docs(@projects/@magic-civilization): 📝 objectives p2-85 POI sprites+tooltips, p2-86 MCP rendered-driver
- p2-85: lair (+resource) sprites via the standin pipeline + hover tooltips. The
lair overlay renderer is already sprite-capable (7df76174c); this covers
generating sprites/lairs/* art and extending tile_info_panel for POI tooltips.
- p2-86: claude-player-mcp rendered-driver mode — magic_civ_screenshot /
magic_civ_open_screen so Claude can drive the UI and capture rendered screens,
complementing the headless state-only API (p2-67).
- Regenerate objectives dashboard (README.md + objectives.json), 326 objectives.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Objectives — Dashboard
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> **Generated by `@lilith/mcp-objectives` — do not hand-edit.** Source of truth is per-file YAML frontmatter in this directory. Completed: [DASHBOARD_COMPLETED.md](DASHBOARD_COMPLETED.md) · By category: [DASHBOARD_CATEGORIES.md](DASHBOARD_CATEGORIES.md).
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> **Generated by `tools/objectives-report.py` — do not hand-edit.** Source of truth is per-file YAML frontmatter in this directory.
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## Legend
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🔵 in-progress · 🟡 partial · 🔴 stub · ❌ missing · ⚫ out-of-scope · ✅ done · ♻️ superseded
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✅ done · 🔵 in-progress · 🟡 partial · 🔴 stub · ❌ missing · ⚫ out-of-scope (Game 2 / Game 3)
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## Totals
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@ -12,13 +12,13 @@
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**By Priority**
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| Priority | 🔵 | 🟡 | 🔴 | ❌ | ⚫ | ✅ | Total |
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| Priority | ✅ | 🔵 | 🟡 | 🔴 | ❌ | ⚫ | Total |
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|---|---|---|---|---|---|---|---|
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| **P0** | 0 | 0 | 0 | 0 | 0 | 44 | 44 |
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| **P1** | 0 | 13 | 1 | 0 | 1 | 79 | 94 |
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| **P2** | 0 | 15 | 6 | 5 | 1 | 104 | 131 |
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| **P3 (oos)** | 0 | 2 | 0 | 0 | 29 | 22 | 53 |
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| **total** | **0** | **30** | **7** | **5** | **31** | **249** | **322** |
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| **P0** | 44 | 0 | 0 | 0 | 0 | 0 | 44 |
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| **P1** | 79 | 0 | 13 | 1 | 0 | 1 | 94 |
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| **P2** | 102 | 0 | 16 | 7 | 5 | 1 | 131 |
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| **P3 (oos)** | 22 | 0 | 2 | 0 | 0 | 29 | 53 |
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| **total** | **247** | **0** | **31** | **8** | **5** | **31** | **322** |
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</td><td valign='top' style='padding-left:2em'>
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@ -26,9 +26,9 @@
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| Team Lead | Remaining |
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|---|---|
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| [simulator-infra](../team-leads/simulator-infra.md) | 9 |
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| [simulator-infra](../team-leads/simulator-infra.md) | 10 |
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| [warcouncil](../team-leads/warcouncil.md) | 7 |
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| [asset-sprite](../team-leads/asset-sprite.md) | 5 |
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| [asset-sprite](../team-leads/asset-sprite.md) | 6 |
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| [shipwright](../team-leads/shipwright.md) | 4 |
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| [unassigned](../team-leads/unassigned.md) | 3 |
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| [asset-audio](../team-leads/asset-audio.md) | 1 |
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</td></tr></table>
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## P0 — Blockers for "completely playable"
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| ID | Status | Title | Owner | Updated |
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|---|---|---|---|---|
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| [p0-01](p0-01-mcts-wiring.md) | ✅ done | Wire MCTS into gameplay AI | [warcouncil](../team-leads/warcouncil.md) | 2026-04-26 |
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| [p0-02](p0-02-clan-personalities.md) | ✅ done | Five AI clan personalities drive distinct playstyles | [warcouncil](../team-leads/warcouncil.md) | 2026-04-26 |
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| [p0-03](p0-03-pvp-in-turn.md) | ✅ done | PvP combat resolved inside the authoritative turn processor | — | 2026-04-17 |
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| [p0-04](p0-04-wonder-tracking.md) | ✅ done | World wonder tracking in PlayerState and score victory | — | 2026-04-17 |
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| [p0-05](p0-05-culture-and-borders.md) | ✅ done | Culture generation and border expansion | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-06](p0-06-economy-integration.md) | ✅ done | Fold gold income / upkeep / improvement yields into turn loop | — | 2026-04-17 |
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| [p0-07](p0-07-tech-research-costs.md) | ✅ done | Tech research costs and science pool pacing | — | 2026-04-17 |
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| [p0-08](p0-08-domination-victory.md) | ✅ done | Domination victory path in mc-turn::victory | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-09](p0-09-ui-completeness.md) | ✅ done | City-screen UI completeness (citizen assign, queue controls, promotion picker) | — | 2026-04-16 |
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| [p0-10](p0-10-completion-stability.md) | ✅ done | Game-completion stability — ≥7/10 seeds declare a winner | — | 2026-04-17 |
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| [p0-11](p0-11-mystery-item-authoring.md) | ✅ done | Author the four T8–T10 mystery item drops | — | 2026-04-16 |
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| [p0-12](p0-12-save-load-autosave.md) | ✅ done | Save / load + autosave on quit | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-13](p0-13-fog-of-war-exploration.md) | ✅ done | Fog of war and exploration / scout loop | — | 2026-04-17 |
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| [p0-14](p0-14-map-generation-balanced-starts.md) | ✅ done | Map generation, resource placement, and balanced fair starts | [shipwright](../team-leads/shipwright.md) | 2026-04-16 |
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| [p0-15](p0-15-happiness-golden-age.md) | ✅ done | Happiness pool and Golden Age mechanics end-to-end | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-16](p0-16-worker-improvement-loop.md) | ✅ done | Worker / tile-improvement build loop | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-17](p0-17-wild-creature-lair-loop.md) | ✅ done | Wild creature and lair clearing loop | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-18](p0-18-strategic-resource-gate.md) | ✅ done | Strategic resources gate unit production (empire ledger) | — | 2026-04-17 |
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| [p0-19](p0-19-biome-economy-integration.md) | ✅ done | Biome-driven collectibles → tile yields → happiness end-to-end | — | 2026-04-16 |
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| [p0-21](p0-21-audio-system-capability.md) | ✅ done | Audio system capability — manifest + autoload + EventBus wiring | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-22](p0-22-ultimate-ai-stress-test.md) | ✅ done | "Ultimate AI stress test — 5 clans, huge map, deep lookahead" | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
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| [p0-23](p0-23-sprite-rendering-capability.md) | ✅ done | Sprite rendering capability — replace procedural draw_* with texture rendering | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-24](p0-24-difficulty-calibrated-ai-progression.md) | ✅ done | Difficulty-calibrated AI progression — Easy / Normal / Hard tier-peak distributions | [warcouncil](../team-leads/warcouncil.md) | 2026-04-19 |
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| [p0-25](p0-25-game-quality-metrics-instrumentation.md) | ✅ done | Game-quality metrics instrumentation — tier_peak, peak_unit_tier, wonder_count | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-26](p0-26-ai-tactical-rust-port.md) | ✅ done | Port tactical AI from GDScript to mc-ai (Rail-1 compliance) | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-27](p0-27-gd-culture-bridge.md) | ✅ done | GdCulture bridge — live game delegates culture to mc-culture | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-28](p0-28-gd-economy-bridge.md) | ✅ done | GdEconomy bridge — live game delegates gold/upkeep to mc-economy | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-29](p0-29-gd-tech-bridge.md) | ✅ done | GdTechWeb bridge — live game delegates research to mc-tech | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p0-30](p0-30-ecology-double-tick-fix.md) | ✅ done | Remove duplicate GDScript ecology tick (single Rust source) | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-31](p0-31-climate-rust-path-restore.md) | ✅ done | Restore Rust ecology path — fix ClimateScript bugs + re-enable per-turn tick | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-32](p0-32-weather-climate-effects-restore.md) | ✅ done | Restore WeatherScript + ClimateEffectsScript — per-turn weather and climate-effects | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-33](p0-33-world-map-input-and-panel-wiring.md) | ✅ done | World-map input wiring — unit selection panel, city click, ESC/F10 menu, panel close | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p0-34](p0-34-freepeople-tribe-founding.md) | ✅ done | Freepeople tribe-founding cinematic — turn -1 / 0 / 1 start sequence and Dwarf Tribe founder unit | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-37](p0-37-personality-emergent-tactical-thresholds.md) | ✅ done | Personality-emergent tactical thresholds (lift 7 hardcoded constants into axis-derived functions) | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-38](p0-38-mcts-personality-priors.md) | ✅ done | Inject personality-utility scores as MCTS UCB1 priors | [warcouncil](../team-leads/warcouncil.md) | 2026-04-24 |
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| [p0-39](p0-39-ai-tier-progression-unit-selection.md) | ✅ done | AI tier-progression unit selection — production.rs picks tier-2+ units once tech unlocks | [warcouncil](../team-leads/warcouncil.md) | 2026-04-18 |
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| [p0-40](p0-40-iron-ore-resource-density.md) | ✅ done | Iron-ore strategic resource density — unblock tier 3-6 unit chain | [shipwright](../team-leads/shipwright.md) | 2026-04-24 |
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| [p0-41](p0-41.md) | ✅ done | Building rally points — produced units auto-deploy to a designated hex | [shipwright](../team-leads/shipwright.md) | 2026-04-24 |
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| [p0-41a](p0-41a-rally-smoke.md) | ✅ done | Rally-point smoke — produced unit gets PatrolOrder toward rally hex | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p0-42](p0-42.md) | ✅ done | Formation aggregation — adjacent units link into a shaped formation with terrain reflow | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p0-42a](p0-42a-formation-smoke.md) | ✅ done | Formation aggregation smoke — formations form and evolve at runtime | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p0-43](p0-43.md) | ✅ done | "Formation AI — MCTS plans at formation level, not per-unit" | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
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| [p0-44](p0-44-movement-mode-ux.md) | ✅ done | Movement mode UX — Move button, path preview, right-click confirm, fog-aware pathing | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p0-45](p0-45-turn-processor-consolidation-regression.md) | ✅ done | Turn processor consolidation — entities/ duplicate caused T1 SCRIPT ERROR halt | [shipwright](../team-leads/shipwright.md) | 2026-05-04 |
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## P1 — Ship-readiness
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| ID | Status | Title | Tags | Owner | Updated | Blocked |
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|---|---|---|---|---|---|---|
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| [p0-26b](p0-26b-pick-research-rust-port.md) | 🟡 partial | Port _pick_research from GDScript into mc-ai (finish Rail-1 for the AI decision surface) | ai, rust, rail-1, tech-debt | [warcouncil](../team-leads/warcouncil.md) | 2026-06-06 | 🟢 unblocked |
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| [p1-29d-p1-survival](p1-29d-p1-survival.md) | 🟡 partial | P1 (trailing AI) eliminated or stalled before T100 in 10/10 seeds — upstream of action priority | — | [warcouncil](../team-leads/warcouncil.md) | 2026-06-03 | 🟢 unblocked |
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| [p1-29e-rl-divergence-mining](p1-29e-rl-divergence-mining.md) | 🟡 partial | RL-policy divergence mining → sole-city economy break-out (production, not science) | ai, rl, balance, production, tech | [warcouncil](../team-leads/warcouncil.md) | 2026-06-03 | 🟢 unblocked |
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| [p1-29h-stateful-tactical-decisiveness](p1-29h-stateful-tactical-decisiveness.md) | 🟡 partial | Stateful tactical decisiveness — army target-lock + commitment hysteresis + press-on-capture in mc-ai | — | [warcouncil](../team-leads/warcouncil.md) | 2026-06-04 | 🟢 unblocked |
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| [p1-29i-refound-suppression](p1-29i-refound-suppression.md) | 🟡 partial | Refound-suppression / capture-stickiness lever — convert captures into eliminations | — | [warcouncil](../team-leads/warcouncil.md) | 2026-06-04 | 🟢 unblocked |
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| [p1-29k](p1-29k.md) | 🟡 partial | Drive learned:* controllers on the autoplay (auto_play.gd) gate surface | ai, rl, controller, infra, bridge | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-08 | 🟢 unblocked |
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| [p2-16](p2-16-audio-assets.md) | 🟡 partial | Audio assets — in-theme OSS launch pack + source ledger | — | [asset-audio](../team-leads/asset-audio.md) | 2026-06-08 | 🟢 unblocked |
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| [p2-23](p2-23-unit-sprites-dwarf-roster.md) | 🟡 partial | Unit sprites — Dwarf-racial roster (m/f variants) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 | 🟢 unblocked |
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| [p2-24](p2-24-unit-sprites-wild-creatures.md) | 🟡 partial | Unit sprites — wild creatures & fauna (generic, no race/sex) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 | 🟢 unblocked |
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| [p2-25](p2-25-building-sprites-base-coverage.md) | 🟡 partial | Building sprites — base game coverage (non-wonder) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 | 🟢 unblocked |
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| [p2-26](p2-26-mundane-wonder-sprites.md) | 🟡 partial | Mundane-wonder sprites — 24 distinct, higher-fidelity art | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 | 🟢 unblocked |
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| [p2-27](p2-27-city-population-tier-sprites.md) | 🟡 partial | City population-tier sprites — city_q1 through city_q5 | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 | 🟢 unblocked |
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| [p1-29j-autoplay-rust-action-application](p1-29j-autoplay-rust-action-application.md) | 🔴 stub | Route autoplay action-application (city-founding / capture) through Rust mc_turn::processor | — | [warcouncil](../team-leads/warcouncil.md) | 2026-06-04 | 🟢 unblocked |
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| [p1-29g](p1-29g-verify-gates-trained-vs-scripted.md) | 🟡 partial | Re-verify Game-1 AI quality gates trained-vs-scripted (and trained-vs-trained) | ai, rl, balance, verification | [warcouncil](../team-leads/warcouncil.md) | 2026-06-08 | 🔒 p1-29k |
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| ID | Status | Title | Owner | Updated |
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|---|---|---|---|---|
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| [g2-07](g2-07-flora-lifecycle-transitions.md) | ✅ done | Flora succession — wire the existing flora lifecycle engine into the playable turn | — | 2026-06-09 |
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| [p0-20](p0-20-gpu-mcts-rollouts.md) | ✅ done | GPU-accelerated MCTS rollouts for look-ahead decision-making | [warcouncil](../team-leads/warcouncil.md) | 2026-05-05 |
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| [p0-26b](p0-26b-pick-research-rust-port.md) | 🟡 partial | Port _pick_research from GDScript into mc-ai (finish Rail-1 for the AI decision surface) | [warcouncil](../team-leads/warcouncil.md) | 2026-06-06 |
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| [p0-35](p0-35-ecology-telemetry-instrumentation.md) | ✅ done | Ecology telemetry instrumentation — flora canopy / undergrowth fields in turn_stats.jsonl | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p0-36](p0-36-weather-event-telemetry.md) | ✅ done | Weather / climate-effects event telemetry — events.jsonl + turn_stats aggregates | [shipwright](../team-leads/shipwright.md) | 2026-04-18 |
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| [p1-01](p1-01-diplomacy-lite.md) | ✅ done | Diplomacy-lite — peace/war toggle plus one trade action | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-02](p1-02-strategic-resource-yields.md) | ✅ done | Strategic resource yields feed into production bonuses | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-03](p1-03-tutorial-overlay.md) | ✅ done | First-run tutorial / onboarding overlay | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-05](p1-05-balance-tuning.md) | ✅ done | Balance tuning — pop_peak ≥30 median, worker improvements ≥8 min | [shipwright](../team-leads/shipwright.md) | 2026-05-14 |
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| [p1-06](p1-06-options-polish.md) | ✅ done | Options screen polish | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-07](p1-07-chronicle-coverage.md) | ✅ done | Chronicle notifications coverage | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-08](p1-08-victory-screen-content.md) | ✅ done | Victory/defeat screen content — recap, banner, replay seed | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-09](p1-09-determinism-gate.md) | ✅ done | Determinism gate — same seed produces byte-identical runs | [testwright](../team-leads/testwright.md) | 2026-04-19 |
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| [p1-10](p1-10-game-setup-ux.md) | ✅ done | Game setup UX — new-game dialog, difficulty, clan preview | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
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| [p1-11](p1-11-build-output-src-purge.md) | ✅ done | Purge build output from src/ — wasm-pack moves to .local/build/wasm/ | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-12](p1-12-build-output-docs-alignment.md) | ✅ done | Align every doc reference to the relocated wasm-pack output | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-13](p1-13-guide-dev-route-coverage.md) | ✅ done | Guide dev server boots on plum with zero-error route coverage | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-15](p1-15-guide-next-deploy-infra.md) | ✅ done | Deploy dev guide to https://mc.next.black.lan | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
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| [p1-16](p1-16-guide-game1-scope-hygiene.md) | ✅ done | Purge Game 2/3 scope bleed from user-visible Game 1 guide copy | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
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| [p1-17](p1-17-guide-next-auto-deploy.md) | ✅ done | Forgejo workflow auto-deploys dev guide on push to main | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
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| [p1-18](p1-18-village-discovery-feedback.md) | ✅ done | Village discovery — world-map feedback (notification, reward popup, minimap ping) | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-19](p1-19-tutorial-opt-in.md) | ✅ done | Tutorial opt-in — HUD button, disappears after turn 5, starts from Step 1 | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-20](p1-20-unit-action-capability-registry.md) | ✅ done | Unit action capability registry — one source of truth for "what can this unit do right now?" | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-21](p1-21-unit-patrol-orders.md) | ✅ done | Unit patrol orders — standing order to loop between waypoint tiles | [wireguard](../team-leads/wireguard.md) | 2026-04-19 |
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| [p1-22](p1-22-mcts-wall-clock-budget.md) | ✅ done | MCTS per-decision wall-clock budget — bound per-turn cost on huge maps | [warcouncil](../team-leads/warcouncil.md) | 2026-05-14 |
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||||
| [p1-22a](p1-22a-huge-map-ai-quality.md) | ✅ done | Huge-map AI quality — close the 4/10 → ≥5/10 decisive-game gate | [warcouncil](../team-leads/warcouncil.md) | 2026-05-17 |
|
||||
| [p1-23](p1-23-stats-tracker-restore.md) | ✅ done | Restore StatsTracker — demographics overview broken in shipped builds | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p1-24](p1-24-windows-path-separator.md) | ✅ done | ai_personalities.json fails to load from packed builds (all platforms) — pass JSON contents not path | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p1-25](p1-25-export-script-error-cleanup.md) | ✅ done | Eliminate parse-error spam in export logs (Unit dup decl + SaveManager stray) | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p1-26](p1-26-tile-placement-preview-ux.md) | ✅ done | "Tile-placement UX with effect preview — Civ7-style \\\"where does this go and what changes\\\"" | [shipwright](../team-leads/shipwright.md) | 2026-04-26 |
|
||||
| [p1-27](p1-27-mcts-service-extraction.md) | ✅ done | Extract GPU MCTS into a standalone service/client (model-boss-shaped, magic-civ-only) | [warcouncil](../team-leads/warcouncil.md) | 2026-05-14 |
|
||||
| [p1-27a](p1-27a-mcts-service-telemetry.md) | ✅ done | MCTS service telemetry + parity test + huge-map wiring | [warcouncil](../team-leads/warcouncil.md) | 2026-05-16 |
|
||||
| [p1-28](p1-28-culture-research-tree.md) | ✅ done | "Culture research tree — real graph, bridge, UI" | [shipwright](../team-leads/shipwright.md) | 2026-04-26 |
|
||||
| [p1-29](p1-29.md) | ✅ done | "Anti-early-domination: lift game-balance gates that p0-01 v1 measured" | [combat-dev](../team-leads/combat-dev.md) | 2026-05-14 |
|
||||
| [p1-29a](p1-29a-last-stand-defense.md) | ✅ done | Last-stand defense — combat-strength multiplier when defender is at last city | [combat-dev](../team-leads/combat-dev.md) | 2026-05-14 |
|
||||
| [p1-29b](p1-29b-tier-gap-ai-quality.md) | ✅ done | "AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+)" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-07 |
|
||||
| [p1-29c](p1-29c-sole-city-research-path.md) | ✅ done | "Sole-city research path — lift trailing AI from tier_peak=1 to ≥2" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-27 |
|
||||
| [p1-29c-followup-empty-params-json-regression](p1-29c-followup-empty-params-json-regression.md) | ✅ done | "GdEconomy::process_turn fails — `_build_params_json` produces empty string for autoplay seeds" | [shipwright](../team-leads/shipwright.md) | 2026-05-15 |
|
||||
| [p1-29d-p1-survival](p1-29d-p1-survival.md) | 🟡 partial | P1 (trailing AI) eliminated or stalled before T100 in 10/10 seeds — upstream of action priority | [warcouncil](../team-leads/warcouncil.md) | 2026-06-03 |
|
||||
| [p1-29e-rl-divergence-mining](p1-29e-rl-divergence-mining.md) | 🟡 partial | "RL-policy divergence mining → sole-city economy break-out (production, not science)" | [warcouncil](../team-leads/warcouncil.md) | 2026-06-03 |
|
||||
| [p1-29f](p1-29f-learned-controller-bridge.md) | ✅ done | "learned:* controller bridge — make the trained RL policy playable in-engine" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-03 |
|
||||
| [p1-29g](p1-29g-verify-gates-trained-vs-scripted.md) | 🟡 partial | Re-verify Game-1 AI quality gates trained-vs-scripted (and trained-vs-trained) | [warcouncil](../team-leads/warcouncil.md) | 2026-06-08 |
|
||||
| [p1-29h-stateful-tactical-decisiveness](p1-29h-stateful-tactical-decisiveness.md) | 🟡 partial | "Stateful tactical decisiveness — army target-lock + commitment hysteresis + press-on-capture in mc-ai" | [warcouncil](../team-leads/warcouncil.md) | 2026-06-04 |
|
||||
| [p1-29i-refound-suppression](p1-29i-refound-suppression.md) | 🟡 partial | "Refound-suppression / capture-stickiness lever — convert captures into eliminations" | [warcouncil](../team-leads/warcouncil.md) | 2026-06-04 |
|
||||
| [p1-29j-autoplay-rust-action-application](p1-29j-autoplay-rust-action-application.md) | 🔴 stub | "Route autoplay action-application (city-founding / capture) through Rust mc_turn::processor" | [warcouncil](../team-leads/warcouncil.md) | 2026-06-04 |
|
||||
| [p1-29k](p1-29k.md) | 🟡 partial | "Drive learned:* controllers on the autoplay (auto_play.gd) gate surface" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-08 |
|
||||
| [p1-30](p1-30.md) | ✅ done | "Optimize `_build_tactical_state` — 8000-tile GDScript dict-build per AI turn blocks p1-22 huge-map gate" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-04 |
|
||||
| [p1-31](p1-31-split-bundled-building-resources.md) | ✅ done | Split bundled `resources/buildings/<category>.json` into per-file pattern matching `resources/units/` | — | 2026-04-27 |
|
||||
| [p1-32](p1-32-food-chain-buildings.md) | ✅ done | Author the two missing food/processing buildings (sawmill, herbalist) | — | 2026-05-03 |
|
||||
| [p1-33](p1-33-naval-aerial-production-buildings.md) | ✅ done | Wire naval/aerial unit gates to the harbor and airfield buildings | — | 2026-05-03 |
|
||||
| [p1-34](p1-34-unit-metadata-expansion.md) | ✅ done | "Unit metadata expansion — flavor, archetype, promotion_tree, clan_affinity fields" | [shipwright](../team-leads/shipwright.md) | 2026-04-27 |
|
||||
| [p1-35](p1-35-unit-lore-paragraphs.md) | ✅ done | "Per-unit lore paragraphs — historical/cultural context for the dwarven roster" | [shipwright](../team-leads/shipwright.md) | 2026-04-27 |
|
||||
| [p1-36](p1-36-ai-personalities-t1-t10-coverage.md) | ✅ done | "AI personalities — T1–T10 build order coverage + clan_affinity routing" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-03 |
|
||||
| [p1-37](p1-37-mc-ai-clan-affinity-routing.md) | ✅ done | "mc-ai clan_affinity routing — Rust AI reads unit clan_affinity at build-decision time" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-01 |
|
||||
| [p1-38](p1-38-biome-economy-coupling.md) | ✅ done | "Biome → economy coupling — population & luxury driven by live ecology" | [shipwright](../team-leads/shipwright.md) | 2026-05-14 |
|
||||
| [p1-39](p1-39.md) | ✅ done | Port per-yield difficulty multipliers from GDScript into Rust crates (Rail-1) — research + culture | [warcouncil](../team-leads/warcouncil.md) | 2026-05-05 |
|
||||
| [p1-40](p1-40-single-source-of-truth-resources.md) | ✅ done | Collapse data/<category>/ override layer into single source of truth at resources/ | — | 2026-04-29 |
|
||||
| [p1-41](p1-41-game-pack-subscription-manifest.md) | ✅ done | Game-pack subscription manifest + loader filter (Phase B of resources/ unification) | — | 2026-04-29 |
|
||||
| [p1-42](p1-42-ai-full-building-catalog.md) | ✅ done | "AI must consider the full 155-building catalog, not the hardcoded 8-id ladder" | — | 2026-05-14 |
|
||||
| [p1-43](p1-43-building-stacking-upgrade.md) | ✅ done | Building stacking — per-category upgrade chains (military / science / culture / production / etc.) | — | 2026-05-14 |
|
||||
| [p1-43b](p1-43b-deep-chain-authoring.md) | ✅ done | Deep chain authoring — fill T6/T7/T8/T9/T10 building tiers across the 5 short chains | — | 2026-05-05 |
|
||||
| [p1-43c](p1-43c-chain-ladders-and-ui.md) | ✅ done | "p1-43 follow-ups — chain ladder authoring, AI stack scoring, city UI upgrade surface, GUT bridge test" | — | 2026-05-14 |
|
||||
| [p1-43c-gdext-upgrade-target](p1-43c-gdext-upgrade-target.md) | ✅ done | "api-gdext bridge — GdBuildingRegistry::get_upgrade_target for city UI upgrade surface" | — | 2026-05-14 |
|
||||
| [p1-44](p1-44-buildings-as-producers.md) | ✅ done | "Buildings produce units, not the city center — per-building production queues" | — | 2026-05-14 |
|
||||
| [p1-44c](p1-44c-buildings-as-producers-followups.md) | ✅ done | "p1-44 follow-ups — UI, AI per-building emission, themed roster, GUT, batch" | — | 2026-05-14 |
|
||||
| [p1-45](p1-45-batch-binary-freshness.md) | ✅ done | "Batch binary freshness: rebuild GDExt before every autoplay batch" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-03 |
|
||||
| [p1-46](p1-46-design-lab-terrain-dimensions.md) | ✅ done | Terrain Dimensions Lab — fix ridginess, bind 149 flora species, add Whittaker plot | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-47](p1-47-river-hydrology-network.md) | ✅ done | River hydrology — D6 flow analysis, hydraulic erosion, multi-hex lakes, cross-tile rivers | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-48](p1-48-flora-species-renderer.md) | ✅ done | Flora species renderer — bind 149 species to world-map tile rendering (single source of truth) | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-49](p1-49-fauna-species-renderer.md) | ✅ done | Fauna species renderer — 61 Game-1 species visible on encounter and lair tiles | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-50](p1-50-tectonic-prepass.md) | ✅ done | Tectonic prepass — voronoi plates + boundary classification seeding elevation | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-51](p1-51-worldgen-canonical-design-docs.md) | ✅ done | Worldgen canonical design docs — author the spec before any Rust | [terraformer](../team-leads/terraformer.md) | 2026-04-30 |
|
||||
| [p1-52](p1-52-api-wasm-build-fix.md) | ✅ done | api-wasm build fix — unblock WASM bundle for design-lab WASM consumption | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-53](p1-53-worldgen-layer-pages.md) | ✅ done | "Worldgen layer pages — one playground per canonical doc, mirroring the layered Earth model" | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-54](p1-54-hex-direction-rust-ts-mapping.md) | ✅ done | Hex direction-index translation — Rust pointy-top axial vs design-app flat-top canvas | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p1-55](p1-55-tech-culture-domain-propagation.md) | ✅ done | "Tech & Culture domain field — propagate categorization through Rust, Godot UI, and player analysis" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-07 |
|
||||
| [p1-56](p1-56-civics-buildings-and-great-works.md) | ✅ done | "Civics buildings, Great Works, Specialists, Great People — wire authored data into Rust + Godot" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-14T20:05Z |
|
||||
| [p1-57](p1-57-diplomacy-tribute-treaties.md) | ✅ done | "Diplomacy: tribute, treaty lifecycle, magical-terrain episode gating" | [envoy](../team-leads/envoy.md) | 2026-06-06 |
|
||||
| [p1-58](p1-58-ecology-cognitive-system.md) | ✅ done | "Ecology cognition: terrain affinity, food web, grudge memory, apex tier-10 fauna/flora" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-07 |
|
||||
| [p1-59](p1-59-hybrid-merged-structures.md) | ✅ done | "Hybrid merged structures — war_academy, assault_citadel, cavalry_corps, gunnery_corps" | — | 2026-05-07 |
|
||||
| [p1-60](p1-60-fog-of-war-testing-ai-fairness.md) | ✅ done | "Fog-of-war end-to-end test coverage + AI fairness fix" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-18 |
|
||||
| [p1-61](p1-61-ecology-content-gap-fill.md) | ✅ done | "Ecology content gap fill: sparse biomes + lineage tier holes (P1 actions from ecology-audit-gaps.md)" | [terraformer](../team-leads/terraformer.md) | 2026-06-06 |
|
||||
| [p2-06](p2-06-export-pipeline.md) | ✅ done | Export pipeline for Windows / macOS / Linux | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p2-16](p2-16-audio-assets.md) | 🟡 partial | Audio assets — in-theme OSS launch pack + source ledger | [asset-audio](../team-leads/asset-audio.md) | 2026-06-08 |
|
||||
| [p2-22](p2-22-sprite-generation-pipeline.md) | ✅ done | Sprite generation pipeline — runnable end-to-end | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-10 |
|
||||
| [p2-23](p2-23-unit-sprites-dwarf-roster.md) | 🟡 partial | Unit sprites — Dwarf-racial roster (m/f variants) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 |
|
||||
| [p2-24](p2-24-unit-sprites-wild-creatures.md) | 🟡 partial | Unit sprites — wild creatures & fauna (generic, no race/sex) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 |
|
||||
| [p2-25](p2-25-building-sprites-base-coverage.md) | 🟡 partial | Building sprites — base game coverage (non-wonder) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 |
|
||||
| [p2-26](p2-26-mundane-wonder-sprites.md) | 🟡 partial | Mundane-wonder sprites — 24 distinct, higher-fidelity art | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 |
|
||||
| [p2-27](p2-27-city-population-tier-sprites.md) | 🟡 partial | City population-tier sprites — city_q1 through city_q5 | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-04 |
|
||||
| [p2-28](p2-28-sprite-provenance-ledger.md) | ✅ done | Sprite provenance ledger — LICENSES.md per-file attribution | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-25 |
|
||||
| [p2-33](p2-33-sound-system-extension.md) | ✅ done | "Sound system extension — categorical fallback, variant pools, per-entity routing" | [asset-audio](../team-leads/asset-audio.md) | 2026-04-27 |
|
||||
| [p2-80](p2-80-mc-worldsim-integration.md) | ✅ done | mc-worldsim orchestration crate — drive the existing worldsim engines in the playable turn | — | 2026-06-09 |
|
||||
|
||||
## P2 — Polish
|
||||
|
||||
| ID | Status | Title | Tags | Owner | Updated | Blocked |
|
||||
|---|---|---|---|---|---|---|
|
||||
| [g2-05](g2-05-tectonics-lithology.md) | 🟡 partial | Tectonics + lithology — extend the existing prepass/terrain-evolution into a lithology axis | — | — | 2026-06-08 | 🟢 unblocked |
|
||||
| [g2-08](g2-08-fauna-population-dynamics.md) | 🟡 partial | Fauna population dynamics — confirm the existing LV engine ticks in the playable turn | — | — | 2026-06-08 | 🟢 unblocked |
|
||||
| [g2-09](g2-09-flora-tolerance-driven-selection.md) | 🟡 partial | Flora tolerance-driven selection — extend the existing flora_select engine with tolerance gating | — | — | 2026-06-08 | 🟢 unblocked |
|
||||
| [p2-18](p2-18-guide-public-deployment.md) | 🟡 partial | Guide web app — public hosting + deploy pipeline | — | — | 2026-06-03 | 🟢 unblocked |
|
||||
| [p2-47](p2-47-in-game-statistics-screens.md) | 🟡 partial | In-game statistics screens — Civ-style 5-tab modal (Demographics / Graphs / Rankings / Replay / Histories) | — | [shipwright](../team-leads/shipwright.md) | 2026-05-07 (cycle-51) | 🟢 unblocked |
|
||||
| [p2-48](p2-48-end-of-game-summary-screen.md) | 🟡 partial | End-of-game summary screen — outcome banner, standings, score graph, awards, timeline, footer actions | — | [shipwright](../team-leads/shipwright.md) | 2026-06-04 | 🟢 unblocked |
|
||||
| [p2-57b](p2-57b-consume-produce-edges.md) | 🟡 partial | Building consume/produce edges — stockpile coupled to unit quality | — | [unassigned](../team-leads/unassigned.md) | 2026-05-15 | 🟢 unblocked |
|
||||
| [p2-57c-mc-units-quality-consumer](p2-57c-mc-units-quality-consumer.md) | 🟡 partial | mc-units quality consumer — turn QualityTier into unit stat deltas (gives quality_chain a contract) | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-04 | 🟢 unblocked |
|
||||
| [p2-65](p2-65-extract-mc-state-crate.md) | 🟡 partial | Extract `GameState` and pending-queue data types into a dedicated `mc-state` crate | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-04 | 🟢 unblocked |
|
||||
| [p2-72a-building-entity-port](p2-72a-building-entity-port.md) | 🟡 partial | Port NPC Building entity (lairs/villages/ruins) into Rust | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-04 | 🟢 unblocked |
|
||||
| [p2-75](p2-75-improvement-effects-subsystem.md) | 🟡 partial | Improvement-completion effects subsystem in Rust — move completion side-effects out of GDScript | — | — | 2026-06-08 | 🟢 unblocked |
|
||||
| [p2-81](p2-81.md) | 🟡 partial | Improvement effects authored-but-unwired — move moisture/wind/erosion/movement to Rust | — | — | 2026-06-08 | 🟢 unblocked |
|
||||
| [p1-05-followup-shipwright-batch](p1-05-followup-shipwright-batch.md) | 🔴 stub | Shipwright autoplay-batch sign-off — luxury variance + personality win balance | — | [shipwright](../team-leads/shipwright.md) | 2026-06-04 | 🟢 unblocked |
|
||||
| [p1-38-followup-shipwright-batch](p1-38-followup-shipwright-batch.md) | 🔴 stub | p1-38 follow-up — Shipwright coupled-mode 10-seed regression batch + sign-off | — | [shipwright](../team-leads/shipwright.md) | 2026-06-04 | 🟢 unblocked |
|
||||
| [p2-10k-followup](p2-10k-followup-max-file-lines-policy.md) | 🔴 stub | Workflow policy decision: how to clear the 10 max-file-lines gdlint violations | — | [testwright](../team-leads/testwright.md) | 2026-05-14 | 🟢 unblocked |
|
||||
| [p2-72a](p2-72a-gdgamestate-canonical-render-source.md) | 🔴 stub | Make `GdGameState` the canonical render source | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-12 | 🟢 unblocked |
|
||||
| [p2-74-ui-dehardcode-to-tokens](p2-74-ui-dehardcode-to-tokens.md) | 🔴 stub | De-hardcode the Godot UI — route 45 scene scripts off raw Color() onto theme/tokens | — | [wireguard](../team-leads/wireguard.md) | 2026-06-06 | 🟢 unblocked |
|
||||
| [p2-77](p2-77-deposit-destruction-taxonomy.md) | ❌ missing | Deposit-destruction environmental taxonomy — destruction_effect classes + contamination engine | — | — | 2026-06-06 | 🟢 unblocked |
|
||||
| [p2-78](p2-78-runtime-hydrology-resolve.md) | ❌ missing | Runtime localized hydrology re-solve — in-game flow/basin-fill triggered by terraforming | — | — | 2026-06-06 | 🟢 unblocked |
|
||||
| [p2-83](p2-83.md) | ❌ missing | Phase/round state machine + speculative parallel simulation of player-action-independent turn work | performance, architecture, worldsim, turn-phasing, determinism | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-09 | 🟢 unblocked |
|
||||
| [p2-84](p2-84.md) | ❌ missing | Dev-only compute profiling — per-feature CPU/RAM/GPU cost over time, trigger-attributed, zero-cost in release | performance, profiling, telemetry, tooling, dev-only | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-09 | 🟢 unblocked |
|
||||
| [g2-06](g2-06-soil-derivation.md) | 🟡 partial | Soil derivation layer — emergent soil order from rock + climate + slope (the one unbuilt worldsim engine) | — | — | 2026-06-08 | 🔒 p2-80, g2-05 |
|
||||
| [g2-10](g2-10-fauna-migration-paths.md) | 🟡 partial | Fauna migration — wire the existing apply_migrations engine into the per-turn step | — | — | 2026-06-08 | 🔒 p2-80, g2-08 |
|
||||
| [p2-72a-save-format-migration](p2-72a-save-format-migration.md) | 🟡 partial | Decouple save format from GDScript-class shape | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-12 | 🔒 p2-72a-gdgamestate-canonical-render-source |
|
||||
| [p2-72](p2-72-gdplayerapi-render-bridge.md) | 🔴 stub | GdPlayerApi → render bridge (visualise the API-held game world) | — | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 | 🔒 p2-72a |
|
||||
| [p2-79](p2-79-environmental-cascade-integration.md) | ❌ missing | Environmental cascade integration — bunker → dam → flood/parch → flora dieback → fauna migration | — | — | 2026-06-06 | 🔒 p2-80, p2-76, p2-77, p2-78, g2-07, g2-08, g2-10 |
|
||||
| ID | Status | Title | Owner | Updated |
|
||||
|---|---|---|---|---|
|
||||
| [g2-05](g2-05-tectonics-lithology.md) | 🟡 partial | Tectonics + lithology — extend the existing prepass/terrain-evolution into a lithology axis | — | 2026-06-08 |
|
||||
| [g2-06](g2-06-soil-derivation.md) | 🟡 partial | Soil derivation layer — emergent soil order from rock + climate + slope (the one unbuilt worldsim engine) | — | 2026-06-08 |
|
||||
| [g2-08](g2-08-fauna-population-dynamics.md) | 🟡 partial | Fauna population dynamics — confirm the existing LV engine ticks in the playable turn | — | 2026-06-08 |
|
||||
| [g2-09](g2-09-flora-tolerance-driven-selection.md) | 🟡 partial | Flora tolerance-driven selection — extend the existing flora_select engine with tolerance gating | — | 2026-06-08 |
|
||||
| [g2-10](g2-10-fauna-migration-paths.md) | 🟡 partial | Fauna migration — wire the existing apply_migrations engine into the per-turn step | — | 2026-06-08 |
|
||||
| [p1-05-followup-shipwright-batch](p1-05-followup-shipwright-batch.md) | 🔴 stub | "Shipwright autoplay-batch sign-off — luxury variance + personality win balance" | [shipwright](../team-leads/shipwright.md) | 2026-06-04 |
|
||||
| [p1-38-followup-shipwright-batch](p1-38-followup-shipwright-batch.md) | 🔴 stub | "p1-38 follow-up — Shipwright coupled-mode 10-seed regression batch + sign-off" | [shipwright](../team-leads/shipwright.md) | 2026-06-04 |
|
||||
| [p1-42a](p1-42a-personality-priors-building-priors-field.md) | ✅ done | "Reconcile capture_scoring.rs ↔ PersonalityPriors — building_priors field location" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-14 |
|
||||
| [p1-42b](p1-42b-playerstate-priors-plumbing.md) | ✅ done | "Plumb per-personality building_category_weights + wonder_priorities through mc-turn PlayerState + GDScript bridge" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-14 |
|
||||
| [p2-01](p2-01-minimap-improvements.md) | ✅ done | Minimap — fog reflection and unit markers | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-02](p2-02-hud-tooltips.md) | ✅ done | Tooltips on all HUD elements | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-03](p2-03-hotkey-cheat-sheet.md) | ✅ done | Hotkey cheat sheet (F1 / ?) | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-04](p2-04-localization-audit.md) | ✅ done | Localization audit — no hardcoded strings | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-05](p2-05-turn-latency.md) | ✅ done | Sub-second single-player turn latency | — | 2026-04-23 |
|
||||
| [p2-06b](p2-06b-windows-runner.md) | ✅ done | Cross-compile Windows .exe + .dll from Linux via cargo-xwin (no Windows host) | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p2-07](p2-07-credits-screen.md) | ✅ done | Credits screen accessible from main menu | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-08](p2-08-accessibility.md) | ✅ done | Accessibility baseline — colorblind palette + keyboard navigation | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-09](p2-09-guide-web-deploy.md) | ✅ done | Player guide web app — builds clean from source | — | 2026-04-17 |
|
||||
| [p2-10](p2-10-regression-ci-gate.md) | ✅ done | Automated regression CI gate on every push to main | [testwright](../team-leads/testwright.md) | 2026-05-14 |
|
||||
| [p2-10a](p2-10a-gdlint-ungate.md) | ✅ done | "CI: gdlint stage un-gated" | [testwright](../team-leads/testwright.md) | 2026-04-25 |
|
||||
| [p2-10b](p2-10b-gut-ungate.md) | ✅ done | "CI: headless GUT stage un-gated" | [testwright](../team-leads/testwright.md) | 2026-04-26 |
|
||||
| [p2-10c](p2-10c-diplomacy-luxury-ids.md) | ✅ done | "Diplomacy: implement _collect_unique_luxury_ids() in happiness.gd" | — | 2026-04-26 |
|
||||
| [p2-10d](p2-10d-legacy-unit-json.md) | ✅ done | "Data: strip legacy flags/can_found_city/can_build_improvements from unit JSON" | — | 2026-04-26 |
|
||||
| [p2-10e](p2-10e-data-integrity.md) | ✅ done | "Data: resolve duplicate IDs and dangling unlock refs in game data" | — | 2026-04-26 |
|
||||
| [p2-10f](p2-10f-save-manager-typed-arrays.md) | ✅ done | "SaveManager: fix typed array property assignment on Player/Unit deserialization" | — | 2026-04-26 |
|
||||
| [p2-10g](p2-10g-city-bridge-production-cost.md) | ✅ done | "CityBridge: add production_cost field to items JSON fixture" | — | 2026-04-26 |
|
||||
| [p2-10h](p2-10h-sprite-renderer-build-key.md) | ✅ done | "UnitRenderer: implement _build_sprite_key() helper and fix cache key test" | — | 2026-04-26 |
|
||||
| [p2-10i](p2-10i-tile-tooltip-scene.md) | ✅ done | "TileTooltip: fix scene node name mismatches and collectibles text formatting" | — | 2026-04-26 |
|
||||
| [p2-10j](p2-10j-fog-vision-scout-move.md) | ✅ done | "FogOfWar: fix recalculate_vision to not re-reveal already-seen tiles on move" | — | 2026-04-26 |
|
||||
| [p2-10k](p2-10k-gdlint-cleanup.md) | ✅ done | "CI: fix 51 gdlint violations so Stage 3 is hard-green" | [testwright](../team-leads/testwright.md) | 2026-05-14 |
|
||||
| [p2-10k-followup](p2-10k-followup-max-file-lines-policy.md) | 🔴 stub | "Workflow policy decision: how to clear the 10 max-file-lines gdlint violations" | [testwright](../team-leads/testwright.md) | 2026-05-14 |
|
||||
| [p2-10l](p2-10l-gut-regression-triage.md) | ✅ done | "CI: fix 15 GUT regressions so Stage 5 is hard-green" | [testwright](../team-leads/testwright.md) | 2026-05-14 |
|
||||
| [p2-10l-followup-gdai-set-map](p2-10l-followup-gdai-set-map.md) | ✅ done | "GdAiController::set_map — wire map into tactical state_json" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-15 |
|
||||
| [p2-10l-followup-update-tile-negative-axial](p2-10l-followup-update-tile-negative-axial.md) | ✅ done | "GdAiController::update_tile rejects negative axial coordinates" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-15 |
|
||||
| [p2-11](p2-11-version-about-screen.md) | ✅ done | Version string + About screen | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
|
||||
| [p2-11a](p2-11a.md) | ✅ done | "SaveManager: add Unit.serialize/deserialize and City.production_queue serialize path" | — | 2026-05-04 |
|
||||
| [p2-12](p2-12-apricot-weston-install.md) | ✅ done | Install weston on apricot RUN host — unblock display-server smoke tests | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
|
||||
| [p2-18](p2-18-guide-public-deployment.md) | 🟡 partial | Guide web app — public hosting + deploy pipeline | — | 2026-06-03 |
|
||||
| [p2-19](p2-19-guide-progress-report-page.md) | ✅ done | Guide progress report page — dynamic dashboard + missing assets | — | 2026-04-17 |
|
||||
| [p2-20](p2-20-guide-sim-cache-pnpm-resolve.md) | ✅ done | Fix simCachePlugin pre-warm worker — tsx can't resolve @magic-civ/physics-rs through pnpm symlink | [tourguide](../team-leads/tourguide.md) | 2026-04-17 |
|
||||
| [p2-21](p2-21-guide-simcache-static-bake.md) | ✅ done | Bake pre-computed sim-cache frames into the static build | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-29](p2-29-guide-welcome-homepage-theme-alignment.md) | ✅ done | Welcome modal + HomePage lore + guide theme align to the player's chosen race/gender | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-30](p2-30-guide-shared-primitives.md) | ✅ done | Consolidate duplicate page styled-components into shared PagePrimitives | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-31](p2-31-guide-url-bound-state.md) | ✅ done | Migrate guide filter + tab state from useState to URL search params | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-32](p2-32-guide-data-driven-enums.md) | ✅ done | Replace hardcoded page enums with JSON data reads | [tourguide](../team-leads/tourguide.md) | 2026-04-18 |
|
||||
| [p2-35](p2-35-palace-evolution-system.md) | ✅ done | Palace evolution system — longhouse → great_hall → citadel → grand_citadel + function-shedding | — | 2026-05-04 |
|
||||
| [p2-36](p2-36-data-resources-building-duplicates.md) | ✅ done | Reconcile the 14 building IDs defined in both `resources/buildings/` and `data/buildings/` | — | 2026-04-29 |
|
||||
| [p2-37](p2-37-react-calculator-metadata-surface.md) | ✅ done | "React calculator UI — surface flavor, lore, clan_affinity, archetype filter" | [tourguide](../team-leads/tourguide.md) | 2026-04-27 |
|
||||
| [p2-38](p2-38-unit-audio-cues-stubs.md) | ✅ done | "Unit audio_cues stub strings — selection/move/attack lines for the dwarven roster" | [asset-audio](../team-leads/asset-audio.md) | 2026-04-27 |
|
||||
| [p2-39](p2-39-chronicle-hall-phantom-unlock.md) | ✅ done | Resolve `chronicle_hall` phantom unlock in `chronicle_keeping` culture tech | — | 2026-04-27 |
|
||||
| [p2-43](p2-43-culture-research-completion-event.md) | ✅ done | "Culture research live-game pipeline — per-turn GDExt bridge + `culture_researched` emit" | — | 2026-05-07 |
|
||||
| [p2-44](p2-44-ai-promotion-selection.md) | ✅ done | AI promotion selection — auto-pick + emit unit_promoted for AI units | — | 2026-05-06 |
|
||||
| [p2-44a](p2-44a-dataloader-promotion-trees-path.md) | ✅ done | "DataLoader path mismatch — `get_promotion(\"trees\")` returns empty" | [unassigned](../team-leads/unassigned.md) | 2026-05-06 |
|
||||
| [p2-44b](p2-44b-promotion-dispatch-instrumentation.md) | ✅ done | AI promotion dispatch — instrumentation pass to identify the silent gate | [unassigned](../team-leads/unassigned.md) | 2026-05-06 |
|
||||
| [p2-45](p2-45-elimination-reconciliation.md) | ✅ done | "Player elimination reconciliation — emit `player_eliminated` on every transition" | — | 2026-04-30 |
|
||||
| [p2-46](p2-46-past-games-archive-replay-viewer.md) | ✅ done | "Past-games archive & replay viewer — `mc-replay` crate, on-disk archive, projection-based playback" | [shipwright](../team-leads/shipwright.md) | 2026-05-07 |
|
||||
| [p2-47](p2-47-in-game-statistics-screens.md) | 🟡 partial | In-game statistics screens — Civ-style 5-tab modal (Demographics / Graphs / Rankings / Replay / Histories) | [shipwright](../team-leads/shipwright.md) | 2026-05-07 (cycle-51) |
|
||||
| [p2-48](p2-48-end-of-game-summary-screen.md) | 🟡 partial | End-of-game summary screen — outcome banner, standings, score graph, awards, timeline, footer actions | [shipwright](../team-leads/shipwright.md) | 2026-06-04 |
|
||||
| [p2-48a](p2-48a-end-game-summary-gut-and-proof.md) | ✅ done | End-of-game summary — GUT tests + headless proof scene | [shipwright](../team-leads/shipwright.md) | 2026-06-04 (bridge-cse lane) |
|
||||
| [p2-49](p2-49-climate-axes-latitude-continentality.md) | ✅ done | Climate axes refactor — latitude + continentality + zonal winds as first-class per-hex inputs | [terraformer](../team-leads/terraformer.md) | 2026-04-30 |
|
||||
| [p2-50](p2-50-rng-determinism-pin.md) | ✅ done | Deterministic RNG + seed-derivation pin across mc-mapgen / mc-climate / mc-ecology | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-51](p2-51-world-shape-knobs.md) | ✅ done | Player-facing world-shape parameters on new-game screen | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-52](p2-52-substrate-flora-cover-ontology-split.md) | ✅ done | Split terrain enum into substrate × flora-cover layers (resolve biome ontology) | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-53](p2-53-action-vocabulary-design-game-gap.md) | ✅ done | Action vocabulary — gap analysis between design page and shipped Rust/Godot game | [wireguard](../team-leads/wireguard.md) | 2026-05-03 |
|
||||
| [p2-53a](p2-53a-sentry-guard-action-kind.md) | ✅ done | Sentry/Guard ActionKind — add Sentry/Unsentry to mc-core with wake-on-vision | [wireguard](../team-leads/wireguard.md) | 2026-05-01 |
|
||||
| [p2-53b](p2-53b-building-action-registry.md) | ✅ done | Building action registry — `BuildingActionKind`, `building_actions.json`, `GdBuildingActions` bridge | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-01 |
|
||||
| [p2-53c](p2-53c-rally-vocabulary-expansion.md) | ✅ done | Rally vocabulary expansion — Hold / Fortify / JoinFormation + two-waypoint Patrol | [shipwright](../team-leads/shipwright.md) | 2026-05-01 |
|
||||
| [p2-53d](p2-53d-building-specifics.md) | ✅ done | Building specifics — Garrison, Repair, Toggle Active + 18 archetype-specific actions | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p2-53e](p2-53e-siege-pillage-embark.md) | ✅ done | Siege handlers (Pack/Deploy/Bombard) + Pillage UI wiring + Embark/Disembark handlers | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p2-53f](p2-53f-infantry-specifics.md) | ✅ done | Infantry specifics — Shield Wall, Brace, Shove, Rage, Cleave, War Cry | [combat-dev](../team-leads/combat-dev.md) | 2026-05-01 |
|
||||
| [p2-53g](p2-53g-ranged-specifics.md) | ✅ done | Ranged specifics — Volley, Aimed Shot, Fire Arrows | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p2-53h](p2-53h-cavalry-specifics.md) | ✅ done | Cavalry specifics — Charge, Pursue, Wheel | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 |
|
||||
| [p2-53i](p2-53i-engineer-pioneer-medic-scout.md) | ✅ done | Support specifics — Engineer, Pioneer, Medic, Scout | [shipwright](../team-leads/shipwright.md) | 2026-05-03 |
|
||||
| [p2-54](p2-54-resource-visibility-three-axis.md) | ✅ done | Resource visibility — three-axis (visibility/yield_gate/improvement_gate) refactor | [terraformer](../team-leads/terraformer.md) | 2026-05-02 |
|
||||
| [p2-54a](p2-54a-deposits-three-axis-migration.md) | ✅ done | Migrate deposits/*.json to three-axis visibility schema | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-54b](p2-54b-player-observation-cache.md) | ✅ done | Per-player tile observation cache — flora/fauna last-observed state | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-54c](p2-54c-renderer-observations-and-indicators.md) | ✅ done | Renderer reads observations + indicator decorations for tech-gated resources | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-54d](p2-54d-ai-tech-priority-from-visibility.md) | ✅ done | AI tech-priority bias from visible-but-gated luxuries + indicator decorations | [terraformer](../team-leads/terraformer.md) | 2026-05-01 |
|
||||
| [p2-55](p2-55-civilian-capture-system.md) | ✅ done | "Civilian Capture / Destroy / Ransom" | [combat-dev](../team-leads/combat-dev.md) | 2026-05-14 |
|
||||
| [p2-55a](p2-55a-engineer-capture.md) | ✅ done | "Engineer (Great Person) capture mechanics" | [combat-dev](../team-leads/combat-dev.md) | 2026-05-14 |
|
||||
| [p2-55b](p2-55b-caravan-master-capture.md) | ✅ done | "Caravan master capture mechanics" | [combat-dev](../team-leads/combat-dev.md) | 2026-05-14 |
|
||||
| [p2-55d](p2-55d-ai-ransom-decision-hook.md) | ✅ done | "AI ransom accept/refuse hook in mc-turn start-of-turn" | — | 2026-05-14 |
|
||||
| [p2-55e](p2-55e-richer-ransom-events.md) | ✅ done | "UnitRansomAccepted / UnitRansomExpired events on TurnResult" | — | 2026-05-03 |
|
||||
| [p2-56](p2-56-worker-categories-and-expertise-tiers.md) | ✅ done | "Worker categories (Sustenance/Construction/Wealth) + 5-tier expertise + Master/Grandmaster auras + idle decay" | [unassigned](../team-leads/unassigned.md) | 2026-06-03 |
|
||||
| [p2-56a](p2-56a-worker-category-types.md) | ✅ done | Worker category types — Sustenance / Construction / Wealth taxonomy | [unassigned](../team-leads/unassigned.md) | 2026-05-04 |
|
||||
| [p2-56b](p2-56b-expertise-tier-progression.md) | ✅ done | Expertise tier progression — 5-tier specialist XP ladder | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-04 |
|
||||
| [p2-56c](p2-56c-master-grandmaster-auras.md) | ✅ done | Master / Grandmaster auras — adjacent-slot yield propagation | [unassigned](../team-leads/unassigned.md) | 2026-05-07 |
|
||||
| [p2-57](p2-57-production-chain-typed-resources.md) | ✅ done | "Production-chain typed resources — raw → processed pipelines wired into mc-city" | [unassigned](../team-leads/unassigned.md) | 2026-05-14 |
|
||||
| [p2-57a](p2-57a-typed-resource-stockpile.md) | ✅ done | Typed resource stockpile — raw vs processed taxonomy | [unassigned](../team-leads/unassigned.md) | 2026-05-07 |
|
||||
| [p2-57b](p2-57b-consume-produce-edges.md) | 🟡 partial | "Building consume/produce edges — stockpile coupled to unit quality" | [unassigned](../team-leads/unassigned.md) | 2026-05-15 |
|
||||
| [p2-57c-mc-units-quality-consumer](p2-57c-mc-units-quality-consumer.md) | 🟡 partial | "mc-units quality consumer — turn QualityTier into unit stat deltas (gives quality_chain a contract)" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-04 |
|
||||
| [p2-58](p2-58-ambient-encounter-rolls.md) | ✅ done | Ambient encounter rolls per tile moved — fauna_density × ecology_tier | [unassigned](../team-leads/unassigned.md) | 2026-05-07 |
|
||||
| [p2-58a](p2-58a-tilestate-fauna-fields.md) | ✅ done | "TileState fauna fields — fauna_density + fauna_index for AmbientTileCtx" | [shipwright](../team-leads/shipwright.md) | 2026-05-07 |
|
||||
| [p2-58b](p2-58b-ambient-encounter-hook.md) | ✅ done | "Ambient encounter hook — mc-turn::movement calls roll_ambient_encounter per tile step" | [unassigned](../team-leads/unassigned.md) | 2026-05-07 |
|
||||
| [p2-59](p2-59-pioneer-escort-mechanic.md) | ✅ done | Pioneer escort mechanic — protection rules vs ambient encounters | [combat-dev](../team-leads/combat-dev.md) | 2026-06-03 |
|
||||
| [p2-60](p2-60-weather-lens-godot-ui.md) | ✅ done | "Weather / observation lens switcher in the Godot HUD" | [wireguard](../team-leads/wireguard.md) | 2026-06-06 |
|
||||
| [p2-61](p2-61-observation-recording-gates-from-tech.md) | ✅ done | "Bind mc-observation gate_bits to player tech state — recording gates per-field" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-14 |
|
||||
| [p2-62](p2-62-procedural-unit-and-building-renderer.md) | ✅ done | Procedural unit/building renderer — alpha-only visual substitute | [asset-sprite](../team-leads/asset-sprite.md) | 2026-05-04 |
|
||||
| [p2-63](p2-63-mc-flora-biome-substrate-migration.md) | ✅ done | "mc-flora generation: migrate biome filter to substrate_climate-aware path" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-13 |
|
||||
| [p2-64](p2-64-apricot-async-batch-protocol.md) | ✅ done | Apricot async batch protocol — launch / status / fetch decoupling | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-07 |
|
||||
| [p2-65](p2-65-extract-mc-state-crate.md) | 🟡 partial | "Extract `GameState` and pending-queue data types into a dedicated `mc-state` crate" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-04 |
|
||||
| [p2-66](p2-66-world-map-visual-proof.md) | ✅ done | "World-map visual proof scene that actually renders" | [terraformer](../team-leads/terraformer.md) | 2026-05-13 |
|
||||
| [p2-67](p2-67-claude-player-api.md) | ✅ done | "Claude-driven player API — programmatic player + Agent-SDK adapter" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-14 |
|
||||
| [p2-67-followup-legal-actions](p2-67-followup-legal-actions.md) | ✅ done | "PlayerView.legal_actions — populate full per-unit / per-city / empire-level legal-action enumerators" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 |
|
||||
| [p2-67-followup-mcts-tactical-state-impl](p2-67-followup-mcts-tactical-state-impl.md) | ✅ done | "TreeState impl for TacticalState — wire real MCTS into the AI decision path" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-04 |
|
||||
| [p2-68](p2-68-mc-ai-headless-turn-driver.md) | ✅ done | "mc-ai headless turn driver — GameState projector/applicator + run_ai_turn" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 |
|
||||
| [p2-69](p2-69-api-gdext-mctscontroller-port.md) | ✅ done | "Port GdMcTreeController to mc-player-api AI driver (DRY consolidation)" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 |
|
||||
| [p2-70](p2-70-mc-vision-visibility-producer.md) | ✅ done | "mc-vision — per-player tile visibility producer (Rust)" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 |
|
||||
| [p2-71](p2-71-bench-projector-enrichment.md) | ✅ done | "Bench projector enrichment — make MCTS see a real tactical surface" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 |
|
||||
| [p2-71b](p2-71b-militarist-starter-widening.md) | ✅ done | "Militarist starter widening — add a settler/founder unit so FoundCity fires" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 |
|
||||
| [p2-72](p2-72-gdplayerapi-render-bridge.md) | 🔴 stub | "GdPlayerApi → render bridge (visualise the API-held game world)" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-11 |
|
||||
| [p2-72-option-b](p2-72-option-b-workaround.md) | ✅ done | "Option B render bridge — proof scene rehydrates GDScript from GdPlayerApi each turn" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-12 |
|
||||
| [p2-72a](p2-72a-gdgamestate-canonical-render-source.md) | 🔴 stub | "Make `GdGameState` the canonical render source" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-12 |
|
||||
| [p2-72a-building-entity-port](p2-72a-building-entity-port.md) | 🟡 partial | "Port NPC Building entity (lairs/villages/ruins) into Rust" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-04 |
|
||||
| [p2-72a-pre-strip](p2-72a-pre-strip.md) | ✅ done | "Strip Game 2/3 magic/ascension/ley fields from Game 1 runtime" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-12 |
|
||||
| [p2-72a-save-format-migration](p2-72a-save-format-migration.md) | 🟡 partial | "Decouple save format from GDScript-class shape" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-05-12 |
|
||||
| [p2-72b-promote-playerstate-cities-to-city](p2-72b-promote-playerstate-cities-to-city.md) | ✅ done | "Parallel-field cities synthesis at Godot bridge (Option C)" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-08 |
|
||||
| [p2-73-ui-theme-token-pipeline](p2-73-ui-theme-token-pipeline.md) | ✅ done | "UI theme pipeline — generate ui_theme.tres from design-tokens.json + apply globally" | [wireguard](../team-leads/wireguard.md) | 2026-06-06 |
|
||||
| [p2-74-ui-dehardcode-to-tokens](p2-74-ui-dehardcode-to-tokens.md) | 🟡 partial | "De-hardcode the Godot UI — route 45 scene scripts off raw Color() onto theme/tokens" | [wireguard](../team-leads/wireguard.md) | 2026-06-06 |
|
||||
| [p2-75](p2-75-improvement-effects-subsystem.md) | 🟡 partial | Improvement-completion effects subsystem in Rust — move completion side-effects out of GDScript | — | 2026-06-08 |
|
||||
| [p2-76](p2-76-bunker-improvement.md) | ✅ done | Bunker improvement — deposit-destroying fortified subterranean chamber | — | 2026-06-10 |
|
||||
| [p2-77](p2-77-deposit-destruction-taxonomy.md) | ❌ missing | Deposit-destruction environmental taxonomy — destruction_effect classes + contamination engine | — | 2026-06-06 |
|
||||
| [p2-78](p2-78-runtime-hydrology-resolve.md) | ❌ missing | Runtime localized hydrology re-solve — in-game flow/basin-fill triggered by terraforming | — | 2026-06-06 |
|
||||
| [p2-79](p2-79-environmental-cascade-integration.md) | ❌ missing | Environmental cascade integration — bunker → dam → flood/parch → flora dieback → fauna migration | — | 2026-06-06 |
|
||||
| [p2-81](p2-81.md) | 🟡 partial | Improvement effects authored-but-unwired — move moisture/wind/erosion/movement to Rust | — | 2026-06-08 |
|
||||
| [p2-82](p2-82-climate-input-save-fidelity.md) | ✅ done | Climate-input save-fidelity — persist (or re-derive) worldgen-static grid inputs across save/load | — | 2026-06-09 |
|
||||
| [p2-83](p2-83.md) | ❌ missing | Phase/round state machine + speculative parallel simulation of player-action-independent turn work | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-09 |
|
||||
| [p2-84](p2-84.md) | ❌ missing | "Dev-only compute profiling — per-feature CPU/RAM/GPU cost over time, trigger-attributed, zero-cost in release" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-09 |
|
||||
| [p2-85](p2-85-poi-sprites-and-tooltips.md) | 🔴 stub | "POI sprites + hover tooltips — lairs (and resources) legible on the map" | [asset-sprite](../team-leads/asset-sprite.md) | 2026-06-18 |
|
||||
| [p2-86](p2-86-mcp-rendered-driver.md) | 🔴 stub | "Claude-player MCP — rendered driver mode (drive UI + capture screenshots)" | [simulator-infra](../team-leads/simulator-infra.md) | 2026-06-18 |
|
||||
|
||||
## Out of Scope
|
||||
## Out of Scope (Game 2 / Game 3)
|
||||
|
||||
> These objectives are explicitly deferred. They are tracked for visibility but not blocking the current release.
|
||||
> These objectives are explicitly future-scope. **Game 2 (Age of Kzzykt)** items introduce leylines, the Green school, and spacefaring. **Game 3 (Age of Elves)** items cover the full five-school magic system, Archons, and Arcane Ascension. None are part of the Game 1 Early Access release.
|
||||
|
||||
| ID | Status | Title | Tags | Owner | Updated | Blocked |
|
||||
|---|---|---|---|---|---|---|
|
||||
| [p1-14](p1-14-guide-magic-school-scope-drift.md) | ⚫ oos | Gate Game 2/3/4 magic-school content behind EpisodeGate (future-game scope) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [p2-55c](p2-55c-freepeople-capture.md) | ⚫ oos | Freepeople capture mechanics | — | [combat-dev](../team-leads/combat-dev.md) | 2026-05-14 | 🟢 unblocked |
|
||||
| [g2-01](g2-01-leylines-oos.md) | ⚫ oos | Ley lines — Game 2 (Age of Kzzykt) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-02](g2-02-additional-races-oos.md) | ⚫ oos | Kzzykt playable race — Game 2 (Age of Kzzykt) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-03](g2-03-green-school-oos.md) | ⚫ oos | Kzzykt Green school of magic — Game 2 (Age of Kzzykt) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-04](g2-04-multi-gpu-batch-simulate-oos.md) | ⚫ oos | Multi-GPU sharding for batch_simulate_gpu — out-of-scope (Game 2) | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-17 | 🟢 unblocked |
|
||||
| [g2-11](g2-11-vertical-city-floor-stack-oos.md) | ⚫ oos | Vertical city floor stack (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a, g2-12c |
|
||||
| [g2-12](g2-12-underground-layer-stack-oos.md) | ⚫ oos | Underground layer stack (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🟢 unblocked |
|
||||
| [g2-12a](g2-12a-layer-data-model-save-oos.md) | ⚫ oos | Underground — N-layer data model + save format (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🟢 unblocked |
|
||||
| [g2-12b](g2-12b-underground-worldgen-oos.md) | ⚫ oos | Underground — worldgen for L1/L2/L3 + cavern terrain (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a |
|
||||
| [g2-12c](g2-12c-excavation-cavern-lifecycle-oos.md) | ⚫ oos | Underground — excavation action + cavern lifecycle (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a, g2-12b |
|
||||
| [g2-12d](g2-12d-cross-layer-movement-pathfinding-oos.md) | ⚫ oos | Underground — cross-layer movement, connection points + pathfinding (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a, g2-12c |
|
||||
| [g2-12e](g2-12e-per-layer-fog-vision-oos.md) | ⚫ oos | Underground — per-layer fog of war + vision (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a, g2-12d |
|
||||
| [g2-12f](g2-12f-structural-integrity-collapse-oos.md) | ⚫ oos | Underground — structural integrity + cross-layer collapse (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a, g2-12c |
|
||||
| [g2-12g](g2-12g-layer-rendering-switch-ui-oos.md) | ⚫ oos | Underground — layer rendering + layer-switch UI (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a, g2-12b, g2-12e |
|
||||
| [g2-12h](g2-12h-ai-layer-awareness-oos.md) | ⚫ oos | Underground — AI layer-awareness (Game 2) — OOS | — | [unassigned](../team-leads/unassigned.md) | 2026-06-06 | 🔒 g2-12a, g2-12c, g2-12d, g2-12e |
|
||||
| [g3-01](g3-01-archons-oos.md) | ⚫ oos | Archons — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-02](g3-02-life-school-oos.md) | ⚫ oos | Life school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-03](g3-03-death-school-oos.md) | ⚫ oos | Death school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-04](g3-04-chaos-school-oos.md) | ⚫ oos | Chaos school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-05](g3-05-aether-school-oos.md) | ⚫ oos | Aether school spellbook — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g3-06](g3-06-arcane-ascension-oos.md) | ⚫ oos | Arcane Ascension victory — Game 3 (Age of Elves) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g4-01](g4-01-terran-race-oos.md) | ⚫ oos | Terran (Human) playable species — Game 4 (Age of Terrans) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g4-02](g4-02-psionics-oos.md) | ⚫ oos | Psionics ability system — Game 4 (Age of Terrans) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g4-03](g4-03-religious-victory-oos.md) | ⚫ oos | Religious victory condition — Game 4 (Age of Terrans) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-01](g5-01-phantasma-oos.md) | ⚫ oos | Phantasma playable species — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-02](g5-02-flugel-oos.md) | ⚫ oos | Flügel playable species — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-03](g5-03-gith-oos.md) | ⚫ oos | Gith playable species (Githyanki + Githzerai) — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g5-04](g5-04-demonia-oos.md) | ⚫ oos | Demonia playable species — Game 5 (Age of Ascension) | — | — | 2026-04-17 | 🟢 unblocked |
|
||||
| [g6-01](g6-01-naval-combat-oos.md) | ⚫ oos | Naval combat — out-of-scope (post-v10) | — | — | 2026-04-26 | 🟢 unblocked |
|
||||
| [g6-02](g6-02-caravan-trade-routes-oos.md) | ⚫ oos | Caravan trade routes — out-of-scope (post-v10) | — | — | 2026-04-26 | 🟢 unblocked |
|
||||
| ID | Status | Title | Owner | Updated |
|
||||
|---|---|---|---|---|
|
||||
| [p1-14](p1-14-guide-magic-school-scope-drift.md) | ⚫ oos | Gate Game 2/3/4 magic-school content behind EpisodeGate (future-game scope) | — | 2026-04-17 |
|
||||
| [p2-55c](p2-55c-freepeople-capture.md) | ⚫ oos | "Freepeople capture mechanics" | [combat-dev](../team-leads/combat-dev.md) | 2026-05-14 |
|
||||
| [g2-01](g2-01-leylines-oos.md) | ⚫ oos | Ley lines — Game 2 (Age of Kzzykt) | — | 2026-04-17 |
|
||||
| [g2-02](g2-02-additional-races-oos.md) | ⚫ oos | Kzzykt playable race — Game 2 (Age of Kzzykt) | — | 2026-04-17 |
|
||||
| [g2-03](g2-03-green-school-oos.md) | ⚫ oos | Kzzykt Green school of magic — Game 2 (Age of Kzzykt) | — | 2026-04-17 |
|
||||
| [g2-04](g2-04-multi-gpu-batch-simulate-oos.md) | ⚫ oos | Multi-GPU sharding for batch_simulate_gpu — out-of-scope (Game 2) | [warcouncil](../team-leads/warcouncil.md) | 2026-04-17 |
|
||||
| [g2-11](g2-11-vertical-city-floor-stack-oos.md) | ⚫ oos | "Vertical city floor stack (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12](g2-12-underground-layer-stack-oos.md) | ⚫ oos | "Underground layer stack (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12a](g2-12a-layer-data-model-save-oos.md) | ⚫ oos | "Underground — N-layer data model + save format (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12b](g2-12b-underground-worldgen-oos.md) | ⚫ oos | "Underground — worldgen for L1/L2/L3 + cavern terrain (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12c](g2-12c-excavation-cavern-lifecycle-oos.md) | ⚫ oos | "Underground — excavation action + cavern lifecycle (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12d](g2-12d-cross-layer-movement-pathfinding-oos.md) | ⚫ oos | "Underground — cross-layer movement, connection points + pathfinding (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12e](g2-12e-per-layer-fog-vision-oos.md) | ⚫ oos | "Underground — per-layer fog of war + vision (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12f](g2-12f-structural-integrity-collapse-oos.md) | ⚫ oos | "Underground — structural integrity + cross-layer collapse (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12g](g2-12g-layer-rendering-switch-ui-oos.md) | ⚫ oos | "Underground — layer rendering + layer-switch UI (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g2-12h](g2-12h-ai-layer-awareness-oos.md) | ⚫ oos | "Underground — AI layer-awareness (Game 2) — OOS" | [unassigned](../team-leads/unassigned.md) | 2026-06-06 |
|
||||
| [g3-01](g3-01-archons-oos.md) | ⚫ oos | Archons — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-02](g3-02-life-school-oos.md) | ⚫ oos | Life school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-03](g3-03-death-school-oos.md) | ⚫ oos | Death school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-04](g3-04-chaos-school-oos.md) | ⚫ oos | Chaos school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-05](g3-05-aether-school-oos.md) | ⚫ oos | Aether school spellbook — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g3-06](g3-06-arcane-ascension-oos.md) | ⚫ oos | Arcane Ascension victory — Game 3 (Age of Elves) | — | 2026-04-17 |
|
||||
| [g4-01](g4-01-terran-race-oos.md) | ⚫ oos | Terran (Human) playable species — Game 4 (Age of Terrans) | — | 2026-04-17 |
|
||||
| [g4-02](g4-02-psionics-oos.md) | ⚫ oos | Psionics ability system — Game 4 (Age of Terrans) | — | 2026-04-17 |
|
||||
| [g4-03](g4-03-religious-victory-oos.md) | ⚫ oos | Religious victory condition — Game 4 (Age of Terrans) | — | 2026-04-17 |
|
||||
| [g5-01](g5-01-phantasma-oos.md) | ⚫ oos | Phantasma playable species — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g5-02](g5-02-flugel-oos.md) | ⚫ oos | Flügel playable species — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g5-03](g5-03-gith-oos.md) | ⚫ oos | Gith playable species (Githyanki + Githzerai) — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g5-04](g5-04-demonia-oos.md) | ⚫ oos | Demonia playable species — Game 5 (Age of Ascension) | — | 2026-04-17 |
|
||||
| [g6-01](g6-01-naval-combat-oos.md) | ⚫ oos | Naval combat — out-of-scope (post-v10) | — | 2026-04-26 |
|
||||
| [g6-02](g6-02-caravan-trade-routes-oos.md) | ⚫ oos | Caravan trade routes — out-of-scope (post-v10) | — | 2026-04-26 |
|
||||
|
||||
## Superseded
|
||||
|
||||
> These objectives were split into narrower children. Files are retained as index stubs so external references do not 404.
|
||||
> These objectives were split into narrower children. Files are retained as index stubs so external references don't 404. The `superseded_by:` frontmatter field names the replacement IDs.
|
||||
|
||||
| ID | Status | Title | Tags | Owner | Updated | Blocked |
|
||||
|---|---|---|---|---|---|---|
|
||||
| [p0-20d](p0-20d-gpu-walltime-real-host.md) | ♻️ superseded | GPU MCTS wall-time gate — measure on real-discrete-GPU test host | — | [warcouncil](../team-leads/warcouncil.md) | 2026-05-05 | 🟢 unblocked |
|
||||
| [p1-30b](p1-30b-parallel-mcts-rollouts.md) | ♻️ superseded | Parallel MCTS rollouts for huge-map decisive games (closes p1-22's huge-map sub-gate) | perf, mcts, tactical-ai | [warcouncil](../team-leads/warcouncil.md) | 2026-05-05 | 🟢 unblocked |
|
||||
| [p1-27d](p1-27d-additive-value-estimate.md) | ♻️ superseded | Add `value_estimate_abstract` GdMcTreeController method — non-lossy MCTS service caller | — | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 | 🟢 unblocked |
|
||||
| [p2-17](p2-17-sprite-assets.md) | ♻️ superseded | Sprite assets — superseded index (split into p2-22 … p2-28) | — | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 | 🟢 unblocked |
|
||||
| ID | Status | Title | Owner | Updated |
|
||||
|---|---|---|---|---|
|
||||
| [p0-20d](p0-20d-gpu-walltime-real-host.md) | ♻️ superseded | GPU MCTS wall-time gate — measure on real-discrete-GPU test host | [warcouncil](../team-leads/warcouncil.md) | 2026-05-05 |
|
||||
| [p1-30b](p1-30b-parallel-mcts-rollouts.md) | ♻️ superseded | "Parallel MCTS rollouts for huge-map decisive games (closes p1-22's huge-map sub-gate)" | [warcouncil](../team-leads/warcouncil.md) | 2026-05-05 |
|
||||
| [p1-27d](p1-27d-additive-value-estimate.md) | ♻️ superseded | Add `value_estimate_abstract` GdMcTreeController method — non-lossy MCTS service caller | [warcouncil](../team-leads/warcouncil.md) | 2026-04-25 |
|
||||
| [p2-17](p2-17-sprite-assets.md) | ♻️ superseded | Sprite assets — superseded index (split into p2-22 … p2-28) | [asset-sprite](../team-leads/asset-sprite.md) | 2026-04-17 |
|
||||
|
||||
|
|
|
|||
55
.project/objectives/p2-85-poi-sprites-and-tooltips.md
Normal file
55
.project/objectives/p2-85-poi-sprites-and-tooltips.md
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
---
|
||||
id: p2-85
|
||||
title: "POI sprites + hover tooltips — lairs (and resources) legible on the map"
|
||||
priority: p2
|
||||
status: stub
|
||||
scope: game1
|
||||
category: rendering
|
||||
owner: asset-sprite
|
||||
created: 2026-06-18
|
||||
updated_at: 2026-06-18
|
||||
completed_at: null
|
||||
blocked_by: []
|
||||
follow_ups: []
|
||||
---
|
||||
|
||||
## Context
|
||||
|
||||
Map points-of-interest read as unreadable abstract markers. Lairs render as an
|
||||
18→26 px tier-colored diamond (`lair_overlay_renderer.gd`) — small, low-contrast
|
||||
on tan terrain, and indecipherable to a player (owner-flagged 2026-06-18 as a
|
||||
bug). There is **no `sprites/lairs/` art** in the copyleft asset set, and no
|
||||
hover tooltip surfaces what a lair is.
|
||||
|
||||
The renderer is already **sprite-capable** (committed `f63a9a3e3`): it loads
|
||||
`sprites/lairs/<type_id>.png` and draws it (via `DrawHelpers.scaled_sprite_size`,
|
||||
POI fraction 0.45) when present, falling back to the enlarged diamond. So this
|
||||
objective is (a) generate the lair art and (b) add the hover tooltip.
|
||||
|
||||
Hover/tooltip infra already exists: `world_map_hover.gd` (20 Hz) → `tile_info_panel.gd`
|
||||
(`show_tile`). Lairs come from `GameState.get_gd_state().npc_buildings_all()`
|
||||
(`position`, `type_id`) with tier from tile quality.
|
||||
|
||||
## Acceptance criteria
|
||||
|
||||
- [ ] Enumerate lair `type_id`s (from `public/resources/ecology/fauna/lair_spawn_rules.json`
|
||||
/ the NPC building types surfaced by `npc_buildings_all()`).
|
||||
- [ ] Add a **`lairs` category** to `tools/standin-sprites/build_standins.py` +
|
||||
`icon_rules.json` (CC-BY-3.0 game-icons.net: cave-entrance, monster-den,
|
||||
spider-web, skull, etc.); pipeline emits `sprites/lairs/<type_id>.png`.
|
||||
- [ ] Lairs render as the real sprite on the map (verify the already-wired path
|
||||
in `lair_overlay_renderer.gd` with the new art) — legible at default zoom.
|
||||
- [ ] **Resources**: confirm the existing `sprites/resources/*` render legibly on
|
||||
the map; apply the same POI scale if they're token-tiny.
|
||||
- [ ] **Hover tooltip**: extend `tile_info_panel` (+ its `.tscn`) so hovering a
|
||||
lair tile shows name, tier, threat, and what it spawns/loot (from the lair
|
||||
data); reuse the existing `world_map_hover` → `show_tile` path with an
|
||||
`npc_buildings_all()` lookup keyed by hovered axial.
|
||||
- [ ] Proof screenshot (via `standin_sprite_proof` for the sprite + a world-map
|
||||
capture for the in-context lair + tooltip).
|
||||
|
||||
## Notes
|
||||
|
||||
- Generation needs network (game-icons.net fetch); run on a host with a warm
|
||||
icon cache or connectivity. Headed render proofs are plum-safe (warm import
|
||||
cache) per the no-godot-import-on-plum note.
|
||||
45
.project/objectives/p2-86-mcp-rendered-driver.md
Normal file
45
.project/objectives/p2-86-mcp-rendered-driver.md
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
---
|
||||
id: p2-86
|
||||
title: "Claude-player MCP — rendered driver mode (drive UI + capture screenshots)"
|
||||
priority: p2
|
||||
status: stub
|
||||
scope: game1
|
||||
category: tooling
|
||||
owner: simulator-infra
|
||||
created: 2026-06-18
|
||||
updated_at: 2026-06-18
|
||||
completed_at: null
|
||||
blocked_by: []
|
||||
follow_ups: []
|
||||
---
|
||||
|
||||
## Context
|
||||
|
||||
`tooling/claude-player-mcp/` (objective p2-67) exposes `magic_civ_view` /
|
||||
`magic_civ_act` / `magic_civ_end_turn` over stdio, driving a Godot **headless
|
||||
bench** — state-only, fog computed in Rust, **no rendering or screenshots**. So
|
||||
Claude can play the game by state but cannot navigate to a specific screen and
|
||||
capture a rendered image (e.g. to verify the city screen, prologue, sprites).
|
||||
|
||||
Add a **rendered driver mode** so Claude can "play to a desired screenshot",
|
||||
complementing the headless state API.
|
||||
|
||||
## Acceptance criteria
|
||||
|
||||
- [ ] A second harness mode runs a **windowed/offscreen Godot** instance of the
|
||||
real scenes (`world_map`, `city_screen`, menus) with `gl_compatibility`.
|
||||
- [ ] New MCP tools: **`magic_civ_screenshot`** (capture viewport →
|
||||
PNG via `get_viewport().get_texture().get_image().save_png`, same mechanism as
|
||||
`standin_sprite_proof.gd`), **`magic_civ_open_screen(screen)`** (navigate UI),
|
||||
optional `magic_civ_navigate` / `magic_civ_click`.
|
||||
- [ ] Godot-side **MCP-driver autoload** that receives open-screen/screenshot
|
||||
commands (over the existing harness stdio/socket) and returns the image path.
|
||||
- [ ] Works on plum (windowed); document the cloud path (weston/xvfb + GPU node,
|
||||
per the cloud-pivot handoff).
|
||||
- [ ] Proof: from a Claude session, open `city_screen` and capture a screenshot
|
||||
via the MCP tool.
|
||||
|
||||
## Notes
|
||||
|
||||
- Rendered mode needs a display/GPU surface — ties to the CPU/GPU cloud node
|
||||
story (`MAGIC_CIV_CLOUD_HANDOFF.md`). Headless state mode (p2-67) is unchanged.
|
||||
|
|
@ -1,13 +1,13 @@
|
|||
{
|
||||
"generated_at": "2026-06-09T10:08:12Z",
|
||||
"generated_at": "2026-06-19T00:49:07Z",
|
||||
"totals": {
|
||||
"partial": 31,
|
||||
"stub": 8,
|
||||
"missing": 5,
|
||||
"oos": 31,
|
||||
"missing": 7,
|
||||
"done": 244,
|
||||
"stub": 7,
|
||||
"done": 247,
|
||||
"in_progress": 0,
|
||||
"total": 320
|
||||
"total": 322
|
||||
},
|
||||
"objectives": [
|
||||
{
|
||||
|
|
@ -454,10 +454,10 @@
|
|||
"id": "g2-07",
|
||||
"title": "Flora succession — wire the existing flora lifecycle engine into the playable turn",
|
||||
"priority": "p1",
|
||||
"status": "missing",
|
||||
"status": "done",
|
||||
"scope": "game1",
|
||||
"owner": null,
|
||||
"updated_at": "2026-06-06",
|
||||
"updated_at": "2026-06-09",
|
||||
"summary": "Climate-driven flora succession (forests advancing/retreating, riparian\nbelts dying back) is the most visible expression of the living-world\nUSP. **The engine already exists and is tested** — the work is\nintegration, persistence, determinism, and presentation, NOT building a\nconsumer.\n\n- Flora succession engine: `mc-flora/src/engine.rs:352 tick_tiers`\n (tier transitions, T9 event gating) + `mc-flora/src/dynamics.rs:26\n tick_populations`.\n- Tier-advancement is **already wired** into the ecology step:\n `EcologySim::process_step` runs `run_tier_advancement` +\n `run_seed_dispersal` each tick (`mc-ecology/src/engine.rs:276`), and\n `WorldSim::step` already calls `process_step`\n (`mc-worldsim/src/lib.rs:161`).\n\nSpecies data is fully authored: 149/149 flora carry\n`lifecycle.transforms[]` (e.g. `european_beech.json::lifecycle.transforms[0]`\n— `climate_field: temperature`, `climate_op: >=`, `climate_value: 0.62`,\n`climate_sustained_turns: 200`). What is missing is that this engine runs\nonly at worldgen / in benches today — it does not advance in the\n**playable** game turn (that goes through bare `TurnProcessor::step`).\n\nThis objective lands once `mc-worldsim` (`p2-80`) drives the step in the\nplayable game: confirm flora succession ticks per played turn, persists,\nis deterministic, and is rendered."
|
||||
},
|
||||
{
|
||||
|
|
@ -1304,10 +1304,10 @@
|
|||
"id": "p2-22",
|
||||
"title": "Sprite generation pipeline — runnable end-to-end",
|
||||
"priority": "p1",
|
||||
"status": "partial",
|
||||
"status": "done",
|
||||
"scope": "game1",
|
||||
"owner": "asset-sprite",
|
||||
"updated_at": "2026-06-03",
|
||||
"updated_at": "2026-06-10",
|
||||
"summary": "Gate-one objective for every other `asset-sprite` child (`p2-23` … `p2-27`). Before any sprite can legitimately land in `public/games/age-of-dwarves/assets/sprites/`, the `tools/sprite-generation/` pipeline has to run cleanly end-to-end: scan game data → generate variants via the configured model → auto-rank via Sonnet vision → surface in the Theater GUI for human approval → chroma-key + resize + install with LICENSES.md row written.\n\nSlate is clean (user deleted 7 pre-existing sprites on 2026-04-17 for quality-bar failure; the prompt library and ranker had drifted). This objective closes out the \"pipeline works\" half of the split; actual sprite shipping lives in the downstream children."
|
||||
},
|
||||
{
|
||||
|
|
@ -2584,7 +2584,7 @@
|
|||
"id": "p2-74-ui-dehardcode-to-tokens",
|
||||
"title": "\"De-hardcode the Godot UI — route 45 scene scripts off raw Color() onto theme/tokens\"",
|
||||
"priority": "p2",
|
||||
"status": "stub",
|
||||
"status": "partial",
|
||||
"scope": "game1",
|
||||
"owner": "wireguard",
|
||||
"updated_at": "2026-06-06",
|
||||
|
|
@ -2604,10 +2604,10 @@
|
|||
"id": "p2-76",
|
||||
"title": "Bunker improvement — deposit-destroying fortified subterranean chamber",
|
||||
"priority": "p2",
|
||||
"status": "missing",
|
||||
"status": "done",
|
||||
"scope": "game1",
|
||||
"owner": null,
|
||||
"updated_at": "2026-06-06",
|
||||
"updated_at": "2026-06-10",
|
||||
"summary": "The **bunker** is a Dwarf improvement on hills / mountains, gated behind\nthe era-7 tech `pneumatic_construction`. A shaped demolition charge is\nimplanted deep in the rock and detonated; the blast-heat fuses the\nshattered interior into a glass-hard armored chamber dug into the heart\nof the hill — near-impervious, concealed from the surface, held from\nwithin. The detonation collapses any ore body or seam beneath the tile,\nand the venting blast-slag salts the surface above, leaving it dead for\na span that scales with how rich the ruined deposit was.\n\nData is already authored at `public/resources/improvements/bunker.json`\n(registered in `public/games/age-of-dwarves/data/improvements/manifest.json`\nline 25). Effects: `defense_bonus: 100`, `concealed_from_surface: true`,\n`severable: false`, `hp: 75`, `destroys_deposit: true`, plus\n`surface_contamination` (`duration_basis: destroyed_deposit_tier`,\n`turns_per_tier: 10`, `min_turns: 10`,\n`tile_effect: yields_zeroed_and_unworkable`).\n\nThe bunker is the **first consumer** of the improvement-effects\nsubsystem (`p2-75`), and the first improvement to *destroy* tile\ncontents and *contaminate* a tile."
|
||||
},
|
||||
{
|
||||
|
|
@ -2680,6 +2680,26 @@
|
|||
"updated_at": "2026-06-09",
|
||||
"summary": "**A development-time profiling layer that attributes compute cost (CPU / RAM / GPU) to the feature that incurred it, over game-time, tagged by what triggered it — so optimization effort is data-driven, not guessed. It MUST compile/gate out to zero overhead in the shipped game.**"
|
||||
},
|
||||
{
|
||||
"id": "p2-85",
|
||||
"title": "\"POI sprites + hover tooltips — lairs (and resources) legible on the map\"",
|
||||
"priority": "p2",
|
||||
"status": "stub",
|
||||
"scope": "game1",
|
||||
"owner": "asset-sprite",
|
||||
"updated_at": "2026-06-18",
|
||||
"summary": ""
|
||||
},
|
||||
{
|
||||
"id": "p2-86",
|
||||
"title": "\"Claude-player MCP — rendered driver mode (drive UI + capture screenshots)\"",
|
||||
"priority": "p2",
|
||||
"status": "stub",
|
||||
"scope": "game1",
|
||||
"owner": "simulator-infra",
|
||||
"updated_at": "2026-06-18",
|
||||
"summary": ""
|
||||
},
|
||||
{
|
||||
"id": "g2-01",
|
||||
"title": "Ley lines — Game 2 (Age of Kzzykt)",
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue