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function starlit.world.tier.fabsum(name, ty)
local dest = fab {}
local t = starlit.world.tier.db[name]
assert(t, 'reference to nonexisting tier '..name)
if t.super then
dest = dest+starlit.world.tier.fabsum(t.super, ty)*(t.cost or 1)
end
if t.fabclasses and t.fabclasses[ty] then
dest = dest + t.fabclasses[ty]
end
return dest
end
function starlit.world.tier.tech(name, tech)
local t = starlit.world.tier.db[name]
if t.techs and t.techs[tech] ~= nil then return t.techs[tech] end
................................................................................
------------------
-- tier classes --
------------------
lesser = {
name = 'Lesser', adj = 'Lesser';
super = 'base';
fabclasses = {
basis = fab {
metal = {aluminum=4};
};
};
};
greater = {
name = 'Greater', adj = 'Greater';
super = 'base';
fabclasses = {
basis = fab {
metal = {vanadium=2};
};
};
};
starlit = {
name = 'Starsoul', adj = 'Starsoul';
super = 'base';
fabclasses = {
basis = fab {
metal = {osmiridium=1};
};
};
};
forevanished = {
name = 'Forevanished One', adj = 'Forevanished';
super = 'base';
fabclasses = {
basis = fab {
metal = {elusium=1};
};
};
};
------------------
................................................................................
name = 'Makeshift', adj = 'Makeshift';
super = 'lesser';
techs = {tool = true, prim = true, electric = true};
power = 0.5;
efficiency = 0.3;
reliability = 0.2;
cost = 0.3;
fabclasses = { -- characteristic materials
basis = fab { -- fallback
metal = {iron=3};
};
};
};
imperial = { --powerful trash
name = 'Imperial', adj = 'Imperial';
super = 'lesser';
techs = {tool = true, electric = true, electronic = true, suit = true, combatSuit = true, weapon = true, hover='ion'};
power = 2.0;
efficiency = 0.5;
reliability = 0.5;
cost = 1.0;
fabclasses = {
basis = fab {
metal = {steel=2};
};
};
};
commune = { --reliability
name = 'Commune', adj = 'Commune';
super = 'lesser';
techs = {tool = true, electric = true, electronic = true, suit = true, combatSuit = true, weapon = true, gravitic = true, hover='grav'};
power = 1.0;
efficiency = 2.0;
reliability = 3.0;
cost = 1.5;
fabclasses = {
basis = fab {
metal = {titanium=1};
time = {print = 1.2}; -- commune stuff is intricate
};
};
};
-------------------
-- Greater Races --
................................................................................
name = 'Su\'ikuri', adj = "Su'ikuruk";
super = 'starlit';
techs = {psi = true, prim = true, bioSuit = true, psiSuit = true};
power = 1.5;
efficiency = 1.0;
reliability = 3.0;
cost = 2.0;
fabclasses = {
psi = fab {
metal = {numinium = 2.0};
crystal = {beryllium = 1.0};
};
bio = fab {
crystal = {beryllium = 1.0};
};
};
};
usukwinya = { --value for 'money'; no weapons; no hovertech (they are birds)
-- NOTA BENE: the ususkwinya *do* have weapons of their own; however,
-- they are extremely restricted and never made available except to a
-- very select number of that species. consequently, usuk players
-- of a certain scenario may have usuk starting weapons, but these must
-- be manually encoded to avoid injecting them into the overall crafting
-- /loot system. because there are so few of these weapons in existence,
-- all so tightly controlled, the odds of the weapons or plans winding
-- up on Farthest Shadow are basically zero unless you bring them yourself
name = 'Usukwinya', adj = 'Usuk';
super = 'starlit';
techs = lib.tbl.set('tool', 'electric', 'electronic', 'suit', 'gravitic');
power = 2.0;
efficiency = 2.0;
reliability = 2.0;
cost = 0.5;
fabclasses = {
basis = fab {
crystal = {aluminum = 5}; -- ruby
};
};
};
eluthrai = { --super-tier
name = 'Eluthrai', adj = 'Eluthran';
super = 'starlit';
techs = {tool = true, electric = true, electronic = true, weapon = true, gravitic = true, gravweapon = true, suit = true, combatSuit = true, hover = 'grav'};
power = 4.0;
efficiency = 4.0;
reliability = 4.0;
cost = 4.0;
fabclasses = {
basis = fab {
crystal = {carbon = 5}; -- diamond
};
special = fab {
metal = {technetium=1, cinderstone=1}
};
};
};
-----------------------
-- Forevanished Ones --
-----------------------
................................................................................
name = 'Firstborn', adj = 'Firstborn';
super = 'forevanished';
techs = {tool = true, electric = true, electronic = true, suit = true, psi = true, combatSuit = true, weapon = true, gravitic = true, gravweapon = true};
power = 10.0;
efficiency = 5.0;
reliability = 3.0;
cost = 10.0;
fabclasses = {
basis = fab {
metal = {technetium=2, neodymium=3, sunsteel=1};
crystal = {astrite=1};
};
};
};
forevanisher = { --godslayer-tier
name = 'Forevanisher', adj = 'Forevanisher';
super = 'forevanished';
techs = {tool = true, electric = true, electronic = true, suit = true, psi = true, combatSuit = true, weapon = true, gravitic = true, gravweapon = true};
power = 20.0;
efficiency = 1.0;
reliability = 2.0;
cost = 100.0;
fabclasses = {
basis = fab {
metal = {};
crystal = {};
};
};
};
}
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function starlit.world.tier.fabsum(name, ty)
local dest = fab {}
local t = starlit.world.tier.db[name]
assert(t, 'reference to nonexisting tier '..name)
if t.super then
dest = dest+starlit.world.tier.fabsum(t.super, ty)*(t.cost or 1)
end
if t.fabclass and (t.fabclass[ty] or t.fabclass.basis) then
dest = dest + (t.fabclass[ty] or t.fabclass.basis)
end
return dest
end
function starlit.world.tier.tech(name, tech)
local t = starlit.world.tier.db[name]
if t.techs and t.techs[tech] ~= nil then return t.techs[tech] end
................................................................................
------------------
-- tier classes --
------------------
lesser = {
name = 'Lesser', adj = 'Lesser';
super = 'base';
fabclass = {
basis = fab {
element = {aluminum=4};
};
};
};
greater = {
name = 'Greater', adj = 'Greater';
super = 'base';
fabclass = {
basis = fab {
element = {vanadium=2};
};
};
};
starlit = {
name = 'Starlit', adj = 'Starlit';
super = 'base';
fabclass = {
basis = fab {
element = {iridium=1};
};
};
};
forevanished = {
name = 'Forevanished One', adj = 'Forevanished';
super = 'base';
fabclass = {
basis = fab {
metal = {elusium=1};
};
};
};
------------------
................................................................................
name = 'Makeshift', adj = 'Makeshift';
super = 'lesser';
techs = {tool = true, prim = true, electric = true};
power = 0.5;
efficiency = 0.3;
reliability = 0.2;
cost = 0.3;
fabclass = { -- characteristic materials
basis = fab { -- fallback
element = {aluminum=4};
};
};
};
imperial = { --powerful trash
name = 'Imperial', adj = 'Imperial';
super = 'lesser';
techs = {tool = true, electric = true, electronic = true, suit = true, combatSuit = true, weapon = true, hover='ion'};
power = 2.0;
efficiency = 0.5;
reliability = 0.5;
cost = 1.0;
fabclass = {
basis = fab {
element = {iron=2};
};
};
};
commune = { --reliability
name = 'Commune', adj = 'Commune';
super = 'lesser';
techs = {tool = true, electric = true, electronic = true, suit = true, combatSuit = true, weapon = true, gravitic = true, hover='grav'};
power = 1.0;
efficiency = 2.0;
reliability = 3.0;
cost = 1.5;
fabclass = {
basis = fab {
element = {titanium=1};
time = {print = 1.2}; -- commune stuff is intricate
};
};
};
-------------------
-- Greater Races --
................................................................................
name = 'Su\'ikuri', adj = "Su'ikuruk";
super = 'starlit';
techs = {psi = true, prim = true, bioSuit = true, psiSuit = true};
power = 1.5;
efficiency = 1.0;
reliability = 3.0;
cost = 2.0;
fabclass = {
psi = fab {
element = {numinium = 2.0};
};
bio = fab {
element = {beryllium = 1.0};
};
};
};
usukwinya = { --value for 'money'; no weapons; no hovertech (they are birds)
-- NOTA BENE: the ususkwinya *do* have weapons of their own; however,
-- they are extremely restricted and never made available except to a
-- very select number of that species, those members who need stronger
-- defenses than their native psionics can provide. consequently, usuk players
-- of a certain scenario may have usuk starting weapons, but these must
-- be manually encoded to avoid injecting them into the overall crafting
-- /loot system. because there are so few of these weapons in existence,
-- all so tightly controlled, the odds of the weapons or plans winding
-- up on Farthest Shadow are basically zero unless you bring them yourself
name = 'Usukwinya', adj = 'Usuk';
super = 'starlit';
techs = lib.tbl.set('tool', 'electric', 'electronic', 'suit', 'gravitic');
power = 2.0;
efficiency = 2.0;
reliability = 2.0;
cost = 0.5;
fabclass = {
basis = fab {
element = {cobalt=2};
};
};
};
eluthrai = { --super-tier
name = 'Eluthrai', adj = 'Eluthran';
super = 'starlit';
techs = {tool = true, electric = true, electronic = true, weapon = true, gravitic = true, gravweapon = true, suit = true, combatSuit = true, hover = 'grav'};
power = 4.0;
efficiency = 4.0;
reliability = 4.0;
cost = 4.0;
fabclass = {
basis = fab {
element = {scandium = 1};
};
weapon = {
metal = {cinderstone = 1};
};
special = fab {
element = {technetium=1};
};
};
};
-----------------------
-- Forevanished Ones --
-----------------------
................................................................................
name = 'Firstborn', adj = 'Firstborn';
super = 'forevanished';
techs = {tool = true, electric = true, electronic = true, suit = true, psi = true, combatSuit = true, weapon = true, gravitic = true, gravweapon = true};
power = 10.0;
efficiency = 5.0;
reliability = 3.0;
cost = 10.0;
fabclass = {
basis = fab {
element = {technetium=2, neodymium=3};
-- metal = {sunsteel=1};
-- crystal = {astrite=1};
};
};
};
forevanisher = { --godslayer-tier
name = 'Forevanisher', adj = 'Forevanisher';
super = 'forevanished';
techs = {tool = true, electric = true, electronic = true, suit = true, psi = true, combatSuit = true, weapon = true, gravitic = true, gravweapon = true};
power = 20.0;
efficiency = 1.0;
reliability = 2.0;
cost = 100.0;
fabclass = {
basis = fab {
metal = {};
};
};
};
}
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