docs(races): 📝 Remove outdated homeworlds documentation from HOMEWORLDS.md

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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# 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.
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.
---
## Demo Races (Age of Dwarves / Age of Four)
### 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.
---
## v3 Races
### 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
### 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
### 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`.