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xconq-7.5.0-1.20050612.5mdv2009.1.i586.rpm

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<TITLE>Designing Games with Xconq - Summary of GDL Syntax</TITLE>
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<H1><A NAME="SEC287" HREF="xcdesign_toc.html#SEC287">Summary of GDL Syntax</A></H1>

<P>
Whitespace is never significant, except to separate two symbols or within
a string or escaped symbols.

</P>
<P>
Regular expression for symbol is <CODE>[-a-z0-9A-Z]*</CODE> or <CODE>|[^|]*|</CODE>.

</P>
<P>
Number is <CODE>[-]*[0-9][0-9]*</CODE> optional <CODE>[d]*[0-9][0-9]*</CODE>,
<CODE>[+]*[0-9][0-9]*</CODE>.

</P>
<P>
String is <CODE>"[^"]*"</CODE>.

</P>
<P>
Comments extend from <CODE>;</CODE> to end of the line, or may be everything
enclosed between <CODE>#|</CODE> and <CODE>|#</CODE> (which nest properly).

</P>

<PRE>
<I>form</I> ::= <I>module-form</I>
        | ( include <I>module-name</I> [ <I>variant-setting</I> ]* )
        | ( if <I>test-form</I> [ <I>symbol</I> ] )
        | ( else [ <I>symbol</I> ] )
        | ( end-if [ <I>symbol</I> ] )
        | <I>world-form</I>
        | <I>area-form</I>
        | <I>side-form</I>
        | <I>side-defaults-form</I>
        | <I>independent-units-form</I>
        | <I>doctrine-form</I>
        | <I>player-form</I>
        | <I>agreement-form</I>
        | <I>unit-form</I>
        | <I>unit-defaults-form</I>
        | <I>scorekeeper-form</I>
        | <I>exu-form</I>
        | <I>evt-form</I>
        | <I>unit-type-form</I>
        | <I>terrain-type-form</I>
        | <I>material-type-form</I>
        | <I>advance-type-form</I>
        | <I>namer-form</I>
        | <I>table-form</I>
        | <I>add-form</I>
        | <I>imf-form</I>
        | <I>palette-form</I>
        | <I>color-form</I>
        | ( define <I>symbol</I> <I>value</I> )
        | ( set <I>symbol</I> <I>value</I> )
        | ( undefine <I>symbol</I> <I>value</I> )
        | ( print <I>value</I> )
        | <I>value</I>
</PRE>


<PRE>
<I>module-form</I> ::= ( game-module [ <I>module-name</I> ]
        [ <I>game-module-property-binding</I> ]* )

<I>module-name</I> ::= <I>string</I>

<I>game-module-property-binding</I> ::= ( <I>game-module-property-name</I> <I>value</I> )

<I>game-module-property-name</I> ::=
          base-game | title | blurb | picture-name | instructions
        | notes | design-notes | program-version
        | base-module | default-base-module | variants | version

<I>variant-definition</I> ::=
        ( [ <I>string</I> ] <I>var-type</I> [ <I>var-default</I> ] [ <I>var-range</I> ] [ <I>var-clause</I> ]* )

<I>var-type</I> ::= world-size | world-seen | see-all
        | sequential | real-time | <I>symbol</I>

<I>var-default</I> ::= <I>value</I>

<I>var-range</I> ::= ( <I>value</I> <I>value</I> )

<I>var-clause</I> ::= ( [ <I>string</I> ] <I>value</I> [ <I>form</I> ]* )
</PRE>


<PRE>
<I>variant-setting</I> ::= ( <I>var-type</I> <I>value</I> )
</PRE>


<PRE>
<I>world-form</I> ::= ( world [ <I>circumference</I> ] [ <I>world-property-binding</I> ]* )

<I>world-property-binding</I> ::= ( <I>world-property-name</I> <I>value</I> )

<I>world-property-name</I> ::=
        axial-tilt | circumference | day-length | year-length

<I>circumference</I> ::= <I>value</I>
</PRE>


<PRE>
<I>area-form</I> ::= ( area [ <I>width</I> [ <I>height</I> ] ] [ <I>area-restriction</I> ]
        [ <I>area-property-binding</I> ]* )

<I>area-restriction</I> ::= ( restrict <I>width</I> <I>height</I> <I>a-x</I> <I>a-y</I> )

<I>area-property-binding</I> ::= ( <I>area-property-name</I> <I>value</I> )
        | ( terrain [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( aux-terrain <I>terrain-type</I> [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( features <I>feature-list</I> [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( material <I>material-type</I> [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( people-sides [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( control-sides [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( elevations [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( temperatures [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( winds [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( clouds [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( cloud-bottoms [ <I>layer-subform</I> ]* [ <I>string</I> ]* )
        | ( cloud-heights [ <I>layer-subform</I> ]* [ <I>string</I> ]* )

<I>area-property-name</I> ::= width | height | latitude | longitude | cell-width

<I>layer-subform</I> ::= ( constant <I>n</I> )
        | ( subarea <I>a-x</I> <I>a-y</I> <I>width</I> <I>height</I> )
        | ( xform <I>mul</I> <I>add</I> )
        | ( by-bits )
        | ( by-char <I>string</I> )
        | ( by-name <I>name-list</I> )

<I>width</I> ::= <I>value</I>

<I>height</I> ::= <I>value</I>

<I>a-x</I> ::= <I>value</I>

<I>a-y</I> ::= <I>value</I>

<I>n</I> ::= <I>value</I>

<I>mul</I> ::= <I>value</I>

<I>add</I> ::= <I>value</I>
</PRE>


<PRE>
<I>side-form</I> ::= ( side [ <I>side-id</I> ] [ <I>side-property-binding</I> ]* )

<I>side-defaults-form</I> ::= ( side-defaults [ <I>side-property-binding</I> ]* )

<I>side-property-binding</I> ::= ( <I>side-property-name</I> <I>value</I> )

<I>side-property-name</I> ::=
          name | long-name | short-name | noun | plural-noun
        | adjective | color | emblem-name | names-locked
        | class | active | status
        | advantage | advantage-min | advantage-max
        | controlled-by | trusts | trades | next-numbers | unit-namers
        | feature-namers | tech | init-tech | terrain-view | unit-view
        | unit-view-dates | turn-time-used | total-time-used | timeouts
        | timeouts-used | finished-turn | willing-to-draw
        | doctrines | doctrines-locked
        | self-unit | priority | scores | ui-data | ai-data | player
</PRE>


<PRE>
<I>doctrine-form</I> ::= ( doctrine ... )
</PRE>


<PRE>
<I>player-form</I> ::= ( player [ <I>player-id</I> ] [ <I>player-property-binding</I> ]* )

<I>player-id</I> ::= <I>number</I>

<I>player-property-binding</I> ::= ( <I>player-property-name</I> <I>value</I> )

<I>player-property-name</I> ::= name | config-name | display-name | ai-type-name
        | password | initial-advantage
</PRE>


<PRE>
<I>agreement-form</I> ::= ( agreement [ <I>agreement-id</I> ] [ <I>agree-prop-bdg</I> ]* )

<I>agreement-id</I> ::= <I>value</I>

<I>agree-prop-bdg</I> ::= ( <I>agreement-property-name</I> <I>value</I> )

<I>agreement-property-name</I> ::= type-name | title | terms | drafters
        | proposers | signers | willing-to-sign | known-to | enforcement
        | state
</PRE>


<PRE>
<I>unit-form</I> ::= ( unit [ <I>unit-id</I> ] [ <I>unit-property-bdg</I> ]* )
        | ( <I>unit-type-name</I> <I>u-x</I> <I>u-y</I> <I>u-side</I> [ <I>unit-property-bdg</I> ]* )

<I>unit-defaults-form</I> ::= ( unit-defaults [ reset ] [ <I>unit-property-bdg</I> ]* )

<I>unit-property-bdg</I> ::=
          ( <I>unit-property-name</I> <I>value</I> )
        | ( act <I>action-type-name</I> [ <I>action-property-binding</I> ]* )
        | ( plan <I>plan-type-name</I> [ <I>plan-property-binding</I> ]* )
        | ( task <I>task-type-name</I> [ <I>task-property-binding</I> ]* )
        | ( x [ <I>unit-x-property-binding</I> ]* )

<I>unit-property-name</I> ::=
          @ | # | cp | cxp | hp | in | m | mo | n | nb
        | opinions | s | tp | z

<I>unit-id</I> ::= <I>value</I>

<I>u-x</I> ::= <I>value</I>

<I>u-y</I> ::= <I>value</I>

<I>u-side</I> ::= <I>value</I>

<I>unit-x-property-binding</I> ::=
          ( <I>unit-x-property-name</I> <I>value</I> )
          ( <I>symbol</I> <I>value</I> )

<I>unit-x-property-name</I> ::= appear | disappear
</PRE>


<PRE>
<I>action-type-name</I> ::=
          add-terrain | alter-terrain | attack | build
        | capture | change-side
        | change-type | create-at | create-in | detonate | disband
        | enter
        | fire-at | fire-into | move | none | overrun | produce
        | remove-terrain | repair | research | toolup | transfer
        | transfer-part

<I>action-property-binding</I> ::=
          ( <I>action-property-name</I> <I>value</I> )

<I>action-property-name</I> ::= a | aa | acp | acp0 | am
</PRE>


<PRE>
<I>plan-type-name</I> ::=
          defensive | exploratory | none | offensive | passive | random

<I>plan-property-binding</I> ::=
          ( <I>plan-property-name</I> <I>value</I> )
        | ( goal <I>goal-type-name</I> ... )

<I>plan-property-name</I> ::=
          ai-control | asleep | delayed | formation | goal | reserve
        | supply-alarm | supply-is-low
</PRE>


<PRE>
<I>goal-type-name</I> ::=
          cell-is-occupied | has-material-type | has-unit-type
        | has-unit-type-near | keep-formation | lost-game
        | no-goal | positions-known | vicinity-is-held
        | vicinity-is-known | won-game | world-is-known
</PRE>


<PRE>
<I>task-type-name</I> ::=
          build | capture | do-action | hit-position | hit-unit
        | move-dir
        | move-to | none | occupy | pickup | repair | research
        | resupply | sentry
</PRE>


<PRE>
<I>scorekeeper-form</I> ::= ( scorekeeper [ <I>sk-id</I> ] [ <I>sk-property-binding</I> ]* )

<I>sk-id</I> ::= <I>value</I>

<I>sk-property-binding</I> ::= ( <I>sk-property-name</I> <I>value</I> )

<I>sk-property-name</I> ::=
          applies-to | do | initial | known-to | messages | title
        | trigger | triggered | when

<I>sk-when</I> ::= after-action | after-event | after-turn | before-turn
</PRE>


<PRE>
<I>exu-form</I> ::= ( exu <I>id</I> <I>type</I> <I>x</I> <I>y</I> <I>side</I> [ <I>exu-property-binding</I> ]* )

<I>exu-property-binding</I> ::= ( <I>exu-property-name</I> <I>value</I> )

<I>exu-property-name</I> ::= n | nb | z

<I>evt-form</I> ::= ( evt turn <I>evt-type-name</I> <I>observers</I> [ <I>value</I> ]* )
</PRE>


<PRE>
<I>evt-type-name</I> ::= 
          action-done | action-error | action-ok
        | cannot-do | cannot-leave-world | capture-failed
        | capture-succeeded | destination-full | fire-into-outside-world
        | game-ended | game-restarted | game-saved
        | game-started | insufficient-acp | insufficient-material
        | insufficient-mp | log-ended | log-started
        | overrun-failed | overrun-succeeded | side-joined
        | side-lost | side-withdrew | side-won
        | too-far | too-near | unit-acquired
        | unit-assaulted | unit-captured | unit-completed
        | unit-created | unit-damaged | unit-disbanded
        | unit-garrisoned | unit-killed | unit-left-world
        | unit-moved | unit-name-changed | unit-started-with
        | unit-starved | unit-type-changed | unit-vanished
        | unit-wrecked
</PRE>


<PRE>
<I>unit-type-form</I> ::=
        ( unit-type <I>unit-type-name</I> [ <I>unit-type-property-binding</I> ]* )

<I>unit-type-name</I> ::= <I>symbol</I>

<I>unit-type-property-binding</I> ::= ( <I>unit-type-property-name</I> <I>value</I> )

<I>unit-type-property-name</I> ::=
          acp-damage-effect | acp-max | acp-min
        | acp-per-turn | acp-per-turn-max | acp-per-turn-min
        | acp-season-effect | acp-temperature-effect
        | acp-to-change-side
        | acp-to-detonate | acp-to-disband | acp-to-fire
        | acp-to-move | acp-to-transfer-part | action-priority
        | already-seen | already-seen-independent | assign-number
        | available | can-be-self | capacity | char | color
        | consumption-temperature-effect | country-units-max
        | cp | cp-per-self-build | cp-to-self-build | cxp-max
        | cxp-on-capture-effect
        | description-format | detonate-on-death | direct-control
        | elevation-at-max-range | free-acp
        | free-mp | generic-name | has-opinions | help
        | hit-falloff-range
        | hp-max | hp-per-detonation | hp-per-disband | hp-recovery
        | image-name
        | independent-growth-chance | independent-near-start
        | independent-takeover-chance | initial-seen-radius | long-name
        | move-range | mp-to-leave-world | name | name-internal | namer
        | notes | occupant-total-max | parts-max | point-value
        | possible-sides | range | range-min
        | revolt-chance | see-always | see-occupants
        | self-changeable | self-resurrects | short-name
        | speed | speed-damage-effect | speed-max
        | speed-min | speed-wind-angle-effect | speed-wind-effect
        | spot-action | spy-chance | spy-range
        | stack-order | start-with | tech-from-ownership
        | tech-leakage | tech-max | tech-per-turn-max
        | tech-to-build | tech-to-own | tech-to-see
        | tech-to-use | temperature-attrition | type-in-game-max
        | type-per-side-max | unit-growth-chance | unit-takeover-chance
        | vision-bend | vision-range | wrecked-type
        | zz-b | zz-bb | zz-bw | zz-c | zz-cc | zz-cm | zz-transport
</PRE>


<PRE>
<I>terrain-type-form</I> ::=
        ( terrain-type <I>terrain-type-name</I> [ <I>terrain-type-property-bdg</I> ]* ) )

<I>terrain-type-name</I> ::= <I>symbol</I>

<I>terrain-type-property-bdg</I> ::= ( <I>terrain-type-property-name</I> <I>value</I> )

<I>terrain-type-property-name</I> ::=
          alt-percentile-max | alt-percentile-min
        | capacity | char | clouds-max | clouds-min
        | country-growth-chance
        | country-people-chance | country-takeover-chance
        | country-terrain-max | country-terrain-min
        | elevation-max | elevation-min
        | help | image-name | independent-people-chance
        | liquid | maze-passage-occurrence | maze-room-occurrence
        | name | notes | occurrence | people-max
        | river-chance | subtype | subtype-x
        | temperature-average | temperature-max | temperature-min
        | temperature-variability | thickness | wet-percentile-max
        | wet-percentile-min | wind-force-average | wind-force-max
        | wind-force-min | wind-force-variability | wind-variability
        | zz-fr
</PRE>


<PRE>
<I>material-type-form</I> ::=
        ( material-type <I>material-type-name</I> [ <I>m-type-property-binding</I> ]* ) )

<I>material-type-name</I> ::= <I>symbol</I>

<I>m-type-property-binding</I> ::= ( <I>m-type-property-name</I> <I>value</I> )

<I>m-type-property-name</I> ::=
          char | help | image-name | initial-treasury
        | name | notes | people | resource-icon | treasury
</PRE>


<PRE>
<I>advance-type-form</I> ::=
        ( advance-type <I>advance-type-name</I> [ <I>m-type-property-binding</I> ]* ) )

<I>advance-type-name</I> ::= <I>symbol</I>

<I>a-type-property-binding</I> ::= ( <I>a-type-property-name</I> <I>value</I> )

<I>a-type-property-name</I> ::=
          char | help | image-name | name | notes | occurrence | rp
</PRE>


<PRE>
<I>namer-form</I> ::= ( namer [ <I>namer-id</I> ] <I>naming-method</I> <I>state</I> )

<I>namer-id</I> ::= <I>value</I>

<I>naming-method</I> ::=
          junky
        | ( random [ <I>string</I> ]* )
        | ( in-order [ <I>string</I> ]* )
        | ( grammar <I>symbol</I> <I>number</I> [ <I>grammar-rule</I> ]* )

<I>grammar-rule</I> ::= ( <I>symbol</I> ( [ <I>rule-type</I> ] [ <I>weight</I> ] <I>data</I> )

<I>rule-type</I> ::= any | or | reject | capitalize

<I>state</I> ::= <I>value</I>        
</PRE>


<PRE>
<I>table-form</I> ::= ( table <I>table-name</I> [ add ] [ <I>table-clause</I> ]* )

<I>table-clause</I> ::=
          <I>value</I>
        | ( <I>type-or-types</I> <I>type-or-types</I> <I>value</I> )

<I>table-name</I> ::=
          <I>uu-table-name</I> | <I>ut-table-name</I> | <I>um-table-name</I>
        | <I>tt-table-name</I> | <I>tm-table-name</I> | <I>mm-table-name</I>
</PRE>


<PRE>
<I>uu-table-name</I> ::=
        | acp-for-retreat | acp-occupant-effect | acp-to-attack
        | acp-to-be-fired-on | acp-to-build | acp-to-capture
        | acp-to-change-type | acp-to-create | acp-to-defend
        | acp-to-enter-unit | acp-to-repair | acp-to-research
        | acp-to-toolup | attack-range | attack-range-min
        | bridge | build-range | can-enter-independent
        | capture-chance | control-chance | control-chance-adjacent
        | control-chance-at | control-range | cp-on-creation
        | cp-per-build | create-range | cxp-per-capture
        | cxp-per-combat | damage | damage-cxp-effect
        | detonate-on-approach-range | detonate-on-capture
        | detonate-on-hit | detonation-damage-adjacent
        | detonation-damage-at | detonation-unit-range
        | ferry-on-departure | ferry-on-entry | hit-at-max-range-effect
        | hit-chance | hit-cxp-effect | hp-min
        | hp-per-repair | hp-to-garrison | hp-to-repair
        | independent-capture-chance
        | mp-to-enter-unit | mp-to-enter-zoc
        | mp-to-leave-unit | mp-to-leave-zoc | mp-to-traverse-zoc
        | occupant-can-construct | occupant-combat
        | occupant-escape-chance | occupant-max | occupant-vision
        | protection | retreat-chance | road-chance
        | scuttle-chance | see-chance | see-chance-adjacent
        | see-chance-at | speed-occupant-effect | spy-quality
        | stack-protection
        | surrender-chance | surrender-chance-per-attack
        | surrender-range | tech-crossover | tech-per-research
        | temperature-protection | tp-attrition | tp-crossover
        | tp-max | tp-per-toolup | tp-to-build
        | unit-capacity-x | unit-size-as-occupant
        | withdraw-chance-per-attack
        | zoc-range | zz-basic-capture-worth | zz-basic-hit-worth
        | zz-basic-transport-worth
</PRE>


<PRE>
<I>ut-table-name</I> ::=
          accident-damage | accident-hit-chance | accident-vanish-chance
        | acp-night-effect | acp-to-add-terrain | acp-to-remove-terrain
        | alter-terrain-range | altitude-max | altitude-min
        | attack-terrain-effect | attrition | defend-terrain-effect
        | detonation-accident-chance
        | detonation-terrain-damage-chance | detonation-terrain-range
        | eye-height | favored-terrain | independent-density
        | mp-to-enter-terrain | mp-to-leave-terrain | mp-to-traverse
        | people-surrender-chance | productivity | terrain-capacity-x
        | unit-size-in-terrain | vanishes-on | visibility
        | vision-night-effect | wrecks-on | zoc-from-terrain-effect
        | zoc-into-terrain
</PRE>


<PRE>
<I>um-table-name</I> ::=
          acp-to-load | acp-to-produce | acp-to-unload
        | base-consumption | base-production | consumption-as-occupant
        | consumption-on-creation
        | consumption-per-attack | consumption-per-build
        | consumption-per-move | consumption-per-repair | hit-by
        | hp-per-starve | in-length | load-max
        | material-per-production | material-to-act | material-to-build
        | material-to-change-type | material-to-create
        | material-to-fight
        | material-to-move | material-to-produce | material-to-repair
        | occupant-base-production | out-length | people-see-chance
        | people-surrender-effect | productivity-max | productivity-min
        | recycleable-material
        | supply-on-completion | supply-on-creation
        | supply-per-disband | unit-initial-supply | unit-storage-x
        | unload-max
</PRE>


<PRE>
<I>tt-table-name</I> ::=
          adjacent-terrain-effect
        | coating-depth-max | coating-depth-min
        | drawable-terrain | road-into-chance | terrain-damaged-type
</PRE>


<PRE>
<I>tm-table-name</I> ::=
          change-on-exhaustion-chance | consumption-per-add-terrain
        | material-per-remove-terrain | see-material-always
        | terrain-consumption | terrain-exhaustion-type
        | terrain-initial-supply | terrain-production
        | terrain-storage-x
</PRE>


<PRE>
<I>mm-table-name</I> ::= people-consumption | people-production
</PRE>


<PRE>
<I>add-form</I> ::= ( add <I>type-or-types</I> <I>property-name</I> <I>value</I> )
</PRE>


<PRE>
<I>imf-form</I> ::= ( imf <I>string</I> [ <I>imf-property-binding</I> ]* [ <I>image</I> ]* )

<I>imf-property-binding</I> ::= ...

<I>image</I> ::= ( ( <I>w</I> <I>h</I> [ tile ] ) [ <I>image-property-binding</I> ]*
        [ <I>subimage</I> * ] )

<I>image-property-binding</I> ::= ( <I>image-property-name</I> <I>value</I> )

<I>image-property-name</I> ::= actual | embed | embed-at | palette | pixel-size
        | row-bytes

<I>subimage</I> ::= ( <I>subimage-type</I> <I>string</I> * )

<I>subimage-type</I> ::= color | mono | mask

<I>palette-form</I> ::= ( palette ... )

<I>color-form</I> ::= ( color <I>string</I> <I>r</I> <I>g</I> <I>b</I> )
</PRE>


<PRE>
<I>type-or-types</I> ::= <I>type</I> | <I>symbol</I> | ( [ <I>type</I> | <I>symbol</I> ]* )

<I>value</I> ::=
          <I>number</I>
        | <I>symbol</I>
        | <I>global-variable</I>
        | <I>predefined-symbols</I>
        | ( [ <I>value</I> ]* )
        | ( <I>operation-name</I> [ <I>value</I> ]* )

<I>operation-name</I> ::=
          quote | list | append | remove | /= | &#60; | &#60;= | = | &#62; | &#62;=

<I>global-constant</I> ::=
          true | false
        | u* | t* | m*
        | non-unit | non-terrain | non-material
        | border | cell | coating | connection
        | over-all | over-border | over-nothing | over-own
        | no-x | river-x | road-x | valley-x
</PRE>


<PRE>
<I>global-variable</I> ::=
          action-messages | advantage-default | advantage-max
        | advantage-min | alt-blob-density | alt-blob-height
        | alt-blob-size | alt-smoothing | calendar
        | country-radius-max | country-radius-min
        | country-separation-max
        | country-separation-min | edge-terrain | elapsed-real-time
        | event-messages | extra-turn-chance | feature-namers
        | feature-types | grid-color | growth-stop-chance
        | initial-date | initial-day-part | initial-year-part
        | last-turn | maze-passage-density | maze-room-density
        | player-sides-locked | random-events | random-state
        | real-time-for-game | real-time-per-side | real-time-per-turn
        | river-sink-terrain | scorefile-name | season-names
        | see-all | see-terrain-always | see-weather-always
        | self-required | side-library | sides-max
        | sides-min | sides-wanted | synthesis-methods
        | temperature-floor | temperature-floor-elevation
        | temperature-moderation-range | temperature-year-cycle
        | terrain-seen | turn | units-in-game-max
        | units-per-side-max | unseen-char | unseen-color
        | unseen-image-name | use-side-priority | wet-blob-density
        | wet-blob-height | wet-blob-size | wet-smoothing
        | wind-mix-range
</PRE>


<PRE>
<I>synthesis-methods</I> ::=
          make-countries | make-earthlike-terrain
        | make-fractal-percentile-terrain | make-independent-units
        | make-initial-materials | make-maze-terrain
        | make-random-date | make-random-terrain | make-rivers
        | make-roads | make-weather | name-geographical-features
        | name-units-randomly
</PRE>


<PRE>
<I>random-event-method</I> ::=
          accidents-in-terrain | attrition-in-terrain
        | units-revolt | unit-surrender
</PRE>

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