1(game-module "lhsunit" 2 (blurb "Standard unit types and tables modified for the modern world") 3 ) 4 5;;; New format version of the standard game. This file is just types and 6;;; tables, it is not a complete game (see "lhs" for that). 7 8(unit-type infantry (image-name "soldiers") 9 (help "marches around and captures things")) 10(unit-type armor (image-name "tank") 11 (help "faster than infantry, limited to open terrain")) 12(unit-type fighter (image-name "fighter") 13 (help "interceptor to get those nasty bombers")) 14(unit-type bomber (image-name "4e") 15 (help "long range aircraft, carries infantry and bombs")) 16(unit-type destroyer (image-name "dd") 17 (help "fast, cheap, and sinks subs")) 18(unit-type submarine (image-name "sub") 19 (help "sneaks around and sinks ships")) 20(unit-type troop-transport (name "troop transport") (image-name "ap") 21 (help "carries infantry and armor across the pond")) 22(unit-type carrier (image-name "cv") (char "C") 23 (help "carries fighters and bombers around")) 24(unit-type battleship (image-name "bb") (char "B") 25 (help "the most powerful ship")) 26(unit-type nuclear-bomb (name "nuclear bomb") (image-name "bomb") (char "N") 27 (help "leveler of cities (and anything else)")) 28(unit-type base (image-name "airbase") (char "/") 29 (help "airbase plus port")) 30(unit-type town (image-name "town20") (char "*") 31 (help "smaller than a city")) 32(unit-type city (image-name "city20") (char "@") 33 (help "capital of a side")) 34 35 36;;; 37;;; new unit types for the modern world 38;;; 39(unit-type radar (image-name "radar") (char "r") 40 (help "looks for units")) 41(unit-type artillery (image-name "pz-how") (char "A") 42 (help "blows things up at a distance")) 43(unit-type aaa (image-name "pz-flak") (char "F") 44 (help "blows up aircraft")) 45(unit-type engineer (image-name "engr") (char "e") 46 (help "builds things")) 47(unit-type mine (image-name "minefield") (char "m") 48 (help "blows things up as they pass")) 49(unit-type mineship (image-name "pt") (char "M") 50 (help "lays and clears mines at sea")) 51 52(define i infantry) 53(define a armor) 54(define f fighter) 55(define b bomber) 56(define d destroyer) 57(define r radar) 58(define s submarine) 59(define t troop-transport) 60(define cv carrier) 61(define bb battleship) 62(define nuke nuclear-bomb) 63(define B base) 64(define T town) 65(define @ city) 66(define A artillery) 67(define e engineer) 68(define m mine) 69(define ms mineship) 70 71(material-type fuel 72 (help "basic supply that all units need")) 73(material-type ammo 74 (help "generic supply used in combat")) 75 76(include "stdterr") 77 78(define ground (i a r A aaa e)) 79(define aircraft (f b)) 80(define ship (d s t cv bb ms)) 81(define cities (T @)) 82(define places (B T @ m)) 83(define movers (i a f b d r s t cv bb nuke A aaa e ms)) 84 85(define water (sea shallows)) 86(define land (swamp plains forest desert mountains)) 87 88;;; Static relationships. 89 90(table vanishes-on 91 (ground water true) 92 (armor swamp true) 93 (places water (true true true false)) 94 (ship land true) 95 (ship road true) 96 ;; Only aircraft can deal with ice. 97 (u* ice true) 98 (aircraft ice false) 99 ) 100 101;; Unit-unit capacities. 102 103(add b capacity 2) 104(add t capacity 8) 105(add cv capacity 10) 106(add places capacity (20 40 80 20)) 107 108(table unit-size-as-occupant 109 ;; Disable occupancy by default. 110 (u* u* 100) 111 ;; Bombers can carry two infantry or one tank, nuke, radar. 112 ((i e a r nuke A aaa) b (1 2 2 2 2 2 2)) 113 ;; Transports can carry armor or infantry. 114 (ground t 1) 115 (aircraft cv 1) 116 ;; Bases can hold 10 of most unit types, but up to 20 fighters. 117 (u* B 2) 118 (fighter B 1) 119 ;; City types have lots of capacity for everything. 120 (movers cities 1) 121 (e m 2) 122 ) 123 124(table occupant-max (u* u* 99)) 125 126;;; Unit-terrain capacities. 127 128;; Limit units to 16 in one cell, for the sake of playability and 129;; and drawability. Places cover the entire cell, however. 130 131(add t* capacity 16) 132 133(table unit-size-in-terrain 134 (u* t* 1) 135 ;; Allow aircraft to pass over towns instead of landing. 136 (aircraft t* 0) 137 (places t* (16 16 16 10)) 138 ) 139 140;;; Unit-material capacities. 141 142;;; column order is: infantry armor fighter bomber destroyer sub 143;;; transport carrier battleship nuke base town city radar artillery aaa engineers mine mineship 144(table unit-storage-x 145 (u* fuel ( 6 10 20 30 100 100 150 500 400 100 200 500 900 10 10 10 10 0 50)) 146 (u* ammo ( 6 4 4 6 20 10 40 80 60 0 100 200 400 0 10 10 6 1 6)) 147 ) 148 149;;; Vision. 150 151;; Towns and cities always have foreign correspondents, telephones, 152;; private citizens coming and going, so their state is always 153;; going to be available to any side that knows they exist. 154 155(add cities see-always true) 156 157;; Cities have more powerful radar and sensing systems, and 158;; so they can see out further. 159 160(add @ vision-range 4) 161(add aaa acp-to-fire 1) 162(add aaa range 3) 163(add aaa vision-range 3) 164(add artillery acp-to-fire 1) 165(add artillery range 3) 166(add artillery vision-range 3) 167(add b vision-range 2) 168(add bb acp-to-fire 1) 169(add bb range 3) 170(add bb vision-range 3) 171(add cv vision-range 3) 172(add d acp-to-fire 1) 173(add d range 2) 174(add d vision-range 2) 175(add f acp-to-fire 1) 176(add f range 2) 177(add f vision-range 2) 178(add r vision-range 4) 179(add s acp-to-fire 1) 180(add s range 2) 181(add s vision-range 3) 182 183(table see-chance-adjacent 184 ;; Submarines are always hard to see. 185 (u* s 40) 186 ;; submarines are not good at seeing planes 187 (s aircraft 20) 188 (s ground 40) 189 ;; 190 (d ground 40) 191 ;; A bomb in a truck is rather small and inconspicuous. 192 (u* nuke 10) 193 ;; mines are always hard to see. 194 (u* m 10) 195 ) 196 197;;; Actions. 198 199;;; column order is: infantry armor fighter bomber destroyer sub 200;;; transport carrier battleship nuke base town city radar artillery aaa engineer mine mineship 201(add u* acp-per-turn (1 2 9 6 3 3 3 4 4 1 0 1 1 1 1 1 1 1 1)) 202 203;;; Movement. 204 205(add places speed 0) 206 207;; Don't be too picky about mp usage. 208 209(add u* free-mp 1) 210 211;; Aircraft should always be able to land, and this in 212;; conjunction with the entry cost will result in airplanes 213;; being able to land at any time during their time, but 214;; always having to wait until the next turn to take off 215;; again. 216 217(add aircraft free-mp (9 6)) 218 219(table mp-to-enter-terrain 220 ((cv bb s) shallows 2) 221 (a (swamp forest mountains) 99) 222 ;; No special trouble to get on a road 223 ;; (such as when using to cross a river). 224 (a road 0) 225 (A (swamp forest mountains) 99) 226 (A road 0) 227 (aaa (swamp forest mountains) 99) 228 (aaa road 0) 229 (ground water 99) 230 (ship land 99) 231 ;; Don't let ships use roads. This might seem unnecessary, 232 ;; but consider the case of a ship in a town wanting to leave 233 ;; in a direction that has a road. If the road appears to be 234 ;; cheaper and the ship has enough mp, it will take the road 235 ;; and then vanish. 236 (ship road 99) 237 (u* ice 99) 238 (aircraft ice 1) 239 ) 240 241(table mp-to-leave-terrain 242 ;; This is for accident prevention, in the case of a ground 243 ;; unit on a road bridge that doesn't quite reach land. 244 (ground water 99) 245 ) 246 247(table mp-to-traverse (a road 1)) 248 249(table material-to-move 250 (movers fuel 1) 251 (nuke fuel 0) 252 ) 253 254(table mp-to-enter-unit 255 (u* u* 1) 256 ; aircraft can't sortie again until next turn 257 ;(f u* 9) 258 ;(b u* 6) 259 ;; Some cost to land, but can still take off again in the same turn. 260 (f u* 2) 261 (b u* 2) 262 (ship u* 0) 263 (a cities 0) ; travel quickly on surrounding roads. 264 ) 265 266(table consumption-per-move 267 (movers fuel 1) 268 ;; Nukes are "important", a country would never risk them running out. 269 (nuke fuel 0) 270 ) 271 272;;; Construction. 273 274;; Nuclear weapons must be developed before they can be built. 275 276(add nuke tech-max 60) 277(add nuke tech-to-build 60) 278 279;; Only cities can develop nukes. 280 281(table acp-to-develop (@ nuke 1)) 282 283(table tech-per-develop (@ nuke 1.00)) 284 285;; Limit the amount of gain possible due to a concentrated effort. 286;; Note that this will only have an effect in games with many cities. 287 288(add nuke tech-per-turn-max 3) 289 290;; Basically, units take about as many turns to complete as their cp. 291 292;;; column order is: infantry armor fighter bomber destroyer sub 293;;; transport carrier battleship nuke base town city radar artillery aaa engineer mine mineship 294(add u* cp (1 3 4 5 6 10 5 15 17 20 4 1 1 6 2 2 2 1 5)) 295 296(table can-create 297 (cities movers 1) 298 (e B 1) 299 (e m 1) 300 (ms m 1) 301 ) 302 303(table acp-to-create 304 (cities movers 1) 305 (e B 1) 306 (e m 1) 307 (ms m 1) 308 ) 309 310(table cp-on-creation 311 (e B 1) 312 ) 313 314(table can-build 315 (e B 1) 316 (e m 1) 317 (cities movers 1) 318 (ms m 1) 319 ) 320 321(table acp-to-build 322 (e B 1) 323 (e m 1) 324 (cities movers 1) 325 (ms m 1) 326 ) 327 328(table cp-per-build 329 (a B 2) 330 (e B 1) 331 (e m 1) 332 (ms m 1) 333 ) 334 335(table occupant-can-construct (u* u* false)) 336 337;;; Repair. 338 339;; Explicit repair actions accelerate the recovery of lost hp. 340 341(table can-repair 342 (cities u* true) 343; (B u* true) 344 (cv cv true) 345 (bb bb true) 346 (i places (true true true false)) 347 (e places (true true true false)) 348 (e u* true) 349 (m u* false) 350 ) 351 352(table acp-to-repair 353 (cities u* 1) 354; (B u* 1) 355 (cv cv 1) 356 (bb bb 1) 357 (i places (1 1 1 0)) 358 (e places (2 2 2 0)) 359 (e u* 1) 360 (m u* 0) 361 ) 362 363(table hp-per-repair 364 ;; Towns and cities can repair anything. 365 (cities u* 1.00) 366; (B u* 3.00) ; what is this all about? 367 ;; Capital ships are equipped to do major repairs to themselves. 368 (cv cv 1.00) 369 (bb bb 1.00) 370 ;; cariers can repair aircraft 371 (cv aircraft 1.00) 372 ;; The army's engineers can do lots of repair work if put to the task. 373 (e places (2.00 5.00 5.00 0.00)) 374 (e u* 1.00) 375 ) 376 377(table auto-repair 378 ;; Capital ships are equipped to do major repairs to themselves. 379 (cv cv 0.50) 380 (bb bb 0.50) 381 (cv aircraft 0.50) 382 (cities movers 0.50) 383 (e u* 1.00) 384 ) 385 386;; Some types have sufficient people and redundancy to do some repair work 387;; without affecting their readiness to act. 388 389(add (cv bb B) hp-recovery 0.50) 390(add cities hp-recovery 1.00) 391 392;;; Production. 393 394(table base-production 395 (ground fuel 1) 396 ;; This is not too realistic, but otherwise keeping tanks fueled 397 ;; is a major hassle. This is supposed to be a game, not an 398 ;; exercise in logistics (play "empire.g" if you want that). 399 (a fuel 2) 400 (places fuel (10 20 50 0)) 401 (places ammo (5 10 20 0)) 402 ) 403 404(table productivity 405 ;; Plains are assumed to be settled and have fuel stocks. 406 (i (swamp desert mountains) 0) 407 ;; It Tis* worthwhile to make players think about logistics 408 ;; when operating in the desert. 409 (a desert 0) 410 (B land (0 100 50 20 20)) 411 (T land (0 100 50 20 20)) 412 (@ land (0 100 50 20 20)) 413 ) 414 415(table base-consumption 416 ;; Note that armor does Tnot* have a base consumption; 417 ;; tanks that don't move don't need fuel. (Infantry 418 ;; still needs fuel, because an infantry unit in real life 419 ;; has a large number of personnel, and fuel represents 420 ;; their general energy and food consumption.) 421 ((i f b) fuel (1 3 2)) 422 (ship fuel 1) 423 ) 424 425(table hp-per-starve 426 ((i f b) fuel 1.00) 427 ;; Immobilized tanks eventually rust... 428 (armor fuel 0.05) 429 (ship fuel 0.10) 430 (places fuel (0.05 0.05 0.05 0.0)) 431 (m ammo 0.25) 432 ) 433 434(table consumption-as-occupant 435 ;; Aircraft, radar on the ground or in a carrier just sit there. 436 ((f b r) fuel 0) 437 ) 438 439;;; Combat. 440 441(add u* hp-max (1 2 1 2 3 2 3 4 8 1 10 20 40 1 1 1 1 1 1)) 442 443;; Units are generally crippled, moving at half speed, 444;; at about 1/2 of hp-max, sometimes rounding up, sometimes down. 445 446(add b speed-damage-effect ((1 50) (2 100))) 447(add d speed-damage-effect ((1 50) (2 100) (3 100))) 448(add s speed-damage-effect ((1 50) (2 100))) 449(add t speed-damage-effect ((1 50) (2 50) (3 100))) 450(add cv speed-damage-effect ((1 50) (2 50) (3 100) (4 100))) 451(add bb speed-damage-effect ((1 50) (4 50) (5 100) (8 100))) 452 453;;; The main hit table. 454;;; column order is: infantry armor fighter bomber destroyer sub 455;;; transport carrier battleship nuke base town city radar artillery aaa engineer mine mineship 456 457(table hit-chance 458 (i u* ( 50 40 20 15 0 0 10 10 5 40 80 60 40 60 50 50 60 20 20)) 459 (a u* ( 75 50 20 20 10 0 20 20 20 50 90 70 50 60 65 65 85 0 30)) 460 (f u* ( 20 55 60 70 30 0 40 35 35 70 70 60 60 25 50 50 50 0 55)) 461 (b u* ( 40 45 10 5 60 30 50 50 60 50 80 80 80 60 70 70 60 0 60)) 462 (d u* ( 5 5 20 15 50 80 60 20 10 0 80 70 70 5 5 5 15 0 60)) 463 (s u* ( 0 0 0 0 85 80 90 50 60 0 0 0 0 0 0 0 0 0 90)) 464 (t u* ( 20 5 5 10 10 5 20 5 5 0 0 0 0 0 5 5 30 0 30)) 465 (cv u* ( 0 0 40 30 20 10 40 20 20 0 0 0 0 0 0 0 0 0 40)) 466 (bb u* ( 85 60 30 20 90 10 90 90 80 0 100 90 90 50 75 75 80 0 90)) 467(nuke u* (100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 0 100)) 468 (B u* ( 10 10 20 20 20 0 30 20 20 0 0 0 0 0 15 15 20 0 30)) 469 (T u* ( 30 20 50 40 40 0 30 20 50 0 0 0 0 0 25 25 40 0 30)) 470 (@ u* ( 50 40 70 60 50 0 30 20 50 0 0 0 0 0 45 45 60 0 30)) 471 (r u* ( 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0)) 472 (A u* ( 85 65 0 0 15 0 10 30 40 50 95 80 70 60 80 80 95 0 40)) 473 (aaa u* ( 0 0 60 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0)) 474 (e u* ( 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 90 0)) 475 (m u* ( 70 80 0 0 60 50 70 70 70 0 0 0 0 0 0 0 0 0 0)) 476 (ms u* ( 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 90 0)) 477 ) 478;;; column order is: infantry armor fighter bomber destroyer sub 479;;; transport carrier battleship nuke base town city radar artillery aaa engineer mine mineship 480 481(table damage 482 (u* u* 1) 483 (a places (2 2 2 0)) 484 (b ship 2) 485 (b s 1) 486 (b places (2 2 3 0)) 487 (d s 2) 488 (s ship 3) 489 (s bb 4) 490 (bb u* 2) 491 (bb cities (3 4)) 492 (A u* 2) 493 (A cities (2 2)) 494 (m u* 3) 495 (aaa f 2) 496 (aaa b 2) 497 ) 498 499(table capture-chance 500 (i places (70 50 30 0)) 501 (a places (90 70 50 0)) 502 ) 503 504(table independent-capture-chance 505 (i places (100 80 50 0)) 506 (a places (100 95 70 0)) 507 ) 508 509;; Intelligent and/or valuable units will work to preserve themselves. 510 511(table retreat-chance 512 (a i 10) 513 (a a 20) 514 (f f 20) 515 (f b 50) 516 (ship cv 50) 517 ) 518 519;; infantry can capture cities even on water. 520 521(table bridge (i places true)) 522 523(table protection ; actually ablation? 524 ;; places offer some protection to occupants 525 (places movers (50 50 50 0)) 526 ;; but bases make aircraft sitting ducks, so no protection there. 527 (base aircraft 100) 528 ;; inf and armor protect the places housing them. 529 ;; can't make this too large or city can be 530 ;; invulnerable. 531 (i places (80 80 80 0)) 532 (a places (60 60 60 0)) 533 ; bases benefit more from protection. 534 (ground B (50 40 0 0 0 0)) 535 ) 536 537;; Combat requires ammo, and uses it up. 538 539(table consumption-per-attack (u* ammo 1)) 540 541(table consumption-per-fire 542 ((aaa artillery bb d f s) ammo 1) 543) 544 545(table hit-by (u* ammo 1)) 546 547;;; Detonation. 548 549;; Nukes work by detonation rather than by conventional attack actions. 550 551(add nuke acp-to-detonate 1) 552 553(add nuke hp-per-detonation 1) 554 555(table detonation-damage-at (nuke u* 60)) 556 557(table detonation-damage-adjacent (nuke u* 1)) 558 559(table detonation-terrain-damage-chance 560 (nuke (plains forest) 100) 561 ) 562 563(table terrain-damaged-type 564 (plains desert 1) 565 (forest desert 1) 566 ) 567 568;;; Disbanding. 569 570;; This does movers in one shot except battleships, which historically 571;; are usually difficult to scuttle. 572 573(add movers acp-to-disband 1) 574(add bb acp-to-disband 2) 575 576(add movers hp-per-disband 4) 577 578;; Takes a while to dismantle a base. 579 580(add B hp-per-disband 2) 581 582;;; Changing sides. 583 584(add u* acp-to-change-side 1) 585(add i acp-to-change-side 0) 586 587(add i possible-sides (not "independent")) 588 589;;; Automatic things. 590 591;; Economy. 592 593(table out-length 594 ;; Net consumers of supply should never give any up automatically. 595 ((i a b f nuke m) m* -1) 596 ;; Cities and towns can share things around. 597 (cities m* 1) 598 (e m* 1) 599 ) 600 601(table in-length 602 ;; Supply to ground units can go a couple hexes away. 603 (ground m* 3) 604 ;; Cities and bases can get their supplies from some distance away. 605 (B m* 6) 606 (cities m* 12) 607 (m m* 1) 608 ) 609 610;;; Scoring. 611 612;; Most units aren't worth much, but ground units can capture 613;; cities, carriers and battleships are powerful, and nukes are 614;; devastating, especially when stockpiled. 615 616(add u* point-value 0) 617(add (a A aaa f b s cv bb) point-value (1 1 1 2 2 2 3 3)) 618(add nuke point-value 5) 619(add cities point-value (5 25)) 620 621;;; Texts. 622 623(set action-notices '( 624 ((disband infantry self done) (actor " goes home")) 625 ((disband u* bomb done) (actor " dismantles " actee)) 626 ((disband u* u* done) (actee " disbands")) 627 )) 628 629(set event-notices '( 630 ((unit-starved fighter) (0 " runs out of fuel and crashes!")) 631 ((unit-starved bomber) (0 " runs out of fuel and crashes!")) 632 )) 633 634(set event-narratives '( 635 ((unit-starved fighter) (0 " ran out of fuel and crashed")) 636 ((unit-starved bomber) (0 " ran out of fuel and crashed")) 637 )) 638 639;;; Initial setup. 640 641(add cities start-with (8 3)) 642(set country-radius-min 6) 643(set country-separation-min 25) 644(set country-separation-max 48) 645;; Try to get countries to be on the coast. 646(add (sea plains) country-terrain-min (1 4)) 647 648(table favored-terrain 649 (u* t* 0) 650 (@ plains 100) 651 (T land 20) 652 (T plains 40) 653 ) 654 655(table independent-density (town plains 100)) 656 657(add land country-people-chance 90) 658(add plains country-people-chance 100) 659 660(add land independent-people-chance 50) 661 662(table road-chance 663 (city (town city) (80 100)) 664 (town (town city) ( 2 5)) 665 ) 666 667(add (town city) road-to-edge-chance 100) 668 669(set edge-road-density 100) 670 671;; Nearly all towns should be connected by road to 672;; somewhere else. 673 674(add town spur-chance 90) 675(add town spur-range 2) 676 677;; A game's starting units will be full by default. 678 679(table unit-initial-supply 680 (u* m* 9999) 681 (m m* 0) 682 ) 683 684;; Default doctrine. 685 686(doctrine default-doctrine 687 (construction-run (u* 1)) 688 (rearm-percent 40) 689 ) 690 691(doctrine place-doctrine 692 (construction-run (u* 99) ((carrier battleship) 3) (nuke 1))) 693 694(side-defaults 695 (default-doctrine default-doctrine) 696 (doctrines (places place-doctrine)) 697 ) 698 699(game-module (notes ( 700 "This game is modified from the standard one in Xconq. It" 701 "is an attempt to bring the 1945 game up to post-cold-war" 702 "military technology. The main changes are that everything" 703 "is more destructive, ranges are greater, and submarines and" 704 "aircraft are much more powerful." 705 ))) 706 707(add i notes '( 708 "The infantry army is the slowest of units, but it can go almost" 709 "anywhere. It is also quick to produce. Infantry is the staple of" 710 "campaigns - no special features, but quick and cheep." 711 )) 712(add a notes '( 713 "The armor army is highly mobile and hits hard. Unfortunately," 714 "it is limited to operating in open terrain - plains and desert. It also" 715 "takes longer to produce. Armor can last twice as long in the " 716 "desert as infantry. Both armor and infantry can" 717 "assault and capture cities; they are the only units that can do so." 718 )) 719(add f notes '( 720 "A fighter is a squadron or wing of high-speed armed aircraft." 721 "Their fuel supply can be gotten only at units, towns, and bases, so they" 722 "must continually be taking off and landing. Fighters are effective" 723 "against ground units and ships, and they eat bombers for lunch. Fighters" 724 "are very good for reconnaisance - important when you can't always" 725 "see the enemy moving!" 726 )) 727(add b notes '( 728 "Bombers are very powerful, since they can seriously damage" 729 "or even flatten cities. Loss rate in such activities is high, so they're" 730 "not a shortcut to victory!" 731 "Bombers can carry two infantry or an armor, which is very useful for raids." 732 )) 733(add d notes '( 734 "Destroyers are fast small ships for both exploration and" 735 "anti-submarine activities." 736 )) 737(add s notes '( 738 "The favorite food of submarines is of course merchant shipping" 739 "and troopships, and they can sink troop transports with one blow." 740 "Subs are also invisible, but vulnerable to destroyers and aircraft." 741 )) 742(add t notes '( 743 "This is how ground units get across the sea. They can" 744 "defend themselves against ships and aircraft, but are basically vulnerable." 745 "They're not very fast either." 746 )) 747(add cv notes '( 748 "Compensates for the limited range of fighters and bombers by providing" 749 "a portable airport. Carriers themselves are sitting ducks, particularly" 750 "with respect to aircraft. Fighter patrols are mandatory." 751 )) 752(add bb notes '( 753 "This may be the most controversial change in the game. As a reflection" 754 "of modern targeting systems, the effective range of battleships is now" 755 "longer, so they can destroy a city from over the horizon. They are" 756 "very powerful, but can still be destroyed by aircraft and subs." 757 )) 758(add nuke notes '( 759 "Atomic bombs. The Final Solution; but they are not easy to use. A bomb" 760 "takes a long time to produce, moves very slowly by itself, and is easily" 761 "destroyed by other units. The plus side is instant destruction for any unit" 762 "of any size! Bombs are imagined to be transported by a team of scientists," 763 "and can go on any sort of terrain without running out of supplies." 764 )) 765(add B notes '( 766 "To simplify matters, this can serve as a camp, airbase, and port." 767 "Bases cannot build units, although they can repair some damage." 768 )) 769(add T notes '( 770 "Towns are the staple of territory. They can build, repair, produce" 771 "fuel and ammo, and serve as a safe haven for quite a few units." 772 )) 773(add @ notes '( 774 "Cities are very large, powerful, and well defended. They are" 775 "basically capital cities, or something in a comparable range. (New York" 776 "and San Francisco are cities, Salt Lake City and San Antonio are towns." 777 "Yeah, San Antonio has a lot of people, but it's still insignificant," 778 "nyah nyah.) A city is worth five towns, point-wise." 779 )) 780(add r notes '( 781 "radar is a passive unit that sees a great distance. While fragile and" 782 "without any attacking abilities, they can still play a role, especially" 783 "if loaded onto a bomber to produce an AWACS." 784 )) 785(add A notes '( 786 "Artillery are units of mobile guns, more powerful but much more fragile" 787 "than tanks. By themselves, they can not capture anything, but they can" 788 "destroy almost any ground or sea unit they can see." 789 )) 790(add aaa notes '( 791 "Anti-aircraft artillery are fragile, but can chew up fighters and bombers" 792 )) 793(add e notes '( 794 "Engineer units are dull but essential. While they are useless in a fight," 795 "they can build bases, repair damaged units, and lay or remove mine fields." 796 )) 797(add m notes '( 798 "Mines just sit there until someone comes by, at which point they blow up." 799 "While passive and unglamorous, they can rip an attack to shreds if used" 800 "in a good location." 801 )) 802(add ms notes '( 803 "Minesweepers can lay and clear naval mines. If there is a narrow strait," 804 "a few mines can destroy an entire armada." 805 )) 806 807(game-module (design-notes ( 808 "Full transports should move more slowly." 809 ))) 810