(game-module "ancient" (title "Ancient Days") (version "0.1") (variants (see-all false) (world-size (90 60)) ) ) (set real-time-per-turn 3) ;;; Unit types. (unit-type villager (help "the workers that collect food, wood, and metals")) (define civilian-types (villager)) (add civilian-types acp-per-turn (2)) (unit-type clubman (help "oogah oogah")) (unit-type axeman (help "")) (unit-type swordsman (image-name "swordman") (help "")) (unit-type hoplite (help "")) (unit-type phalanx (image-name "pikeman") (help "")) (unit-type legion (help "iron age army, very powerful")) (define infantry-types (clubman axeman swordsman hoplite phalanx legion)) (add infantry-types acp-per-turn (2 2 2 1 1 1)) (unit-type horseman (image-name "cavalry") (help "")) (unit-type cavalry (help "")) (unit-type war-elephant (image-name "elephant") (help "")) (unit-type chariot (image-name "wagon") (help "")) (define mounted-types (horseman cavalry war-elephant chariot)) (add mounted-types acp-per-turn (4 4 1 4)) (unit-type archer (help "")) (unit-type composite-archer (image-name "archer") (help "")) (unit-type horse-archer (image-name "archer") (help "")) (unit-type elephant-archer (image-name "archer") (help "")) (unit-type chariot-archer (help "")) (define archer-types (archer composite-archer horse-archer elephant-archer chariot-archer)) (add archer-types acp-per-turn (2 2 4 1 4)) (unit-type shaman (help "")) (unit-type priest (help "")) (unit-type messiah (image-name "person") (help "")) (define priest-types (shaman priest messiah)) (add priest-types acp-per-turn (2 1 4)) (unit-type catapult (help "")) (unit-type ballista (image-name "catapult") (help "")) (define engine-types (catapult ballista)) (add engine-types acp-per-turn 1) (unit-type fishing-boat (image-name "barge") (help "")) (unit-type transport (image-name "galley") (help "")) (unit-type galley (help "")) (unit-type trireme (help "")) (unit-type catapult-trireme (image-name "trireme") (help "")) (define ship-types (fishing-boat transport galley trireme catapult-trireme)) (add ship-types acp-per-turn (2 2 2 4 4)) (unit-type wall (image-name "walltown") (help "")) (unit-type watch-tower (name "watch tower") (image-name "watchtower") (help "")) (unit-type ballista-tower (name "ballista tower") (image-name "keep") (help "")) (define fort-types (wall watch-tower ballista-tower)) (add fort-types acp-per-turn (0 1 1)) (unit-type village (help "where the village people live")) (unit-type granary (help "food storage")) (unit-type treasury (image-name "camp") (help "wood and metal storage")) (unit-type market (image-name "camp") (help "economic center")) (unit-type farm (image-name "barn") (help "produces food")) (unit-type barracks (image-name "stockade") (help "trains infantry units")) (unit-type stable (image-name "stockade") (help "trains horse and elephant units")) (unit-type workshop (image-name "camp") (help "builds engines and researches technologies")) (unit-type shipyard (image-name "camp") (help "builds ships")) (unit-type temple (image-name "parthenon") (help "")) (unit-type palace (image-name "castle") (help "")) (unit-type forum (image-name "parthenon") (help "")) (define place-types (village granary treasury market farm barracks stable workshop shipyard temple palace forum)) (unit-type berry-bushes (help "a source of food")) (unit-type antelope (image-name "eland") (help "safe prey for hunters, but hard to catch")) (unit-type elephant (help "excellent source of food, but dangerous to hunt")) (unit-type crocodile (help "")) (unit-type lion (help "")) (unit-type fish (help "")) (unit-type carcass (help "body of a dead animal")) (unit-type skeleton (image-name "animal-skeleton") (help "fate of a carcass that has been stripped of food")) (define animals (antelope elephant crocodile lion)) (add animals acp-per-turn (3 1 1 3)) (define food-sources (berry-bushes fish carcass)) (unit-type stone-deposits (help "a source of stone for construction")) (unit-type copper-deposits (help "a source of copper for bronze working")) (unit-type iron-deposits (help "a source of iron for iron working")) (unit-type gold-deposits (help "a source of gold")) (define mineral-deposits (stone-deposits copper-deposits iron-deposits gold-deposits)) ;;; Material types. (material-type food (help "basic requirement for life")) (material-type wood (help "most common construction material")) (material-type stone (help "stronger construction material")) (material-type copper (help "used for Bronze Age tools and weaponry")) (material-type iron (help "used for Iron Age tools and weaponry")) (material-type gold (help "valuable in all ages, used to purchase more advanced units")) (add m* treasury true) ;;; Terrain types. (terrain-type deep-sea (image-name "sea") (help "")) (terrain-type sea (image-name "shallows") (help "")) (terrain-type shallows (image-name "atoll") (help "")) (terrain-type swamp (help "")) (terrain-type desert (help "")) (terrain-type forest (help "")) (terrain-type grassland (image-name "plains") (help "")) (terrain-type felled (help "")) (terrain-type cleared (help "")) (terrain-type hills (help "")) (terrain-type mountains (help "high impassable mountains")) (define water (deep-sea sea)) (define land (swamp desert forest grassland felled cleared hills mountains)) ;;; Advance types. (advance-type alchemy (help "")) (advance-type archery (help "enables archers")) (advance-type architecture (help "needed for more advanced buildings")) (advance-type bronze-working (name "bronze working") (help "the fundamental advance of the Bronze Age")) (advance-type chain-mail (name "chain mail") (help "Iron Age armor")) (advance-type coinage (help "")) (advance-type composite-bow (name "composite bow") (help "")) (advance-type copper-mining (name "copper mining") (help "")) (advance-type domestication (help "domestication of animals, improves food production of farms")) (advance-type elephant-riding (name "elephant riding") (help "technique of taming and riding elephants")) (advance-type engineering (help "")) (advance-type gold-mining (name "gold mining") (help "")) (advance-type horseback-riding (name "horseback riding") (help "technique of riding horses")) (advance-type iron-mining (name "iron mining") (help "")) (advance-type iron-working (name "iron working") (help "the fundamental advance of the Iron Age")) (advance-type irrigation (help "improves food production, allows farms in deserts")) (advance-type leather-armor (name "leather armor") (help "most primitive type of armor")) (advance-type masonry (help "")) (advance-type mathematics (help "")) (advance-type monotheism (help "")) (advance-type mysticism (help "")) (advance-type navigation (help "needed to cross open sea")) (advance-type plow (help "improves food production of farms")) (advance-type polytheism (help "")) (advance-type pottery (help "improves food storage?")) (advance-type scale-armor (help "Bronze Age armor")) (advance-type stone-mining (help "")) (advance-type toolworking (help "the fundamental advance of the Tool Age")) (advance-type wheel (help "needed to make wheeled units")) (advance-type woodworking (help "needed to make complex wooden construction")) (advance-type writing (help "")) (table advance-needed-to-build (u* a* false) (archer-types archery true) ((palace forum) architecture true) ((swordsman hoplite phalanx) bronze-working true) ((composite-archer horse-archer elephant-archer chariot-archer) composite-bow true) ((war-elephant elephant-archer) elephant-riding true) ((ballista ballista-tower) engineering true) (mounted-types horseback-riding true) (stable horseback-riding true) ((horse-archer elephant-archer chariot-archer) horseback-riding true) (legion (chain-mail iron-working) true) ((ballista ballista-tower) iron-working true) (fort-types masonry true) ; others, or not? (catapult mathematics true) (messiah monotheism true) (temple mysticism true) (priest polytheism true) (axeman toolworking true) ; others? ;; Once you have tools, the opportunity arises to trade them for other ;; things of value. ((farm market stable wall watch-tower) toolworking true) ((chariot chariot-archer) wheel true) (ship-types woodworking true) ((workshop shipyard) woodworking true) ((trireme ballista ballista-tower) writing true) ) (table advance-needed-to-research (a* a* false) (architecture masonry true) (coinage gold-mining true) (elephant-riding horseback-riding true) (engineering mathematics true) (monotheism mysticism true) (mysticism polytheism true) (wheel bronze-working true) ; dubious, should be indirect? (wheel horseback-riding true) ) ;;; Definitions. (define wheeled-types (chariot chariot-archer catapult ballista)) (define land-types (append civilian-types infantry-types mounted-types archer-types priest-types fort-types place-types mineral-deposits)) ;;; Static relationships. (table vanishes-on (land-types water true) (ship-types land true) ;; Not very accurate, but needed to make the game work. (u* (forest mountains) true) ) (add t* capacity 4) (table unit-size-in-terrain ;; Allow limited stacking of mobile units. (u* t* 1) ;; but not places. (fort-types t* 4) (place-types t* 4) ;; Allow mobile unit to pass through, but not stacking of, material sources. (food-sources t* 3) (mineral-deposits t* 3) ) ;;; Unit-material capacities. (table unit-storage-x (villager m* 10) (food-sources food 100) (stone-deposits stone 100) (copper-deposits copper 100) (iron-deposits iron 100) (gold-deposits gold 100) (farm food 20) ) (table terrain-storage-x (forest wood 20) (felled wood 80) ) (table gives-to-treasury (village m* true) (granary food true) (treasury m* true) (treasury food false) ) ;;; Vision. (add u* vision-range 2) (add horseman vision-range 4) ;; Note that we allow our people to see "through" impassable terrain like ;; forests and mountains. This is because these are not literal barriers; ;; individuals belonging to the groups represented by the units may pass through ;; and report on what they see, even though the whole unit won't go. ;;; Actions. (add place-types acp-per-turn 1) (add farm acp-per-turn 0) ;;; Movement. (add place-types speed 0) (add fish speed 0) (add mineral-deposits speed 0) (table mp-to-enter-terrain (land-types water 99) (land-types (forest felled) 99) (villager hills 2) (land-types mountains 99) ;; Antelopes stick to open ground. (antelope t* 99) (antelope (grassland desert) 1) ) (table mp-to-enter-own (civilian-types food-sources 0) (infantry-types food-sources 0) ) ;;; Construction. (add civilian-types cp 10) (add infantry-types cp 10) (add place-types cp 10) (table acp-to-create (villager place-types 1) (village villager 1) (barracks infantry-types 1) (barracks archer-types 1) (stable mounted-types 1) (shipyard ship-types 1) (temple (priest messiah) 1) ) (table acp-to-build (villager place-types 1) (village villager 1) (barracks infantry-types 1) (barracks archer-types 1) (stable mounted-types 1) (shipyard ship-types 1) (temple (priest messiah) 1) ) (table create-range (villager place-types 1) (village villager 1) (barracks infantry-types 1) (barracks archer-types 1) (stable mounted-types 1) (shipyard ship-types 1) (temple (priest messiah) 1) ) (table build-range (villager place-types 1) (village villager 1) (barracks infantry-types 1) (stable mounted-types 1) (shipyard ship-types 1) (temple (priest messiah) 1) ) (table consumption-on-creation (villager food 40) (infantry-types food 50) (place-types wood 100) ) ;;; Production. (table acp-to-load (villager food 1) ) (table acp-to-unload (farm food 1) ) (table base-production (village food 1) (farm food 1) ) (table productivity (u* t* 0) (village grassland 100) (village desert 50) (farm grassland 100) ) (table acp-to-extract (villager m* 1) ) (table hp-per-starve ;; Depleted sources of materials disappear. (berry-bushes food 20.00) (fish food 20.00) (carcass food 20.00) (stone-deposits stone 20.00) (copper-deposits copper 20.00) (iron-deposits iron 20.00) (gold-deposits gold 20.00) ) ;;; Combat. (add u* hp-max 20) (add animals hp-max (3 20 5 10)) (add (carcass skeleton) hp-max 10) (table acp-to-attack (u* berry-bushes 0) (u* (carcass skeleton) 0) (u* mineral-deposits 0) (antelope u* 0) ) (table withdraw-chance-per-attack (u* antelope 50) ) (table hit-chance (villager villager 20) (villager animals 50) (infantry-types civilian-types 80) (infantry-types infantry-types 50) (infantry-types animals 80) (infantry-types place-types 100) (animals villager (50 70 40 70)) (antelope villager 0) ) (table damage (villager villager 1) (villager animals 1d4+1) (infantry-types civilian-types 2d5+1) (infantry-types infantry-types 1d4+1) (infantry-types animals 2d5+4) (infantry-types place-types 1) (animals villager (0 2d5+1 1d5 2d4)) (antelope villager 0) ) (table counterattack (antelope u* 0) ) ;(table capture-chance ; ) (add (antelope elephant crocodile lion) wrecked-type carcass) (add carcass wrecked-type skeleton) ;;; Backdrop. (table attrition ;; Carcasses eventually become skeletons, skeletons eventually disappear. ((carcass skeleton) t* 0.50) ) (table terrain-exhaustion-type (forest wood felled) (felled wood cleared) ) (table change-on-exhaustion-chance (forest wood 100) (felled wood 100) ) ;;; Scoring. (scorekeeper (do last-side-wins)) ;;; Random generation. (set alt-blob-size 60) (set alt-blob-density 3000) (set alt-smoothing 4) (set wet-smoothing 6) (add t* alt-percentile-min ( 0 15 20 25 25 50 25 0 0 90 97)) (add t* alt-percentile-max ( 15 20 25 30 90 80 90 0 0 97 100)) (add t* wet-percentile-min ( 0 0 0 50 0 50 20 0 0 0 0)) (add t* wet-percentile-max ( 100 100 100 100 20 100 100 0 0 100 100)) (table adjacent-terrain-effect ;; Don't let forest run down to water's edge. (forest water grassland) ) (add villager start-with 3) (add village start-with 1) (set country-radius-min 2) (set country-separation-min 30) (set country-separation-max 60) (add (grassland forest) country-terrain-min (15 1)) (table independent-density (berry-bushes grassland 500) (crocodile (swamp shallows) (1000 300)) (antelope grassland 500) (elephant grassland 100) (lion grassland 100) (fish sea 1000) (mineral-deposits grassland (100 100 100 100)) (mineral-deposits desert (200 200 200 200)) (mineral-deposits hills (1000 1000 1000 1000)) ) (table favored-terrain (u* t* 0) (villager grassland 100) (village grassland 100) (berry-bushes grassland 100) (crocodile (swamp shallows) 100) (antelope grassland 100) (elephant grassland 100) (lion grassland 100) (fish sea 100) (mineral-deposits hills 100) ) (add food initial-treasury 200) (add wood initial-treasury 200) (add stone initial-treasury 100) (table unit-initial-supply (food-sources food 100) (stone-deposits stone 100) (copper-deposits copper 100) (iron-deposits iron 100) (gold-deposits gold 100) ) (table terrain-initial-supply (forest wood 20) (felled wood 80) ) ;; Default doctrine. (doctrine default-doctrine (construction-run (u* 1)) ) (doctrine place-doctrine (construction-run (u* 99)) ) (side-defaults (default-doctrine default-doctrine) (doctrines (place-types place-doctrine)) ) (set side-library '( ((noun "Akkadian")) ((noun "Assyrian")) ((noun "Babylonian")) ((noun "Elamite")) ((noun "Greek")) ((noun "Hittite")) ((noun "Mitanni")) ((noun "Egyptian")) ((noun "Persian")) ((noun "Phoenician")) ((noun "Roman")) ((noun "Sumerian")) )) (set side-color-library '( "blue" "red" "brown" "gold" "gray" "dark-green" "white" )) (imf "cleared" ((8 8 tile) (mono "00/00/0c/1c/1c/1c/3e/00"))) (imf "cleared" ((16 16 tile) (color (pixel-size 4) (palette (0 7969 46995 5169) (1 37079 29024 14900) (2 22016 11421 1316) (3 39666 20577 2371) (4 16384 8499 979)) "0000000000000000/0000000000000000/0000120000000000/0001320000000000" "0001320000000000/0001220000000000/0044444000000000/0000000000000000" "0000000000012000/0000000000132000/0000000000132000/0000000000122000" 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