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