From c28ac65ff79c7e1163651ffa25bf57c5e33d49f7 Mon Sep 17 00:00:00 2001 From: autocommit Date: Sun, 17 May 2026 18:23:56 -0700 Subject: [PATCH] =?UTF-8?q?docs(drafts):=20=F0=9F=93=9D=20Update=20index.h?= =?UTF-8?q?tml=20content=20for=20site-a=20and=20site-b=20drafts=20to=20cor?= =?UTF-8?q?rect=20inaccuracies=20and=20improve=20clarity?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- drafts/site-a/index.html | 268 +++++++++++++++++++++++++++++++++++++++ drafts/site-b/index.html | 241 +++++++++++++++++++++++++++++++++++ 2 files changed, 509 insertions(+) create mode 100644 drafts/site-a/index.html create mode 100644 drafts/site-b/index.html diff --git a/drafts/site-a/index.html b/drafts/site-a/index.html new file mode 100644 index 00000000..2e8c150c --- /dev/null +++ b/drafts/site-a/index.html @@ -0,0 +1,268 @@ + + + + + + Age of Dwarves — Magic Civilization Episode 1 + + + + +
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Age of Dwarves

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The 4X where every opponent thinks differently.

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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.

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Two Minds, One Engine

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Choose how your enemies think.

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Learned

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  • Self-taught through self-play
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  • Adaptive and hard to read
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  • Finds novel strategies
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Evolves as you play

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Slot 1
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Neural net trained on 50k games vs MCTS
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Slot 2
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Blackhammer: warmonger with personality
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Slots 3–4
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Goldvein & Ironhold: traders and fortress-builders
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Scripted

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  • Hand-tuned MCTS heuristics
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  • 6 named clans with personalities
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  • Predictable enough to learn
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Know thy enemy

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Six Dwarven Clans

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Each with their own strategic personality.

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Ironhold

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Production: ████████ 90%
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Defense: ██████████ 95%
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Expansion: ██ 20%
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The fortress-builder. Grows tall, walls up, survives anything.

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Blackhammer

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Aggression: ██████████ 100%
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Military: ██████████ 95%
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Diplomacy: ██ 15%
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The warmonger. Always has a grudge, always has an army.

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Goldvein

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Trade: ██████████ 100%
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Diplomacy: ████████ 85%
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Military: ████ 35%
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The merchant. Buys friends, sells widgets, counts gold.

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Deepforge

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Self-Sufficiency: ██████████ 100%
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Technology: ████████ 80%
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Expansion: ██ 20%
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The isolationist. Goes tall, ignores neighbors, perfects craft.

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Runesmith

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Science: ██████████ 100%
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Balance: ████████ 85%
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Expansion: ████ 50%
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The scholar. Leads in tech, spreads knowledge, plays balanced.

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Skyforge

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Technology Speed: ██████████ 100%
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Innovation: ████████ 90%
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Production: ██ 25%
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The tech rusher. First to everything, spreads thin, chases breakthroughs.

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Mod the AI

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New clans and learned models come to Steam Workshop.

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Create your own scripted clan via JSON. Train a new neural net against the six. Upload to Workshop. The community votes with subscriptions.

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Post-launch feature. Age of Dwarves ships with six scripted clans and a trained neural net baseline.

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+ + + + diff --git a/drafts/site-b/index.html b/drafts/site-b/index.html new file mode 100644 index 00000000..3c0c22b1 --- /dev/null +++ b/drafts/site-b/index.html @@ -0,0 +1,241 @@ + + + + + + Magic Civilization: Age of Dwarves + + + + + + + +
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An age of stone, iron, and grudges.

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Six dwarven clans. One hexagonal world. Infinite turns of war and pride.

+ Wishlist on Steam +
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A world that lives before you arrive.

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From tectonic upheaval to emergent ecology, the mountain world of Age of Dwarves breathes with geological depth. Each layer builds the next.

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1
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Tectonic Plates

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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.

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2
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Rivers & Hydrology

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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.

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3
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Climate & Weather

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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.

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4
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Biomes

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Climate + terrain combine into distinct biomes: tundra, taiga, temperate forest, grassland, desert, swamp. Each supports different resources and fauna—shaping strategy from turn one.

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Flora

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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.

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6
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Fauna & Ecology

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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.

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Six clans. Six destinies.

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Each clan embodies a dwarven archetype—fortress, merchant, warrior, isolationist, scholar, and technologist. Their grudges become your war.

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Ironhold

+ The Fortress +
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Master engineers of stone and mortar. Ironhold excels at defensive fortifications and siege warfare. Their settlements become impregnable bastions—but expansion comes slowly.

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Goldvein

+ The Merchant +
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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.

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Blackhammer

+ The Warmonger +
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Aggressive, relentless, merciless. Blackhammer wages eternal war. Their warriors train harder, fight fiercer, and hold grudges longest. Territory is taken, not bargained for.

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Deepforge

+ The Isolationist +
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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.

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Runesmith

+ The Scholar +
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Keepers of knowledge and craft. Runesmith advances technology faster than rivals, discovering powerful techniques and weapons. Wisdom is their greatest treasure.

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Skyforge

+ The Technologist +
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Innovators and dreamers. Skyforge pushes dwarven engineering to its limits—ever building, ever experimenting. Their ambition may outpace their stone-bound world.

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Three ages. One world. Infinite stories.

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Age of Dwarves is Episode 1. Two more civilizations rise. The world transforms.

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Age of Dwarves

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Coming Soon

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Stone, iron, and grudges. Six clans war across a living hex-grid world. No magic—only mountain wisdom and steel.

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Age of Kzzykt

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Episode 2

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Insectoid hive-minds emerge from the deep. Queens command colonies with instinctive intelligence. A race that thinks as one—and conquers like a swarm.

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Age of Elves

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Episode 3

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Four elemental races of elves discover the stars. Water, forest, high, and dark—each with unique magic and dominion. Space folds before their ambition.

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