172 lines
7.7 KiB
Markdown
172 lines
7.7 KiB
Markdown
# Developer Terminology Reference
|
||
|
||
Canonical terms for code, content, and guide authoring. Deviations cause inconsistency across three guide apps, JSON data, GDScript, and Rust.
|
||
|
||
---
|
||
|
||
## World vs Planet
|
||
|
||
| Term | Meaning | Use when |
|
||
|------|---------|----------|
|
||
| **world** | The in-game fictional entity | All game prose, UI labels, routes, variable names |
|
||
| **planet** | Real-world scientific concept | Archetype qualifiers only ("Mars-type world", "Mars-analog") |
|
||
|
||
The three worlds are **based on** real planets — that is the only role "planet" plays in user-facing text.
|
||
|
||
**Route prefix:** `/worlds/` (not `/planets/`)
|
||
**Variable names:** `WORLD_ROUTES` (not `PLANET_ROUTES`)
|
||
**Prose:** "multi-world maps", "dual-world", "cross-world", "world-scoped"
|
||
|
||
### Canonical world names
|
||
|
||
| World | Archetype | Homeworld for | ID |
|
||
|-------|-----------|---------------|----|
|
||
| **Khazad Prime** | Earth-archetype | Dwarves | `khazad_prime` |
|
||
| **The Hive** | Mars-archetype | Kzzkyt | `the_hive` |
|
||
| **Silvandel** | Venus-archetype | Elves | `silvandel` |
|
||
| **Terra** | Earth-archetype | Terrans (Game 4, planned) | `terra` |
|
||
|
||
Use world names as primary. Archetype is scientific context only — acceptable in parentheses or technical descriptions ("a Mars-type world with 0.38g gravity").
|
||
|
||
---
|
||
|
||
## Species vs Race
|
||
|
||
| Term | Meaning | Examples |
|
||
|------|---------|---------|
|
||
| **species** | Biological lineage | Elf, Dwarf, Kzzkyt, Terran, Orc |
|
||
| **race** | Playable subdivision within a species | High Elf, Dark Elf, Forest Elf, Water Elf |
|
||
|
||
Most species have one race. Elf is the exception: four races (High, Dark, Forest, Water).
|
||
Dwarf has one race. Kzzkyt has one race. Terran has one race.
|
||
|
||
Code IDs use the race, not the species: `high_elf`, `dwarf`, `kzzkyt`.
|
||
|
||
---
|
||
|
||
## Episode vs Game
|
||
|
||
Both terms exist but have different emphasis:
|
||
|
||
| Term | Use |
|
||
|------|-----|
|
||
| **Game N** | Engineering and design docs (Game 1, Game 2, Game 3) |
|
||
| **Episode N** | Marketing, guide UI, player-facing copy |
|
||
| **Age of X** | The release name (Age of Dwarves, Age of Kzzkyt, Age of Elves) |
|
||
|
||
These are interchangeable but prefer "Episode N" in guide prose and "Game N" in design/code docs.
|
||
|
||
---
|
||
|
||
## Kzzkyt Terminology
|
||
|
||
| Term | Meaning | Not |
|
||
|------|---------|-----|
|
||
| **Queen** | Pioneer + Regent-Archon combined unit. Mobile until it converts. Builds the hive with herself at the center. | "settler", "founder" |
|
||
| **Hive** | Kzzkyt city equivalent. Immobile once established. | "city", "base" |
|
||
| **Drone** | Basic Kzzkyt worker/combat unit | "soldier", "worker" |
|
||
| **Deep Hive** | Underground infrastructure tiers (production, ancestral chambers) | "underground city" |
|
||
| **Broodmother** | Orbital bombardment platform. Sterile — no queens, upgradeable drone deployment. | "Hive Mother", "space station" |
|
||
| **Launch-beasts** | Giant insectoid creatures that hurl queens and Broodmothers into space. Biological, not mechanical. | "rockets", "ships", "resonance launch" |
|
||
| **Resonance** | Kzzkyt biological field interaction with ley anchors. A geological property they cultivate, not a power they project. | "instinct magic", "pheromone magic" |
|
||
| **Pheromone zone** | Kzzkyt zone of control (ZOC equivalent). Range-limited biological signal. | "telepathy", "hive mind radius" |
|
||
| **Resonance Lattice** | Inter-world communication system. Weak signal via ley anchors, unknowingly routing through the Ethereal Plane. | "hive mind", "telepathy network" |
|
||
| **Anchor cultivation** | Queens awakening dormant ley anchors through presence. The primary reason Kzzkyt invade Khazad Prime. | "anchor building", "ley construction" |
|
||
| **Ravager Drop** | Kzzkyt WMD. T10 Broodmother upgrade launches apex organisms. Go feral after ~4 turns (MAD). | "bioweapon", "Hive Mother attack" |
|
||
| **Assassin** | Kzzkyt specialist unit for queen persuasion. Convinces rogue queens to rejoin the hive. | "assassin caste" is fine, but note: it convinces, not kills |
|
||
|
||
### What "instinct" means for Kzzkyt
|
||
|
||
Kzzkyt do NOT have uncontrollable threshold-triggered magic. That would make the race unplayable. Resonance is:
|
||
- A biological field they interact with **deliberately**
|
||
- Something queens can **amplify** at anchor points
|
||
- NOT something that fires automatically when conditions are met
|
||
|
||
The in-game magic section is called "Resonance" or "Resonance biology" — not "Instinct magic".
|
||
|
||
---
|
||
|
||
## Ley System Terminology
|
||
|
||
| Term | Meaning |
|
||
|------|---------|
|
||
| **Ley anchor** | Physical point where ley energy concentrates. Tiers 1-10. |
|
||
| **Ley line** | Connection between two ley anchors. Strength = product of anchor tiers. |
|
||
| **Dormant anchor** | Ley anchor with no active catalyst. Kzzkyt queens awaken them on Khazad Prime. |
|
||
| **Anchor cultivation** | Process of queen-presence raising anchor tier over time. |
|
||
| **Ethereal Plane** | Intermediate reality where inter-world ley distances are shorter. Routes the Resonance Lattice without any faction knowing. Not visitable until Episode 5 (tentative). |
|
||
| **Resonance Lattice** | Kzzkyt inter-world weak signal. Communication only, not control. |
|
||
|
||
---
|
||
|
||
## Magic System Terminology
|
||
|
||
| Term | Meaning |
|
||
|------|---------|
|
||
| **Schools** | Life, Death, Chaos, Nature, Aether — the five magical disciplines |
|
||
| **Archon** | Magical champion unit. High Archon casts world-map spells; school Minor Archons specialize. |
|
||
| **Ascension** | Victory condition. Research and ritual, not a conventional military win. |
|
||
| **Arcane Ascension** | The specific ritual that unlocks the Ascension victory. |
|
||
| **Mana pool** | Per-faction magical resource. Regenerates via ley anchor proximity. |
|
||
| **Instinct** | Kzzkyt-specific "magic" — resonance biology, not school-based. Separate system. |
|
||
|
||
---
|
||
|
||
## Tier and Era System
|
||
|
||
All use a **1–10 scale**:
|
||
|
||
| Concept | Scale | Notes |
|
||
|---------|-------|-------|
|
||
| **Era** | 1–10 | Game-pack-driven. Names in `eras.json`. |
|
||
| **Content tier** | 1–10 | Units, spells, buildings. Defined per game pack. |
|
||
| **Event tier** | 1–10 | Environmental event severity. |
|
||
| **Ley anchor tier** | 1–10 | Anchor strength. `ley_anchor_strength` field. T10 = ley nexus. |
|
||
| **Ecosystem tier** | 1–10 | Emerges from simulation, never assigned directly. |
|
||
|
||
`anchor_tier` in event JSON equals event tier. Tiers are classified from observed state, not set.
|
||
|
||
---
|
||
|
||
## Code Conventions
|
||
|
||
### IDs (snake_case)
|
||
```
|
||
high_elf, dark_elf, forest_elf, water_elf
|
||
dwarf
|
||
kzzkyt
|
||
khazad_prime, the_hive, silvandel
|
||
life, death, chaos, nature, aether
|
||
```
|
||
|
||
### Routes
|
||
```
|
||
/worlds/khazad-prime
|
||
/worlds/the-hive
|
||
/worlds/silvandel
|
||
/episodes/age-of-dwarves
|
||
/episodes/age-of-kzzkyt
|
||
/episodes/age-of-elves
|
||
```
|
||
|
||
### Vocabulary keys (ThemeVocabulary)
|
||
Always resolve display strings through `ThemeVocabulary.lookup(engine_key)`. Never hardcode theme-specific names (a T9 forest is "haunted" to Dwarves, "enchanted" to Elves).
|
||
|
||
---
|
||
|
||
## Common Mistakes
|
||
|
||
| Wrong | Correct | Why |
|
||
|-------|---------|-----|
|
||
| "Mars" as world name | "The Hive" | Mars is the real planet; The Hive is the world |
|
||
| "Earth" as world name | "Khazad Prime" | Same reason |
|
||
| "Venus" as world name | "Silvandel" | Same reason |
|
||
| "Martian" as adjective | "Hive" | Derives from the wrong name |
|
||
| "multi-planet" | "multi-world" | Game entities are worlds |
|
||
| "planet roster" | "world roster" | Same |
|
||
| "instinct magic" | "resonance", "resonance biology" | Instinct = uncontrollable threshold → unplayable |
|
||
| "Hive Mother" | "Broodmother" | Canonical unit name |
|
||
| "Queen lands" | "Queen converts" | Queens don't land — they convert a location into a hive |
|
||
| "resonance field projected by queen" | "geological resonance that queens cultivate" | Resonance is terrain property, not queen emission |
|
||
| `PLANET_ROUTES` | `WORLD_ROUTES` | Variable naming alignment |
|
||
| `/planets/` routes | `/worlds/` routes | Route prefix alignment |
|