diff --git a/.project/FEATURE_GAP.md b/.project/FEATURE_GAP.md index 7007fe1b..3516522e 100644 --- a/.project/FEATURE_GAP.md +++ b/.project/FEATURE_GAP.md @@ -4,7 +4,7 @@ ## Early Access Pivot: Age of Dwarves -**2026-03-25** — Early access pivoted from "Age of Four" (4 races + full magic) to **"Age of Dwarves"** (Dwarf only, no magic, mundane path). +**2026-03-25** — Early access pivoted from "Age of Dwarves" (4 races + full magic) to **"Age of Dwarves"** (Dwarf only, no magic, mundane path). This builds the same game all the way through — map gen, climate, ecology, events, units, cities, tech, combat, AI, polish — but without the magic layer. Roughly half the total work for a complete 4X experience. @@ -31,7 +31,7 @@ This builds the same game all the way through — map gen, climate, ecology, eve The roadmap has two tracks: - **2a: Age of Dwarves** — M0 → M1 → M2 → M3 → P5 → P6 → P7 → P8 → P10 → P11 (10 milestones, mundane Dwarf 4X) -- **2b: Age of Four** — M4 + P9 + race expansion + magic tech branches (adds magic layer on top of 2a) +- **2b: Age of Dwarves** — M4 + P9 + race expansion + magic tech branches (adds magic layer on top of 2a) Track 2a is the EA release. Track 2b extends it into the full game. @@ -43,11 +43,11 @@ Track 2a is the EA release. Track 2b extends it into the full game. Split old monolithic forest into `forest`, `jungle`, `boreal_forest`. Added `plains`. Redefined `enchanted_forest` as magical-only (spawns from ley nexus events, not map gen). -New terrain fields on all types: `culture`, `infiltration`. *(Mana/ley fields deferred to Age of Four expansion.)* +New terrain fields on all types: `culture`, `infiltration`. *(Mana/ley fields deferred to Age of Dwarves expansion.)* **Infiltration** in hydrology: `_accumulate_flow()` multiplies by `(1.0 - infiltration)` before passing downstream. Forests absorb water; deserts don't. -Status: **done in data** — all 20 terrain types defined in `games/age-of-four/data/terrain/` with new fields populated. +Status: **done in data** — all 20 terrain types defined in `games/age-of-dwarves/data/terrain/` with new fields populated. --- @@ -84,17 +84,17 @@ Sliding scale -100 (Malevolent) to +100 (Benevolent). Deep commitment (±70) unl | Tradition | Tall | Divine Right | | Militarism | War | Warlord | | Scholarship | Research | Enlightenment | -| Arcana | Magic | Transcendence *(deferred — Age of Four)* | +| Arcana | Magic | Transcendence *(deferred — Age of Dwarves)* | --- ## Combat Matchup Triangle -Core triangle: Swarm (Death) beats Control (Life/Aether), Control beats Elite (Chaos/Nature), Elite beats Swarm. Mundane strongest in pure combat but lacks ley economy. *(Magic matchups deferred — Age of Four.)* +Core triangle: Swarm (Death) beats Control (Life/Aether), Control beats Elite (Chaos/Nature), Elite beats Swarm. Mundane strongest in pure combat but lacks ley economy. *(Magic matchups deferred — Age of Dwarves.)* --- -## Deferred — Age of Four Expansion +## Deferred — Age of Dwarves Expansion The following systems are fully designed but deferred to the post-EA expansion: diff --git a/.project/ROADMAP.md b/.project/ROADMAP.md index f15e5eff..6d76462e 100644 --- a/.project/ROADMAP.md +++ b/.project/ROADMAP.md @@ -4,7 +4,7 @@ ## Early Access Scope ("Age of Dwarves") -Single playable race (Dwarf), no magic, mundane tech paths only. Same complete 4X game built end-to-end — roughly half the work of Age of Four. +Single playable race (Dwarf), no magic, mundane tech paths only. Same complete 4X game built end-to-end — roughly half the work of Age of Dwarves. ### Track 2a: Age of Dwarves (EA release) @@ -22,7 +22,7 @@ Single playable race (Dwarf), no magic, mundane tech paths only. Same complete 4 | AI | Basic — 1-3 Dwarf opponents | | Save/Load | Basic — single slot + auto-save | -### Track 2b: Age of Four (expansion) +### Track 2b: Age of Dwarves (expansion) Adds on top of 2a: 3 additional races (High Elf, Human, Orc), M4 (ley lines, mana, corruption), Phase 9 (spells, Archons, summoning, Ascension), magic school tech branches, fusion techs, 2-school lock, Arcane Ascension victory. @@ -75,7 +75,7 @@ Adds on top of 2a: 3 additional races (High Elf, Human, Orc), M4 (ley lines, man - [ ] Fauna dynamics: Lotka-Volterra, migration, carrying capacity (grass→deer→wolf, phytoplankton→fish→whale) - [ ] Marine harvest port, NPC buildings (lairs/villages), ecosystem health metric - [ ] Sprite-gen extended for species + substrate + biome categories -- [ ] Game pack: age-of-four → age-of-dwarves +- [ ] Game pack: age-of-dwarves → age-of-dwarves **Done when:** Wolf population tracks deer. Fish breed in lakes. Biomes shift with climate. SQLite stores populations. 6 species end-to-end. @@ -230,7 +230,7 @@ Adds on top of 2a: 3 additional races (High Elf, Human, Orc), M4 (ley lines, man | 10 | AI & Difficulty | Play a full game vs Dwarf AI | | 11 | Polish | Art, sound, save/load, victory, economy | -### Track 2b: Age of Four (expansion, deferred) +### Track 2b: Age of Dwarves (expansion, deferred) | Phase | Name | Core Deliverable | |-------|------|-----------------|