feat(age-16): Add new campaign and gameplay mechanics for Age of 16

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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# Age of Sixteen — Race Homeworlds
> Data lives in `resources/worlds/{homeworld_id}.json` and `resources/races/{race_id}.json`. This doc covers design intent. For the system overview, see Age of Four's HOMEWORLDS.md — the mechanics are identical, this doc adds the 12 additional races.
---
## The Four Founding Races
See `games/age-of-4/docs/races/HOMEWORLDS.md` for High Elves, Humans, Dwarves, and Orcs.
---
## v3 Races (+4)
### Dark Elves — Umbraneth (`venus`)
> *Umbraneth was once the sunlit twin of Silvandel — then the atmosphere thickened and the light died. The dark elves descended, adapted, thrived in absolute pressure and permanent night.*
- **Planet:** Venus-type — no sunlight reaches the surface, crushing pressure, volcanic heat
- **Dominant biomes:** `subterranean`, `crystal_cavern`, `volcano`
- **Climate:** Hot, high-pressure, lightless
- **Start bias:** Underground terrain, volcanic lowlands (weight 3)
- **Planetary bonus (venus maps):** Magic +1, stealth +15 — umbral resonance at high pressure
- **Terrain affinity (global):** `subterranean` → production +2, magic +1 · `volcano` → growth +1
Dark Elves share a world archetype with High Elves (venus) but occupy the underworld rather than the sky. Their bonuses favor concealment and underground expansion over arcane range.
---
### Fae — Sylvara (`venus`)
> *Sylvara never went greenhouse. It stayed in that eternal golden hour — dense, warm, impossibly alive. The fae are its native intelligence, its magic made conscious.*
- **Planet:** Venus-type (pre-catastrophe variant) — dense atmosphere but lush, not lethal; mana density beyond any earth-type world
- **Dominant biomes:** `enchanted_forest`, `tropical_rainforest`, `coral_reef`
- **Climate:** Warm, wet, high mana saturation
- **Start bias:** Enchanted terrain, coastal forests (weight 4 — strongest affinity of any race)
- **Planetary bonus (venus maps):** Magic +3, magic_range +3, culture +2 — home resonance at maximum
- **Terrain affinity (global):** `enchanted_forest` → magic +3, culture +2 · `tropical_rainforest` → food +2
Fae are the most environment-dependent race. On venus-type maps they are extraordinary; elsewhere they fall back on terrain affinity alone.
---
### Gnomes — Tinkerholm (`earth`)
> *Tinkerholm is a pleasant, resource-rich world of rolling hills and shallow mineral veins — the perfect engineering workshop, if you're small enough to see the details.*
- **Planet:** Earth-type — mild climate, excellent substrate diversity, abundant surface minerals
- **Dominant biomes:** `temperate_grassland`, `hills`, `alpine_meadow`
- **Climate:** Mild, moderate moisture
- **Start bias:** Hills, grassland (weight 2)
- **Planetary bonus (earth maps):** Production +1, tech_research +5% — gnomish ingenuity at home
- **Terrain affinity (global):** `hills` → production +2, tech_research +3% · `temperate_grassland` → food +1
---
### Halflings — Green Vale (`earth`)
> *Green Vale is what every world aspires to be — gentle, abundant, forgiving. The halflings neither conquered it nor needed to.*
- **Planet:** Earth-type — optimal ecology, high food yield, stable climate
- **Dominant biomes:** `temperate_grassland`, `woodlands`, `river`
- **Climate:** Warm-temperate, high moisture
- **Start bias:** Rivers, woodlands (weight 3)
- **Planetary bonus (earth maps):** Food +2, happiness +5 — abundance translates directly to contentment
- **Terrain affinity (global):** `temperate_grassland` → food +2 · `woodlands` → culture +1, happiness +2
---
## v5 Races (+4)
### Draconians — Drakmoor (`venus`)
> *Drakmoor's tessera highlands are the bones of a dead age. The draconians are what survived the volcanism — not despite the heat, but through it.*
- **Planet:** Venus-type — active volcanism, highland tessera terrain, scorched lowlands
- **Dominant biomes:** `volcano`, `alpine_tundra`, `lava_fields`
- **Climate:** Extreme heat, volcanic aerosols
- **Start bias:** Volcanic highlands (weight 3)
- **Planetary bonus (venus maps):** Combat_strength +10, fire_resistance — battle-hardened in extreme heat
- **Terrain affinity (global):** `volcano` → production +2, combat +5 · `lava_fields` → growth +1
---
### Undead — Mortis (`earth`)
> *Mortis was an earth-type world. Then it wasn't. The necromantic event that produced the undead also transformed the ecology — from life to its substrate.*
- **Planet:** Earth-type (corrupted) — standard physics but ecology replaced by necrotic terrain
- **Dominant biomes:** `temperate_forest` (corrupted), `rocky`, `bog`
- **Climate:** Cold, necrotic atmosphere (dead ecology, not destroyed physics)
- **Start bias:** Forest edges, wetlands (weight 2)
- **Planetary bonus (earth maps):** Undead_unit_upkeep -20%, corruption_spread +1 — death resonates on living worlds
- **Terrain affinity (global):** `bog` → production +1, undead_growth +2 · `rocky` → defense +10
---
### Beastmen — Primordial (`earth`)
> *Primordial is an earth-type world that never developed a sapient civilization. It is pure ecology — no cities, no roads, just 300 million years of uninterrupted natural selection.*
- **Planet:** Earth-type (pre-sapient) — maximum ecological density, no terrain improvement, raw biomes
- **Dominant biomes:** `boreal_forest`, `savanna`, `temperate_forest`
- **Climate:** Warm, highly variable
- **Start bias:** Forest and savanna (weight 3)
- **Planetary bonus (earth maps):** Wild_creature_affinity +20%, movement +1 in forests — apex predator instincts
- **Terrain affinity (global):** `boreal_forest` → food +2, movement_cost_reduction 1 · `savanna` → growth +1
---
### Lizardmen — Sshareth (`earth`)
> *Sshareth is a tropical swamp world — hot, wet, fecund, and hostile to every race that didn't evolve there.*
- **Planet:** Earth-type — tropical ecology, extreme humidity, dense mangrove coastlines
- **Dominant biomes:** `tropical_rainforest`, `mangrove`, `shallow_ocean`
- **Climate:** Hot, very wet, high humidity
- **Start bias:** Tropical coast, swamp (weight 3)
- **Planetary bonus (earth maps):** Food +2, naval_movement +1 — at home in wet terrain
- **Terrain affinity (global):** `tropical_rainforest` → food +2, growth +1 · `mangrove` → food +1, defense +10
---
## v7 Races (+4)
### Klackons — The Hive (`mars`)
> *The Hive is a mars-type world of regolith plains and subsurface colony tunnels. The klackons built civilization underground first. The surface was always just the lid.*
- **Planet:** Mars-type — low gravity (0.38g), thin CO₂ atmosphere, global dust storms, no surface water
- **Dominant biomes:** `arid_world`, `rocky`, `subterranean`
- **Climate:** Cold, extremely arid, dust-storm season
- **Start bias:** Open flat terrain, elevated plains (weight 3)
- **Planetary bonus (mars maps):** Movement +1, range +1 — low-gravity adaptation from 10,000 generations of 0.38g
- **Terrain affinity (global):** `rocky` → production +2 · `arid_world` → expansion_cost -15
Klackons on a mars-type map are the most efficient military unit movers in the game. On earth or venus maps, they lose the planetary bonus but retain terrain affinity in dry terrain.
---
### Trolls — Thornmoor (`earth`)
> *Thornmoor's ancient wetlands are the oldest continuous ecosystem in any known world — 800 million years of unbroken succession. The trolls are as old as the land itself.*
- **Planet:** Earth-type — ancient, stable, high-moisture ecology
- **Dominant biomes:** `bog`, `boreal_forest`, `temperate_wetland`
- **Climate:** Cool, very high moisture, perpetually overcast
- **Start bias:** Wetlands, forests (weight 2)
- **Planetary bonus (earth maps):** Healing_rate +50%, fortification_rate +15 — regenerative ecology
- **Terrain affinity (global):** `bog` → defense +15, healing +30% · `boreal_forest` → production +1
---
### Gnolls — Pack Grounds (`mars`)
> *The Pack Grounds are open arid plains swept by dust. The gnolls hunt in coordinated packs across them — low gravity makes pursuit relentless.*
- **Planet:** Mars-type — low gravity, dust-swept plains, sparse ecology
- **Dominant biomes:** `arid_world`, `savanna` (arid variant), `rocky`
- **Climate:** Arid, cold at night, violent dust season
- **Start bias:** Open arid terrain (weight 3)
- **Planetary bonus (mars maps):** Movement +1, flanking_bonus +10 — pack coordination in low-grav open terrain
- **Terrain affinity (global):** `arid_world` → movement_cost_reduction 1 · `savanna` → growth +1
---
### Giants — Titan Peaks (`earth`)
> *Titan Peaks is a world of extreme altitude — its lowlands are other worlds' mountaintops. Giants did not conquer the peaks. They simply walked there.*
- **Planet:** Earth-type — extreme highland ecology, thin upper-atmosphere air, massive geological features
- **Dominant biomes:** `mountains`, `alpine_tundra`, `alpine_meadow`
- **Climate:** Cold, thin air, high wind
- **Start bias:** Mountains, highlands (weight 4)
- **Planetary bonus (earth maps):** Combat_strength +15 on elevation, ranged_range +1 — high ground is native territory
- **Terrain affinity (global):** `mountains` → combat +15, defense +20 · `alpine_tundra` → food +1
Giants and Dwarves both prefer mountains but use them differently — Dwarves fortify and produce, Giants project combat power from elevation.
---
## Debated Assignments
| Race | Current archetype | Note |
|------|-------------------|------|
| Orcs | `earth` (volcanic) | May warrant a 4th archetype (volcanic world) if orcs + draconians diverge in planetary bonuses |
| Undead | `earth` (corrupted) | May warrant corruption as a distinct world modifier rather than archetype |
These are flagged in `resources/worlds/gorgrund.json` and `resources/worlds/mortis.json`.

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games/age-of-16/game.json Normal file
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{
"id": "age-of-16",
"name": "Age of Sixteen",
"version": "1.0.0",
"engine_version": ">=1.0.0",
"description": "All sixteen races with full 4X gameplay, all 5 magic schools, 10 fusion techs, and complete content.",
"author": "Core Team",
"discipline_count": 5,
"foundation_count": 6,
"era_count": 10,
"transit_layers": 2,
"playable_races": [
"high_elves", "humans", "dwarves", "orcs",
"dark_elves", "fae", "gnomes", "halflings",
"draconians", "undead", "beastmen", "lizardmen",
"klackons", "trolls", "gnolls", "giants"
],
"settings": {
"gender_system": true,
"society_presets": ["matriarchal", "patriarchal", "random"]
}
}