This is the mail archive of the xconq7@sources.redhat.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]

logistics game


OK, here's my first cut at a logistics game which is based on the
standard game.  I've played it a bit and to a first approximation I
achieved what I had in mind.  Whether that actually makes for a good
game is a separate question :-).

I present it as diffs from the standard game, but the patched files
are supposed to go in log.g and logunit.g, not to replace standard.g
and stdunit.g.

--- standard.g	Sun Dec 31 18:40:00 2000
+++ log.g	Tue Jan  2 18:02:46 2001
@@ -1,7 +1,7 @@
-(game-module "standard"
-  (title "Standard Game")
+(game-module "log"
+  (title "Logistics Game")
   (version "7.3+")
-  (blurb "The standard Xconq game, loosely based on WW II ca 1945")
+  (blurb "Like the standard Xconq game, but you need to establish supply lines")
   (instructions "Take over the world before you get taken over!")
   (variants
     (world-seen false)
@@ -77,7 +77,7 @@
     )
   )
 
-(include "stdunit")
+(include "logunit")
 
 (include "nat-names")
 
@@ -104,8 +104,6 @@
   (title "")
   (do last-side-wins)
   )
-
-(set scorefile-name "standard.xcq")
 
 (add u* see-terrain-if-captured 10)
 (add town see-terrain-if-captured 50)
--- stdunit.g	Fri Dec  8 23:34:02 2000
+++ logunit.g	Mon Jan 15 13:26:32 2001
@@ -1,9 +1,9 @@
-(game-module "stdunit"
-  (blurb "base module for standard game")
+(game-module "logunit"
+  (blurb "base module for log.g game")
   )
 
-;;; New format version of the standard game.  This file is just types and
-;;; tables, is not a complete game (see "standard" for that).
+;;; This file is just types and tables, is not a complete game (see
+;;; "log" for that).
 
 (unit-type infantry (image-name "soldiers")
   (help "marches around and captures things"))
@@ -23,14 +23,25 @@
   (help "carries fighters and bombers around"))
 (unit-type battleship (image-name "bb") (char "B")
   (help "the most powerful ship"))
-(unit-type nuclear-bomb (name "nuclear bomb") (image-name "bomb") (char "N")
-  (help "leveler of cities (and anything else)"))
 (unit-type base (image-name "airbase") (char "/")
   (help "airbase plus port"))
 (unit-type town (image-name "town20") (char "*")
   (help "smaller than a city"))
 (unit-type city (image-name "city20") (char "@")
   (help "capital of a side"))
+(unit-type farm (image-name "barn") (char "#") (help "produces food"))
+(unit-type refinery (image-name "refinery") (char "%") (help "produces fuel"))
+(unit-type ammo-factory (image-name "shell") (char "!")
+  (help "produces ammo"))
+(unit-type tanker (image-name "ca") (char "T")
+  (help "transfers food, fuel, and ammo"))
+;; need to rethink this.  As it is now, roads aren't really important
+;; enough to make it all that important to bother (and armor is less
+;; important in that logistics prevent it from covering big distances,
+;; and one needs infantry around to build).  Figure out some way to make
+;; roads more useful?  Or something else along these lines?
+(unit-type engineer (image-name "worker") (char "e")
+  (help "builds roads"))
 
 (define i infantry)
 (define a armor)
@@ -41,24 +52,36 @@
 (define t troop-transport)
 (define cv carrier)
 (define bb battleship)
-(define nuke nuclear-bomb)
 (define / base)
 (define * town)
 (define @ city)
-
+(define # farm)
+(define % refinery)
+(define ! ammo-factory)
+(define T tanker)
+(define e engineer)
+
+; The danger in having a lot of materials is that they are redundant
+; with each other.  It doesn't provide any challenge, just tedium.
+; My main goal in having as many as we do is to slow expansion.
 (material-type fuel
-  (help "basic supply that all units need"))
+  (help "basic supply that units need to move"))
 (material-type ammo
   (help "generic supply used in combat"))
+(material-type food
+  (help "basic supply that all units need"))
+
+;; I thiink that supply-on-creation defaults to zero, which is
+;; what I want.
 
 (include "stdterr")
 
-(define ground (i a))
+(define ground (i a engineer))
 (define aircraft (f b))
-(define ship (d s t cv bb))
+(define ship (d s t cv bb tanker))
 (define cities (* @))
 (define places (/ * @))
-(define movers (i a f b d s t cv bb nuke))
+(define movers (i a f b d s t cv bb tanker engineer))
 
 (define water (sea shallows))
 (define land (swamp plains forest desert mountains))
@@ -69,6 +92,9 @@
   (ground water true)
   (armor swamp true)
   (places water true)
+  ;; We'll allow farms, refineries, or ammo-factories on most terrain
+  ;; albeit with productivity differences.
+  ((farm refinery ammo-factory) water true)
   (ship land true)
   (ship road true)
   ;; Only aircraft can deal with ice.
@@ -89,13 +115,12 @@
 (add t capacity 6)
 (add cv capacity 4)
 (add places capacity (20 40 80))
+(add (farm refinery ammo-factory) capacity 5)
 
 (table unit-size-as-occupant
   ;; Disable occupancy by default.
   (u* u* 100)
-  ;; Bombers can carry one infantry or one nuke.
-  ((i nuke) b 1)
-  ;; Transports can carry 6 armor or infantry.
+  ;; Transports can carry 6 armor, infantry, or engineers.
   (ground t 1)
   ((f b) cv (1 2))
   ;; Bases can hold 10 of most unit types, but up to 20 fighters.
@@ -103,6 +128,12 @@
   (fighter / 1)
   ;; City types have lots of capacity for everything.
   (movers cities 1)
+  ;; Need to hold a moderate number of units or else it would be too
+  ;; hard to move through them to get somewhere.
+  ;; Maybe they should take up less than the whole cell?
+  ;; Problem with allowing occupants is that they may shield their
+  ;; occupants from attack too much.
+  (movers (farm refinery ammo-factory) 1)
   )
 
 ;;; Unit-terrain capacities.
@@ -117,13 +148,17 @@
   ;; Allow aircraft to pass over towns instead of landing.
   (aircraft t* 0)
   (places t* 16)
+  ((farm refinery ammo-factory) t* 16)
   )
 
 ;;; Unit-material capacities.
 
 (table unit-storage-x
-  (u* fuel ( 6 10 18 36 100 100 200 400 200  0 200 500 900))
-  (u* ammo ( 6  4  3  3  20  10  20  40  40  0 100 200 400))
+  ;; this determines how long a unit can survive on its own
+  (u* food ( 6 10  6 18 100 100 200 400 200  200 500 900 200  0   0 500 6))
+  ;; this one is important for movers; it sets the range.
+  (u* fuel ( 6 10 18 36 100 100 200 400 200  200 500 900  0 200   0 500 6))
+  (u* ammo ( 6  4  3  3  20  10  20  40  40  100 200 400  0   0  60 200 0))
   )
 
 ;;; Vision.
@@ -143,27 +178,21 @@
 (table see-chance-adjacent
   ;; Submarines are always hard to see.
   (u* s 10)
-  ;; A bomb in a truck is rather small and inconspicuous.
-  (u* nuke 10)
   )
 
 ;;; Actions.
 
-(add u* acp-per-turn  (1 2 9 6 3 3 2 4 4 1 0 1 1))
+(add u* acp-per-turn  (1 2 9 6 3 3 2 4 4 0 1 1 0 0 0 2 1))
 
 ;;; Movement.
 
 (add places speed 0)
+(add (farm refinery ammo-factory) speed 0)
 
 ;; Don't be too picky about mp usage.
 
 (add u* free-mp 1)
 
-;; Aircraft should always be able to land, and this in conjunction
-;; with the entry cost will result in airplanes being able to land at
-;; any time during their time, but always having to wait until the
-;; next turn to take off again.
-
 (add aircraft free-mp (9 6))
 
 (table mp-to-enter-terrain
@@ -171,7 +200,7 @@
   (a (swamp forest mountains) 99)
   ;; No special trouble to get on a road
   ;; (such as when using to cross a river).
-  (a road 0)
+  (ground road 0)
   (ground water 99)
   (ship land 99)
   ;; Don't let ships use roads.  This might seem unnecessary,
@@ -182,9 +211,10 @@
   (ship road 99)
   (u* ice 99)
   (aircraft ice 1)
-  ;; Armor take an extra ACP to cross a river; everyone else is unaffected
+  ;; In this game, armor and infantry can only cross a river if
+  ;; engineers build a bridge
   (u* river 0)
-  (a river 1)
+  ((i a) river 99)
   )
 
 (table mp-to-leave-terrain
@@ -203,7 +233,6 @@
 
 (table material-to-move
   (movers fuel 1)
-  (nuke fuel 0)
   )
 
 (table mp-to-enter-unit
@@ -220,34 +249,16 @@
 
 (table consumption-per-move
   (movers fuel 1)
-  ;; Nukes are "important", a country would never risk them running out.
-  (nuke fuel 0)
   )
 
 ;;; Construction.
 
-;; Nuclear weapons must be developed before they can be built.
-
-(add nuke tech-max 60)
-(add nuke tech-to-build 60)
-
-;; Only cities can develop nukes.
-
-(table acp-to-develop (@ nuke 1))
-
-(table tech-per-develop (@ nuke 1.00))
-
-;; Limit the amount of gain possible due to a concentrated effort.
-;; Note that this will only have an effect in games with many cities.
-
-(add nuke tech-per-turn-max 3)
-
 ;; Basically, units take about as many turns to complete as their cp.
 
-(add u* cp (4 7 8 16 10 16 12 30 40 20 5 1 1))
+(add u* cp (4 7 8 16 10 16 12 30 40 5 1 1 9 9 9 16 10))
 
 (table acp-to-create
-  (i / 1)
+  (i (/ farm refinery ammo-factory) 1)
   (cities movers 1)
   )
 
@@ -256,7 +267,7 @@
   )
 
 (table acp-to-build
-  (i / 1)
+  (i (/ farm refinery ammo-factory) 1)
   (cities movers 1)
   )
 
@@ -301,38 +312,46 @@
 
 (add (cv bb /) hp-recovery 0.50)
 (add cities hp-recovery 1.00)
+(add (farm refinery ammo-factory) hp-recovery 1.00)
+
+;; Terrain alteration.  The idea behind having a separate (expensive)
+;; engineer type and the cost is to make it hard to build roads.
+;; I'd kind of like to have a road take multiple turns to build but
+;; I don't think xconq can do that.
+(table acp-to-add-terrain
+  (engineer road 1)
+  )
+;; But the engineers need the ability to store that material.
+;; and do we want to extend their range that much?
+;(table material-to-add-terrain
+;  (engineer fuel 50)
+;  )
 
 ;;; Production.
 
 (table base-production
-  (ground fuel 1)
-  ;; This is not too realistic, but otherwise keeping tanks fueled
-  ;; is a major hassle.  This is supposed to be a game, not an
-  ;; exercise in logistics (play "empire.g" if you want that).
-  (a fuel 2)
-  (places fuel (10 20 50))
-  (places ammo (5 10 20))
+  ; Cities, towns, and bases just transfer supplies, don't produce them.
+  (farm food 100)
+  (refinery fuel 100)
+  (ammo-factory ammo 30)
   )
 
 (table productivity
-  ;; Plains are assumed to be settled and have fuel stocks.
-  (i (swamp desert mountains) 0)
-  ;; It *is* worthwhile to make players think about logistics
-  ;; when operating in the desert.
-  (a desert 0)
   (/ land (0 100 50 20 20))
   (* land (0 100 50 20 20))
   (@ land (0 100 50 20 20))
+  (farm land (0 100 50 20 20))
+  (refinery land (0 100 50 20 20))
+  (ammo-factory land (0 100 50 20 20))
   )
 
+;; Making it so that farms, refineries and ammo-factories do not
+;; consume food keeps life simple - that way they don't need any
+;; storage or in-length on food, which in turn prevents them from
+;; being supply depots (albeit minor ones).
 (table base-consumption
-  ;; Note that armor does *not* have a base consumption;
-  ;; tanks that don't move don't need fuel.  (Infantry
-  ;; still needs fuel, because an infantry unit in real life
-  ;; has a large number of personnel, and fuel represents
-  ;; their general energy and food consumption.)
-  ((i f b) fuel (1 3 2))
-  (ship fuel 1)
+  ((f b) fuel (3 2))
+  (movers food 1)
   )
 
 (table hp-per-starve
@@ -341,6 +360,12 @@
   (armor fuel 0.05)
   (ship fuel 0.10)
   (places fuel 0.05)
+
+  ((i f b) food 1.00)
+  ;; Immobilized tanks eventually rust...
+  (armor food 0.05)
+  (ship food 0.10)
+  (places food 0.05)
   )
 
 (table consumption-as-occupant
@@ -350,7 +375,7 @@
 
 ;;; Combat.
 
-(add u* hp-max (1 1 1 2 3 2 3 4 8 1 10 20 40))
+(add u* hp-max (1 1 1 2 3 2 3 4 8 10 20 40 20 20 20 2 1))
 
 ;; Units are generally crippled, moving at half speed,
 ;; at about 1/2 of hp-max, sometimes rounding up, sometimes down.
@@ -361,6 +386,7 @@
 (add t  speed-damage-effect ((1 50) (2  50) (3 100)))
 (add cv speed-damage-effect ((1 50) (2  50) (3 100) (4 100)))
 (add bb speed-damage-effect ((1 50) (4  50) (5 100) (8 100)))
+(add T  speed-damage-effect ((1 50) (2  50) (3 100)))
 
 (table acp-to-attack
   ;; Places can defend, but not attack.
@@ -370,19 +396,24 @@
 ;;; The main hit table.
 
 (table hit-chance
-  (i u* ( 50  40  20  15  20  20  30  20   9  40  80  60  40))
-  (a u* ( 60  50  30  30  30  20  30  20  20  50  90  70  50))
-  (f u* ( 15  25  60  70  20  30  20  50  40  80 100 100 100))
-  (b u* ( 20  20  10   9  30  50  50  70  60  50  90  95  99))
-  (d u* (  5   5  10   5  60  70  60  40  20   0  99  90  80))
-  (s u* (  0   0  10   5  40  10  60  40  50   0   0   0   0))
-  (t u* ( 20   5  10   5  40  40  40  30   9   0   0   0   0))
- (cv u* ( 30  20  40  10  30  30  40  20  20   0   0   0   0))
- (bb u* ( 50  50  50  20  70  50  90  50  90   0 100 100 100))
-;  (nuke u* 100) ; doesn't really matter
-  (/ u* ( 10  10  20  20  20  20  30  20  20   0   0   0   0))
-  (* u* ( 30  20  50  40  40   0  30  20  20   0   0   0   0))
-  (@ u* ( 50  40  70  60  50   0  30  20  50   0   0   0   0))
+;          i   a   f   b   d   s   t  cv  bb    /   *   @  #  %  !  T  e
+  (i u* ( 50  40  20  15  20  20  30  20   9   80  60  40 10 10 10 20 50))
+  (a u* ( 60  50  30  30  30  20  30  20  20   90  70  50 20 20 20 30 50))
+  (f u* ( 15  25  60  70  20  30  20  50  40  100 100 100 15 15 15 20 15))
+  (b u* ( 20  20  10   9  30  50  50  70  60   90  95  99 20 20 20 30 30))
+  (d u* (  5   5  10   5  60  70  60  40  20   99  90  80  5  5  5 60  5))
+  (s u* (  0   0  10   5  40  10  60  40  50    0   0   0  5  5  5 60  5))
+  (t u* ( 20   5  10   5  40  40  40  30   9    0   0   0  0  0  0 30  0))
+ (cv u* ( 30  20  40  10  30  30  40  20  20    0   0   0  0  0  0 30  0))
+ (bb u* ( 50  50  50  20  70  50  90  50  90  100 100 100 40 40 40 80 50))
+  (/ u* ( 10  10  20  20  20  20  30  20  20    0   0   0  0  0  0 20 10))
+  (* u* ( 30  20  50  40  40   0  30  20  20    0   0   0  0  0  0 30 20))
+  (@ u* ( 50  40  70  60  50   0  30  20  50    0   0   0  0  0  0 40 30))
+  (# u* ( 10  10  20  20  20  20  30  20  20    0   0   0  0  0  0 20 10))
+  (% u* ( 10  10  20  20  20  20  30  20  20    0   0   0  0  0  0 20 10))
+  (! u* ( 10  10  20  20  20  20  30  20  20    0   0   0  0  0  0 20 10))
+  (T u* ( 20   5  10   5  40  40  40  30   9    0   0   0  0  0  0 30  5))
+  (e u* ( 50  40  20  15  20  20  30  20   9   10  10  10 10 10 10 20 50))
   )
 
 (table damage
@@ -398,6 +429,11 @@
   (bb cities (3 4))
   )
 
+;; Note that I do not allow capturing farms, refineries, and ammo-factories.
+;; This is because if you can, then starting to take over the enemy's
+;; territory solves your logistics problems.  It's an easy way out.
+;; Similarly, they are intended to be relatively difficult to destroy
+;; although I'm not sure I have that balance quite right.
 (table capture-chance
   (i places (70 50 30))
   (a places (90 70 50))
@@ -433,7 +469,7 @@
   (i places 80)
   (a places 60)
   ; bases benefit more from protection.
-  (ground / (50 40))
+  ((i a) / (50 40))
   )
 
 ;; Combat requires ammo, and uses it up.
@@ -442,27 +478,6 @@
 
 (table hit-by (u* ammo 1))
 
-;;; Detonation.
-
-;; Nukes work by detonation rather than by conventional attack actions.
-
-(add nuke acp-to-detonate 1)
-
-(add nuke hp-per-detonation 1)
-
-(table detonation-damage-at (nuke u* 60))
-
-(table detonation-damage-adjacent (nuke u* 1))
-
-(table detonation-terrain-damage-chance
-  (nuke (plains forest) 100)
-  )
-
-(table terrain-damaged-type
-  (plains desert 1)
-  (forest desert 1)
-  )
-
 ;;; Disbanding.
 
 ;; This does movers in one shot except battleships, which historically
@@ -490,18 +505,31 @@
 
 (table out-length
   ;; Net consumers of supply should never give any up automatically.
-  ((i a b f nuke) m* -1)
-  ;; Cities and towns can share things around.
+  ((i a b f) m* -1)
+  ;; I thought about (tanker m* 3) and likewise for in-length, the idea
+  ;; being that you'd build whole fleets of them, but that is probably
+  ;; a bit excessive.
+  (tanker m* 6)
+  ;; Cities, towns, and bases are good at sharing things around.
   (/ m* 6)
-  (cities m* 12)
+  ;; In the standard game this is 12, but the problem is that if you are
+  ;; capturing the enemy's towns, there is a good chance the one you
+  ;; captured will be within 12 hexes of one of your towns.  I'd rather
+  ;; make you use a tanker or build some bases or something (this *is*
+  ;; a logistics game).
+  (cities m* 6)
+  (farm food 6)
+  (refinery fuel 6)
+  (ammo-factory ammo 6)
   )
 
 (table in-length
   ;; Supply to ground units can go a couple hexes away.
   (ground m* 3)
+  (tanker m* 6)
   ;; Cities and bases can get their supplies from some distance away.
   (/ m* 6)
-  (cities m* 12)
+  (cities m* 6)
   )
 
 ;; Fate of units when a side loses.
@@ -518,20 +546,17 @@
 ;;; Scoring.
 
 ;; Most units aren't worth much, but ground units can capture
-;; cities, carriers and battleships are powerful, and nukes are
-;; devastating, especially when stockpiled.
+;; cities, carriers and battleships are powerful.
 
 (add u* point-value 0)
 (add (i a) point-value 1)
 (add (cv bb) point-value 1)
-(add nuke point-value 5)
 (add cities point-value (5 25))
 
 ;;; Texts.
 
 (set action-notices '(
   ((disband infantry self done) (actor " goes home"))
-  ((disband u* bomb done) (actor " dismantles " actee))
   ((disband u* u* done) (actee " disbands"))
   ((destroy u* ground) (actor " defeats " actee "!"))
   ((destroy u* aircraft) (actor " shoots down " actee "!"))
@@ -552,6 +577,14 @@
 ;;; Initial setup.
 
 (add cities start-with (5 1))
+;; This is a kludge whose purpose is to make the AI
+;; work.  The AI isn't clever enough to build ammo-factories,
+;; farms, and refineries, at least in the game I tried.
+;; Even with bases in the standard game, it is odd.
+(add farm start-with 1)
+(add refinery start-with 1)
+(add ammo-factory start-with 1)
+
 (set country-radius-min 3)
 (set country-separation-min 16)
 (set country-separation-max 48)
@@ -560,9 +593,12 @@
 
 (table favored-terrain
   (u* t* 0)
-  (@ plains 100)
+  (@ land 20)
   (* land 20)
-  (* plains 40)
+;  (* plains 40)
+  (farm plains 100)
+  (refinery plains 100)
+  (ammo-factory plains 100)
   )
 
 (table independent-density
@@ -576,6 +612,9 @@
 
 (add land independent-people-chance 50)
 
+;; Now that engineers can build roads, might want to tweak these
+;; so that there are fewer roads at the start of the game.  I'll
+;; leave it as is for the moment.
 (table road-chance
   (city (town city) (80 100))
   (town (town city) ( 2   5))
@@ -591,9 +630,18 @@
 (add town spur-chance 90)
 (add town spur-range 2)
 
-;; A game's starting units will be full by default.
-
-(table unit-initial-supply (u* m* 9999))
+;; Give the player enough supplies to last until they can build their
+;; farms and refineries.
+;; I'd like to make them build all their own ammo, but the handling of
+;; supply low conditions is just too annoying.  There's also the
+;; question of making them build an ammo factory before they capture
+;; independent towns, but I think that is a feature, not a bug
+;; (slightly less of a windfall to start near an independent town, for
+;; one thing).
+(table unit-initial-supply
+  (u* fuel 200)
+  (u* food 200)
+  (u* ammo 50))
 
 ;; Default doctrine.
 
@@ -603,7 +651,7 @@
   )
 
 (doctrine place-doctrine
-  (construction-run (u* 99) ((carrier battleship) 3) (nuke 1)))
+  (construction-run (u* 99) ((carrier battleship) 3)))
 
 (side-defaults
   (default-doctrine default-doctrine)
@@ -611,21 +659,21 @@
   )
 
 (game-module (notes (
-  "This game is the most commonly played one in Xconq.  It"
-  "represents units of about 1945, from infantry to atomic bombs."
-  ""
-  "Opinions differ about optimal strategy for this game.  In general,"
-  "blitzkrieg works, and can win the game in a hurry.  The problem is to"
-  "muster enough force before striking.  One full troop transport is not"
-  "enough; the invasion will melt away like ice cream on a hot sidewalk,"
-  "unless"
-  "reinforcements (either air or land) show up quickly.  Air cover is very"
-  "important.  While building up an invasion force, airborne assaults using"
-  "bombers and infantry can provide useful diversions, although it can be"
-  "wasteful of bombers.  Human vs human games on a 60x30 world generally"
-  "last about 100 turns, usually not enough time or units to build atomic"
-  "bombs or battleships, and not a big enough world to really need carriers,"
-  "although bases for staging are quite useful."
+  "This game is based on the standard game, but requires more attention
+  "to logistics."
+;  ""
+;  "Opinions differ about optimal strategy for this game.  In general,"
+;  "blitzkrieg works, and can win the game in a hurry.  The problem is to"
+;  "muster enough force before striking.  One full troop transport is not"
+;  "enough; the invasion will melt away like ice cream on a hot sidewalk,"
+;  "unless"
+;  "reinforcements (either air or land) show up quickly.  Air cover is very"
+;  "important.  While building up an invasion force, airborne assaults using"
+;  "bombers and infantry can provide useful diversions, although it can be"
+;  "wasteful of bombers.  Human vs human games on a 60x30 world generally"
+;  "last about 100 turns, usually not enough time or units to build atomic"
+;  "bombs or battleships, and not a big enough world to really need carriers,"
+;  "although bases for staging are quite useful."
   )))
 
 (add i notes '(
@@ -683,20 +731,13 @@
   "Battleships are very effective against cities and armies,"
   "at least the ones on the coast."
   ))
-(add nuke notes '(
-  "Atomic bombs.  The Final Solution; but they are not easy to use.  A bomb"
-  "takes a long time to produce, moves very slowly by itself, and is easily"
-  "destroyed by other units. The plus side is instant destruction for any unit"
-  "of any size!  Bombs are imagined to be transported by a team of scientists,"
-  "and can go on any sort of terrain without running out of supplies."
-  ))
 (add / notes '(
   "A base serves as a combination camp, airbase, and port."
   "Bases cannot build units, although they can repair some damage."
   ))
 (add * notes '(
-  "Towns are the staple of territory.  They can build, repair, produce"
-  "fuel and ammo, and serve as a safe haven for quite a few units."
+  "Towns are the staple of territory.  They can build, repair,"
+  "and serve as a safe haven for quite a few units."
   ))
 (add @ notes '(
   "Cities are very large, powerful, and well defended.  They are"
@@ -704,6 +745,29 @@
   "and San Francisco are cities, Salt Lake City and San Antonio are towns."
   "Yeah, San Antonio has a lot of people, but it's still insignificant,"
   "nyah nyah.)  A city is worth five towns, point-wise."
+  ))
+(add farm notes '(
+  "Fail to have enough farms and your units will starve."
+  "You'll want to start the game by building at least one."
+  ))
+(add refinery notes '(
+  "Units need fuel to move, so building at least one refinery"
+  "is a high priority."
+  ))
+(add ammo-factory notes '(
+  "An ammo factory builds the ammunition which you need to attack"
+  "(including to capture independent towns)."
+  ))
+(add tanker notes '(
+  "This lets you transfer supplies across the sea where the distance"
+  "is too great to just do it between cities, towns and bases directly."
+  "Can make the initial stages of exploring or colonizing another island"
+  "much more practical."
+  ))
+(add engineer notes '(
+  "The engineer has only one trick, but it can be a very useful one, and"
+  "that is to construct roads.  Especially over rivers, which are otherwise"
+  "impassable by infantry and armor."
   ))
 
 ;(set unseen-color "orange")

Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]