(game-module "mars" (title "Mars") (blurb "Colonize Mars") (variants (see-all false) ) ) (terrain-type plani (image-name "orange") (char "+")) (terrain-type highlands (image-name "brown") (char "^")) (terrain-type canyon (image-name "tan")) (terrain-type co2-ice (image-name "white")) (terrain-type water-ice (image-name "light-blue")) (terrain-type wall (subtype border) (image-name "brown")) (define cell-t* (plani highlands)) (unit-type rover (image-name "hovercraft") (char "c") (help "slow, long-range")) (unit-type boulder-car (image-name "hovercraft") (char "b") (help "fast, small, shorter-range, hard for satellites to see")) (define ground-types (rover boulder-car)) (unit-type spy-satellite (image-name "spysat") (help "hovers overhead, observes all below")) (define air-types (spy-satellite)) (unit-type base (image-name "village") ) (unit-type underground-city (image-name "village") ) (unit-type domed-city (help "large but vulnerable")) (unit-type underice-city (image-name "village") (help "nearly invisible, can only be placed under water ice")) (define city-types (underground-city domed-city underice-city)) (define place-types (base underground-city domed-city underice-city)) (material-type air) (material-type water) (material-type food) ;;; Static relationships. (table vanishes-on (underice-city t* true) (underice-city water-ice true) ) (add place-types capacity 32) (table unit-size-as-occupant ;; Disable occupancy by default. (u* u* 100) (ground-types place-types 1) (air-types place-types 1) ) (add t* capacity 16) (table unit-size-in-terrain (u* t* 1) (place-types t* 8) ) ;;; Vision. ;; The surface of Mars is well-known. (set terrain-seen true) ;;; Actions. (add ground-types acp-per-turn 8) (add air-types acp-per-turn 4) (add place-types acp-per-turn 1) ;;; Movement. (add place-types speed 0) ;;; Construction. (add u* cp (4 4 10 4 12 24 48)) (table acp-to-create (city-types ground-types 1) (city-types air-types 1) (base city-types 1) (base base 0) ) (table cp-on-creation (city-types ground-types 1) (city-types air-types 1) (base city-types 1) ) (table acp-to-build (city-types ground-types 1) (city-types air-types 1) (base city-types 1) (base base 0) ) (table cp-per-build (city-types ground-types 1) (city-types air-types 1) (base city-types 1) ) ;;; Combat. (add u* hp-max (1 1 1 10 20 20 20)) (table acp-to-attack (u* u* 1) (spy-satellite u* 0) ) (table hit-chance (u* u* 50) (spy-satellite u* 0) ) (table damage (u* u* 1) (spy-satellite u* 0) ) ;;; Random game setup. ;;; Some defns for the fractal percentile generator. (set alt-blob-density 10000) (set alt-blob-height 500) (set alt-blob-size 200) (set alt-smoothing 4) (set wet-blob-density 2000) (set wet-blob-size 100) (add cell-t* alt-percentile-min ( 0 70)) (add cell-t* alt-percentile-max ( 69 100)) (add cell-t* wet-percentile-min ( 0 0)) (add cell-t* wet-percentile-max (100 100)) (add u* start-with 1) (area 60 30) (world 400) (scorekeeper (do last-side-wins)) (game-module (notes ( "This game was inspired by Kim Stanley Robinson's `Red Mars'," "an excellent story of the near-future colonization of Mars." "" "The general idea of the game is to build up a colony and perhaps" "eventually contend for control of Mars, if players can't work out" "agreements." ))) (game-module (design-notes ( "This game is far from complete." "" "Mars is 21240km in diameter, elevations range over 27km. To show" "canyons and such, would need a very large map." "10m intervals for elevation would be reasonable." "Scenarios could include solitaire game to establish a viable settlement," "and a race for Mars that is competitive." "" "(should be able to mine for water(ice) and transport to cities)" ))) (add spy-satellite notes ( "Satellites are spy satellites that can see much on the ground," "but require so much observing and processing time that they can" "only focus on small areas at a time. So the position of a satellite" "designates its focus area rather than its actual physical position." ))