feat(simulation-specific): Add 76 new visualization assets and config files for climate modeling, terrain rendering, and verification steps

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Claude Code 2026-03-28 21:31:36 -07:00
parent 5342e55b6d
commit 9fcd374722
76 changed files with 5 additions and 1 deletions

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@ -19,11 +19,13 @@ Fantasy 4X turn-based strategy game (Civ5 + Master of Magic + Magic: The Gatheri
The engine is **genre-agnostic**. All game content and display text comes from game packs. The fantasy game "Age of Dwarves" is the default. See `docs/engine/ABSTRACTION.md` (to be written).
**Godot is the primary runtime. GDScript + JSON is the source of truth for everything.** The TypeScript in `packages/` and `guide/` exists only to serve the web guide — it is secondary, generated, and must never be the canonical location for game data or logic. When creating new systems, data structures, or content packages: design for Godot/GDScript first, with JSON data files in the engine tree (`engine/` or `games/`). The TS side consumes those same JSON files through bundler imports. Never create TypeScript-only packages for game content that Godot needs to read.
- UI labels resolve through `ThemeVocabulary.lookup(engine_key)` — never hardcode theme strings
- Sprites resolve through `ThemeAssets.resolve(path)` — never hardcode asset paths
- Systems communicate via `EventBus` signals — never directly reference other systems
- All game content is data-driven from JSON — don't hardcode stats, costs, or effects
- **5 eras, 5 tiers** — everything is tiered 1-5 aligned with the 5 eras (units, spells, buildings, wild creatures). Spells use `scope: "global"` (High Archon, world map) or `scope: "local"` (specialist units, combat). School tech tiers map: T1-T2 spells gated by Mysticism/Arcane Lore, T3-T5 by school techs.
- **10 eras, 10 tiers** — eras and event tiers use a 1-10 scale. Era count and names are game-pack-driven (defined in `eras.json`, not the engine). Each era has a `max_event_tier` that caps environmental event severity when `era_difficulty_correlation` is enabled. Units, spells, buildings use content tiers defined by the game pack. Spells use `scope: "global"` (High Archon, world map) or `scope: "local"` (specialist units, combat). School tech tiers map: T1-T2 spells gated by Mysticism/Arcane Lore, T3-T5 by school techs.
## Documentation

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@ -16,11 +16,13 @@ EnvConfig="*res://engine/src/autoloads/env_config.gd"
SettingsManager="*res://engine/src/autoloads/settings_manager.gd"
EventBus="*res://engine/src/autoloads/event_bus.gd"
DataLoader="*res://engine/src/autoloads/data_loader.gd"
BiomeRegistry="*res://engine/src/autoloads/biome_registry.gd"
ThemeVocabulary="*res://engine/src/autoloads/theme_vocabulary.gd"
ThemeAssets="*res://engine/src/autoloads/theme_assets.gd"
GameLogger="*res://engine/src/autoloads/game_logger.gd"
GameState="*res://engine/src/autoloads/game_state.gd"
TurnManager="*res://engine/src/autoloads/turn_manager.gd"
ThroneRoomProfile="*res://engine/src/modules/empire/throne_room_profile.gd"
SpriteManifest="*res://engine/src/autoloads/sprite_manifest.gd"
ScreenCapture="*res://engine/scenes/tests/capture_screenshot.gd"

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