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Text File  |  1993-12-20  |  2.8 KB  |  156 lines  |  [TEXT/MPS ]

  1. (game-module "empire"
  2.   (title "True Empire")
  3.   (blurb "The classic big economic/military game")
  4.   )
  5.  
  6. (unit-type infantry)
  7. (unit-type armor)
  8. (unit-type engineers (image-name "soldiers"))
  9.  
  10. (define ground-types (infantry armor engineers))
  11.  
  12. (unit-type dd)
  13. (unit-type sub)
  14. (unit-type bb)
  15.  
  16. (define ship-types (dd sub bb))
  17.  
  18. (unit-type fighter)
  19. (unit-type bomber)
  20.  
  21. (define air-types (fighter bomber))
  22.  
  23. (unit-type irbm)
  24. (unit-type icbm)
  25.  
  26. (define missile-types (irbm icbm))
  27.  
  28. (unit-type minefield)
  29.  
  30. (unit-type farm)
  31. (unit-type oil-field)
  32. (unit-type iron-mine)
  33. (unit-type gold-mine)
  34. (unit-type uranium-mine)
  35. (unit-type hydro-plant)
  36.  
  37. (define extraction-types
  38.   (farm oil-field iron-mine gold-mine uranium-mine hydro-plant))
  39.  
  40. (unit-type radar)
  41. (unit-type bank)
  42. (unit-type lab)
  43. (unit-type port)
  44. (unit-type airfield)
  45. (unit-type refinery)
  46. (unit-type factory)
  47. (unit-type warehouse)
  48. (unit-type nuclear-plant)
  49.  
  50. (define facility-types
  51.   (radar bank lab port airfield refinery factory warehouse nuclear-plant))
  52.  
  53. (unit-type city) ; make variable-size?
  54. (unit-type capital)
  55.  
  56. (define city-types (city capital))
  57.  
  58. (material-type food)
  59. (material-type oil)
  60. (material-type petrol)
  61. (material-type ore)
  62. (material-type iron)
  63. (material-type gold)
  64. (material-type rads)
  65. (material-type civs)
  66. (material-type money)
  67. (material-type manufactures)
  68.  
  69. (terrain-type sea)
  70. (terrain-type wilderness (image-name "forest"))
  71. (terrain-type settled (image-name "clear"))
  72. (terrain-type mountains)
  73. (terrain-type wasteland)
  74.  
  75. ;;; Each side should be able to have its own type of money...
  76.  
  77. ;;; Static relationships.
  78.  
  79. (table unit-capacity-x
  80.   ;; Engineers can get inside most anything.
  81.   (extraction-types engineers 1)
  82.   (facility-types engineers 1)
  83.   (city-types engineers 1)
  84.   (city-types facility-types 1)
  85.   )
  86.  
  87. (table unit-size-in-terrain
  88.   (u* t* 1)
  89.   (extraction-types t* 16)
  90.   (facility-types t* 16)
  91.   (city-types t* 16)
  92.   )
  93.  
  94. (add t* capacity 16)
  95.  
  96. (table terrain-storage-x
  97.   (t* oil 100)
  98.   (t* ore 100)
  99.   (t* gold 10)
  100.   (t* rads 10)
  101.   )
  102.  
  103. ;;; Actions.
  104.  
  105. (add u* acp-per-turn 1)
  106.  
  107. (add extraction-types speed 0)
  108. (add facility-types speed 0)
  109. (add city-types speed 0)
  110.  
  111. ;;; Construction.
  112.  
  113. (add u* cp 2)
  114.  
  115. (table acp-to-create
  116.   (engineers u* 1)
  117.   (city-types u* 1)
  118.   )
  119.  
  120. (table cp-on-creation
  121.   (engineers u* 1)
  122.   (city-types u* 1)
  123.   )
  124.  
  125. (table acp-to-build
  126.   (engineers u* 1)
  127.   (city-types u* 1)
  128.   )
  129.  
  130. (table cp-per-build
  131.   (engineers u* 1)
  132.   (city-types u* 1)
  133.   )
  134.  
  135. ;;; Random setup.
  136.  
  137. (add capital start-with 1)
  138.  
  139. (add (sea wilderness) alt-percentile-min (0 70))
  140. (add (sea wilderness) alt-percentile-max (70 100))
  141. (add (sea wilderness) wet-percentile-min 0)
  142. (add (sea wilderness) wet-percentile-max 100)
  143.  
  144. (table terrain-initial-supply
  145.   (t* oil 100)
  146.   (t* ore 100)
  147.   (t* gold 1)  ; should be rare but high concentration
  148.   (t* rads 1)
  149.   )
  150.  
  151. (area 20 20)  ; small for now
  152.  
  153. (game-module (design-notes (
  154.   "Scale is unimportant, this is an abstract game."
  155.   )))
  156.