(game-module "fred" ;; This is not a standalone game, has only a test setup defined. (title "Frederick") (version "0.8") (blurb "base module for the Seven Years War") (variants (world-size (45 30 1000))) ) (set see-all true) ; for debugging (unit-type army (image-name "soldiers")) (unit-type general (image-name "flag")) (unit-type marshal (image-name "flag")) (unit-type prince (image-name "flag")) (unit-type king (image-name "crown")) (unit-type depot (image-name "walltown")) (unit-type town (image-name "town20")) (unit-type fortress (image-name "fortress")) (material-type supplies (help "generic supplies")) (terrain-type sea (char ".")) (terrain-type countryside (char "+")) (terrain-type swamp (char "=")) (terrain-type forest (char "%")) (terrain-type mountains (char "^")) (terrain-type river (subtype border)) (terrain-type barrier (image-name "mountains") (subtype border)) (terrain-type pass (image-name "road") (subtype connection)) (define cell-t* (sea countryside swamp forest mountains)) (define leader (general marshal prince king)) (define bases (depot town fortress)) (add sea liquid true) ;;; Static relationships. (table vanishes-on ;; No navy in this game. (u* sea true) ) ;;; Armies carry leaders around and are propelled by them. (add army capacity 1) (add bases capacity 10) (table unit-size-as-occupant ;; Disable occupying by default. (u* u* 100) (army bases 1) ;; Army can only have one commander. (leader army 1) (leader bases 0) ) (table unit-capacity-x ;; Leaders can carry each other around, higher ranks "carrying" lower. (king (general marshal prince) 4) (prince (general marshal) 3) (marshal (general) 2) ) (table unit-size-in-terrain (u* t* 0) ;; (need to limit armies?) ) (table unit-storage-x (army supplies 60) (bases supplies 600) ) ;;; Actions. (add army acp-per-turn 1) (add leader acp-per-turn 6) (add bases acp-per-turn 0) (table acp-occupant-effect ;; Leaders "get the lead out", accelerate the army. (leader army 600) ) ;;; Movement. (table mp-to-enter-terrain (u* sea 99) ;; Crossing rivers is hard for armies. (army river 1) ;; Mountain barriers are impassable. (army barrier 99) (leader barrier 99) ) (table mp-to-traverse (army pass 1) ) (add army free-mp 1) ;;; Construction. (add depot cp 6) (table acp-to-create (army depot 1)) (table acp-to-build (army depot 1)) ;;; Combat. (add army hp-max 80) (table acp-to-attack (army u* 3) ) (table acp-to-defend (army army 3) ) (table hit-chance (army army 50) (army leader 50) ) (table damage (army army 1d4) (army leader 1) ) (table withdraw-chance-per-attack (army army 25) ;; Leaders can usually escape from hits. (army leader 90) ) (table acp-to-capture (army army 1) (army leader 1) (army bases 1) ) (table capture-chance ;; implausible for small units capturing large (army army 25) (army leader 100) (army bases 100) ) ;;; Garrisons prevent immediate capture. (table protection (army fortress 10) ) ;;; Need a surrender chance for depots vs fortresses. ;;; Backdrop. (table base-production ;; Armies can supply part of needs by foraging. (army supplies 15) ) (table productivity ;; Foraging in the mountains is ineffective. (army mountains 20) ) (table base-consumption (army supplies 60) ) (table hp-per-starve (army supplies 20.00) ) (table out-length (bases supplies 5) ) (table in-length (army supplies 5) (bases supplies 5) ) ;;; Scoring. (add u* point-value 0) (add fortress point-value 1) ;;; Seasons. (world (year-length 26)) (set calendar '(usual week 2)) (set season-names ((0 6 "winter") (7 12 "spring") (13 19 "summer") (20 25 "autumn"))) ;;; Random generation; should be for testing only. (add cell-t* alt-percentile-min ( 0 70 30 20 90)) (add cell-t* alt-percentile-max ( 20 90 31 90 100)) (add cell-t* wet-percentile-min ( 0 50 50 0 0)) (add cell-t* wet-percentile-max (100 100 100 100 100)) (set edge-terrain mountains) (add u* start-with 1) ; one of everything (table favored-terrain (u* t* 0) (u* countryside 100) ) (table unit-initial-supply (u* m* 9999)) ;;; Always max out at a 9-month campaign season. (set last-turn 18) (game-module (notes ( "This is a game about the Seven Years War in central Europe. The number of unit types" "is small, and there are only a few special characteristics. The game" "is basically one of maneuvering for position, since combat was mostly" "ineffective." "" "Map scale is 15 miles/cell, time is 2 weeks/turn." "" ))) (game-module (design-notes ( "A number of items remain to be developed:" "" "Disable free moves and make combat cost high, to simulate the mutual" "consent to combat." "" "Supply paths (about 4-5 cells)." "" "River effect on combat." )))