资源说明:text-based mmo under construction
Gunboat-Diplomacy
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text-based mmo under construction
City/map system:
Cities start off on squares on a grid map (made with Google Maps API)
Each city has three resources: food, fuel, metal
Harvested from block improvements
Desert yields fuel (Oil Well), less food (Pasture)
Plains yield food (Farm), less mineral (Quarry)
Hills yield mineral (Mine), less fuel (Coal Mine)
Water and mountain (impassable)
Water yields food (Fishery)
Mountains yield mineral (Mine), less fuel (Coal Mine)
Special buildings (require a lot of infrastructure) can convert resources
Start out in beginner cities lacking a certain terrain
Ethanol plant - food to fuel
Hydroponics garden - fuel to food
Recycling center - fuel to metal
Nuclear plant - mineal to fuel
Each required in certain amounts for builds
Each player starts off with one city
May conquer other players' cities
Also NPC "barbarian" or "UN" or w/e cities for new players to conquer
Military units can be grouped into armies, sent out
Player draws waypoints to location on map where armies are sent to
Terrain must be passable
Two methods of moving across impassable territory:
With sufficient aircraft, players can airdrop units directly
In a port city, and with sufficient ships, players can move to opposite shore
Can stop near cities when at war with enemy player
Units can attack cities when adjacent to them
Infrastructure:
Barracks - unlocks infantry units, decreases production costs of infantry
Fortifications - increases city defense
Transportation - decreases transport time, increases commerce, unlocks resource trading
Workshop - unlocks armored units, decreases production costs of armor, increases production
School - increases research, increases commerce, unlocks government transitions
Hospital (requires School) - keeps population modifier (health) near 1
Foundry (requires Workshop, Warehouse) - increases production, unlocks artillery
Airport (requires Workshop, Transportation) - increases commerce, decreases transport time, unlocks aircraft
Shipyard (requires Factory) - increases commerce, unlocks ships
Laboratory (requires School, Factory) - increases research, increases espionage, unlocks special buildings
Supercomputer - increases espionage
Ethanol Plant - food to fuel
Hydroponics - fuel to food
Recycling Center - fuel to metal
Nuclear Plant - metal to fuel
Space Center - allows missile units, satellite launches
Combat system
Movement
Each square can hold one army
Players assign units to armies and send out to specific map blocks
Have to draw waypoints to that block
Cannot pass through mountain or water blocks; rivers have no effect
When an army is adjacent to a city, it can attack
Air and naval support can be assigned
Three-round battles
First, bombardment
Air battle if any
Artillery/ships/helicopters/remaining air units add to attack
Losses calculated for artillery and helicopters
Then, armor losses and gains calculated
Then, infantry losses and gains calculated
Battles designed to go until one side loses ~20%
City taken when loyalty/approval drops to 0%, after several battles
Loyalty decreases when attackers win
Loyalty increases when defenders win
Attacks can also be off of ships or paratroops
Armies can also be placed in friendly cities without map movement - requires airport
Fleets
Ships are super-expensive
Players assign ships to fleets, move like armies
Each fleet can see x number of blocks around it
Depends on air support
Can attack similar distances
Methods of attack
Blockade - choose a specific city, requires closeness to city
No resource shipments, no use of water blocks
Ends when defender defeats fleet
Bombardment
Requires adjacency to city
Depending on ship's guns, damages buildings and infrastructure
Direct attack
Can bombard enemy ships from afar
With ships guns/missiles
With carrier air wings - then starts air battle
Rarely decisive
Amphibious landing
Armies can be put in fleet depending on transport capacity
When fleet adjacent to city, can proceed with attack
Air units
Based in specific city
Can launch air raid
Certain ground units can partake (militia, SAM, helikkkopter)
Battle is such as land war, but with smaller % casualities
Certain buildings damaged, ground or naval units may be destroyed
Can drop paratroopers
Ground Units
Infantry
Militia - good anti-armor defense, average attack
Motor Rifle - good anti-infantry defense, bad attack
Marine - good attack, bad defense
Armor
Tank - good attack, average anti-armor defense
APC - good anti-infantry defense, average attack
IFV - balanced attack and defense
Artillery
Field Gun - destroys fortifications
Artillery - general attack
Air Units
Fighter-Bomber - general unit, can destroy aircraft and bombard cities
Close Air Support - attack unit, destroys enemy land and naval units
Paratroop - can embark Marines, see above
Naval Units
Carrier - carries fighter-bombers, strong attack (w/airpower), weak defense
Destroyer - can see submarines, weak attack, strong defense
Missile Cruiser - cannot see submarines, strong attack, med. defense, can ranged bombard
Submarine - medium attack, invisible except to destroyers, can ranged bombard
Special Units
Fanatic - one per player, good attack and defense, special ability from religion
Helicopter - hermaphrodite, acts as both air and land unit; good attack, good anti-armor defense
Satellite - can be assigned to city, lingers over for two weeks and gives daily reports of unit numbers
SAM - artillery unit, only attacks helicopters
Politics system
Different categories for choices:
Politics
Autocracy (symbol: ♔) - faster transitions, faster military recruitment
Consitution (symbol: ✍) - slight commerce bonus
Democracy (symbol: ☑) - loyalty recovers faster
Society
Libertarian (symbol:
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