diff --git a/src/resources/races/HOMEWORLDS.md b/src/resources/races/HOMEWORLDS.md deleted file mode 100644 index 0db8481d..00000000 --- a/src/resources/races/HOMEWORLDS.md +++ /dev/null @@ -1,274 +0,0 @@ -# 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`.