From 70a4e350060a2566e51ceb26bb2e88861ef3c4f1 Mon Sep 17 00:00:00 2001 From: Claude Code Date: Tue, 31 Mar 2026 04:46:16 -0700 Subject: [PATCH] =?UTF-8?q?feat(age-16):=20=E2=9C=A8=20Add=20new=20campaig?= =?UTF-8?q?n=20and=20gameplay=20mechanics=20for=20Age=20of=2016?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- games/age-of-16/docs/races/HOMEWORLDS.md | 190 +++++++++++++++++++++++ games/age-of-16/game.json | 22 +++ 2 files changed, 212 insertions(+) create mode 100644 games/age-of-16/docs/races/HOMEWORLDS.md create mode 100644 games/age-of-16/game.json diff --git a/games/age-of-16/docs/races/HOMEWORLDS.md b/games/age-of-16/docs/races/HOMEWORLDS.md new file mode 100644 index 00000000..cc1df206 --- /dev/null +++ b/games/age-of-16/docs/races/HOMEWORLDS.md @@ -0,0 +1,190 @@ +# 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`. diff --git a/games/age-of-16/game.json b/games/age-of-16/game.json new file mode 100644 index 00000000..052deff6 --- /dev/null +++ b/games/age-of-16/game.json @@ -0,0 +1,22 @@ +{ + "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"] + } +}