From daa774371278d5b65024f90d138d7e55a88cd997 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):=20=E2=9C=A8=20Introduce=20new=20game?= =?UTF-8?q?=20mechanics=20and=20content=20for=20the=20"Age=20of=204"=20sim?= =?UTF-8?q?ulation?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- games/age-of-4/docs/races/HOMEWORLDS.md | 97 +++++++++++++++++++++++++ games/age-of-4/game.json | 17 +++++ 2 files changed, 114 insertions(+) create mode 100644 games/age-of-4/docs/races/HOMEWORLDS.md create mode 100644 games/age-of-4/game.json diff --git a/games/age-of-4/docs/races/HOMEWORLDS.md b/games/age-of-4/docs/races/HOMEWORLDS.md new file mode 100644 index 00000000..00450bca --- /dev/null +++ b/games/age-of-4/docs/races/HOMEWORLDS.md @@ -0,0 +1,97 @@ +# Age of Four — Race Homeworlds + +> Data lives in `resources/worlds/{homeworld_id}.json` and `resources/races/{race_id}.json`. This doc covers design intent only. + +--- + +## Homeworld System + +Every race evolved on a specific planet. Their homeworld determines: + +1. **Start bias** — where on the map they prefer to settle (weighted terrain placement) +2. **Terrain affinity** — per-tile yield/defense/movement bonuses on their preferred terrain, applied globally regardless of map type (defined on the race, not the homeworld) +3. **Planetary bonuses** — whole-race stat bonuses that activate **only when the active map's world archetype matches their homeworld archetype** (defined on the homeworld) + +### Planet Archetypes + +Three archetypes are defined in `engine/src/worlds/`: + +| Archetype | Gravity | Physics | Fantasy interpretation | +|-----------|---------|---------|----------------------| +| `earth` | 1.0g | Full ecology, water cycle, weather | Standard fantasy world | +| `mars` | 0.38g | Thin atmosphere, dust storms, no ecology | Harsh, arid, low-pressure survival world | +| `venus` | 0.91g | Dense atmosphere, volcanism, acid clouds | High-pressure, magically saturated world | + +**Gravity is mechanical.** Races evolved for low gravity (mars) move faster and have longer ranged attack on mars-type maps. Dense-atmosphere races (venus) gain magic range and power on venus-type maps. + +--- + +## The Four Races + +### High Elves — Silvandel (`venus`) + +> *Before the runaway greenhouse took hold, Silvandel was a world of impossible beauty — dense with mana, draped in luminous cloud forests, every breath charged with arcane potential.* + +- **Planet:** Venus-type — dense, pressurized, high mana density +- **Dominant biomes:** `enchanted_forest`, `alpine_meadow`, `coral_reef` +- **Climate:** Warm, wet, high-pressure +- **Start bias:** Forests, coastal highlands (weight 3) +- **Planetary bonus (venus maps):** Magic +2, magic_range +2 — dense atmosphere resonates with elvish spellcraft +- **Terrain affinity (global):** `temperate_forest` → culture +2, magic +1 · `enchanted_forest` → magic +3 + +High Elves breathe dense magical atmosphere natively. On venus-type maps they are at their most powerful — spells carry further and resonate harder. On earth-type maps they rely on terrain affinity in forests alone. + +--- + +### Humans — Valorheim (`earth`) + +> *Valorheim was a balanced world — no extreme, no single advantage. It forged a people who could adapt to anything.* + +- **Planet:** Earth-type — standard gravity, full ecology, mixed biomes +- **Dominant biomes:** `temperate_grassland`, `temperate_forest`, `plains` +- **Climate:** Temperate, balanced moisture +- **Start bias:** Temperate mixed terrain (weight 2, low preference — humans adapt anywhere) +- **Planetary bonus (earth maps):** Production +1, food +1 — mild across-the-board competence +- **Terrain affinity (global):** `temperate_grassland` → food +1 · `plains` → production +1 + +Humans are the blank-canvas race. Their planetary bonus is intentionally modest — they're supposed to be adaptable, not dominant in any one context. + +--- + +### Dwarves — Khazad Prime (`earth`) + +> *Khazad Prime is a cold, mineral-dense world where the mountains are the world — not scenery but home, resource, and fortress combined.* + +- **Planet:** Earth-type — standard gravity, but cold and geologically active +- **Dominant biomes:** `mountains`, `alpine_tundra`, `subterranean` +- **Climate:** Cold, low moisture, high elevation +- **Start bias:** Hills and mountains (weight 3) +- **Planetary bonus (earth maps):** Production +1, fortification_rate +10 — stone-sense and engineering mastery +- **Terrain affinity (global):** `mountains` → production +2, defense +15 · `hills` → production +1, movement_cost_reduction 1 + +Dwarves gain their production and defense advantages on any map that has mountains. On earth-type maps, their planetary bonus stacks, making mountain fortresses nearly impregnable. + +--- + +### Orcs — Gorgrund (`earth`) + +> *Gorgrund is a world in geological adolescence — volcanic, unstable, punishing. The orcs didn't conquer it. They became it.* + +- **Planet:** Earth-type (volcanically active variant) — lava fields, rocky badlands, harsh climate +- **Dominant biomes:** `volcano`, `rocky`, `savanna` +- **Climate:** Hot, arid to semi-arid, seismically active +- **Start bias:** Open terrain, volcanic highlands (weight 3) +- **Planetary bonus (earth maps):** Growth +2, expansion_cost -10 — orcs spread like fire on familiar ground +- **Terrain affinity (global):** `lava_fields` → growth +2 · `rocky` → expansion +1 + +> **Design note:** Gorgrund's world_archetype is `earth` (volcanically active), not `venus` (acid/pressure). The volcanic activity on Gorgrund is geological, not atmospheric. This may be revisited — an argument exists for a fourth archetype (volcanic world) if orcs and draconians need different planetary bonuses. + +--- + +## Bonus Stacking + +Terrain affinity and planetary bonuses stack: +- A Dwarf city on mountains, on an earth-type map: +2 prod (affinity) + 1 prod (planetary) + 15 defense (affinity) + 10% fortification rate (planetary) +- A High Elf city in enchanted_forest, on a venus-type map: +3 magic (affinity) + 2 magic (planetary) + 2 magic_range (planetary) + +This creates genuine incentive to play your race on their homeworld type when the map option exists. diff --git a/games/age-of-4/game.json b/games/age-of-4/game.json new file mode 100644 index 00000000..6829bac6 --- /dev/null +++ b/games/age-of-4/game.json @@ -0,0 +1,17 @@ +{ + "id": "age-of-4", + "name": "Age of Four", + "version": "1.0.0", + "engine_version": ">=1.0.0", + "description": "The four founding races — High Elves, Humans, Dwarves, and Orcs — with full 4X gameplay and all 5 magic schools.", + "author": "Core Team", + "discipline_count": 5, + "foundation_count": 6, + "era_count": 10, + "transit_layers": 0, + "playable_races": ["high_elves", "humans", "dwarves", "orcs"], + "settings": { + "gender_system": true, + "society_presets": ["matriarchal", "patriarchal", "random"] + } +}