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+ + +The 4X where every opponent thinks differently.
+Fight learned neural nets. Fight scripted clan personalities. Mix and match them in any slot.
+ Wishlist on Steam +Coming soon to Steam, App Store, and Google Play.
+Choose how your enemies think.
+ +Evolves as you play
+Know thy enemy
+Each with their own strategic personality.
+ +The fortress-builder. Grows tall, walls up, survives anything.
+The warmonger. Always has a grudge, always has an army.
+The merchant. Buys friends, sells widgets, counts gold.
+The isolationist. Goes tall, ignores neighbors, perfects craft.
+The scholar. Leads in tech, spreads knowledge, plays balanced.
+The tech rusher. First to everything, spreads thin, chases breakthroughs.
+New clans and learned models come to Steam Workshop.
+ +Six dwarven clans. One hexagonal world. Infinite turns of war and pride.
+ Wishlist on Steam +From tectonic upheaval to emergent ecology, the mountain world of Age of Dwarves breathes with geological depth. Each layer builds the next.
+ +Collision and rifting shape continents. Mountain ranges rise where plates collide; deep valleys form where they tear apart. The result: distinct geographic identity before a single unit spawns.
+ +Water flows downhill in six directions across each hex, carving valleys and pooling in lakes. Rivers shape settlement patterns and provide fresh water corridors—critical to survival.
+ +Latitude, continentality, and rain-shadow effects create climate bands. Warm lowlands meet frozen peaks. Droughts and storms emerge from seasonal cycles, affecting growth and migration.
+ +Climate + terrain combine into distinct biomes: tundra, taiga, temperate forest, grassland, desert, swamp. Each supports different resources and fauna—shaping strategy from turn one.
+ +Trees, shrubs, and grasses emerge from biome conditions. Six tiers of flora—from humble grass to ancient groves—provide resources, cover, and habitat for fauna to follow.
+ +Animals emerge from flora. Herbivores graze meadows; predators stalk forests; scavengers pick clean the dead. A living food chain that shifts with seasons—creating challenges and opportunities.
+ +Each clan embodies a dwarven archetype—fortress, merchant, warrior, isolationist, scholar, and technologist. Their grudges become your war.
+ +Master engineers of stone and mortar. Ironhold excels at defensive fortifications and siege warfare. Their settlements become impregnable bastions—but expansion comes slowly.
+Traders of ore, grain, and influence. Goldvein thrives on commerce and diplomatic routes. Their wealth buys allies—and armies. Grudges settled not with swords, but with markets.
+Aggressive, relentless, merciless. Blackhammer wages eternal war. Their warriors train harder, fight fiercer, and hold grudges longest. Territory is taken, not bargained for.
+Seekers of the deep. Deepforge builds tall, not wide—tunneling ever downward to forgotten riches. They fear the surface world and defend their realm from all outsiders.
+Keepers of knowledge and craft. Runesmith advances technology faster than rivals, discovering powerful techniques and weapons. Wisdom is their greatest treasure.
+Innovators and dreamers. Skyforge pushes dwarven engineering to its limits—ever building, ever experimenting. Their ambition may outpace their stone-bound world.
+Age of Dwarves is Episode 1. Two more civilizations rise. The world transforms.
+ +Coming Soon
+Stone, iron, and grudges. Six clans war across a living hex-grid world. No magic—only mountain wisdom and steel.
+Episode 2
+Insectoid hive-minds emerge from the deep. Queens command colonies with instinctive intelligence. A race that thinks as one—and conquers like a swarm.
+Episode 3
+Four elemental races of elves discover the stars. Water, forest, high, and dark—each with unique magic and dominion. Space folds before their ambition.
+