for now
-
- (game-module (design-notes (
- "Scale is unimportant, this is an abstract game."
- )))
-