magicciv/public/games/age-of-dwarves/docs/GLOSSARY.md
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Glossary — Science & Systems Terminology

Status: Living document · Last updated 2026-03-25

Every physics, ecology, economics, and political term used in the codebase or design docs. If a term appears in code or design, it belongs here.


Atmospheric Physics

Albedo — Surface reflectivity (0.01.0). Ice=high, ocean=low. Per-terrain property in climate.gd. Ground-level, NOT atmospheric. Terrain changes (forest→desert) change albedo.

Sulfate Aerosol — Stratospheric particles from volcanic/impact events. Scatters sunlight → cooling + drying. Transient (decays 5%/turn, wind-transported). tile.sulfate_aerosol. Distinct from pollution — aerosol blocks light, pollution poisons. NOT from civic choices.

Optical Depth — Light attenuation through atmosphere. Higher = less sunlight. sulfate_aerosol serves as proxy.

Ley Pollution (planned) — Atmospheric contamination from magical labor/economic exploitation. WARMING (not cooling), TOXIC (health effects), CATALYTIC (accelerates corruption). Persistent (0.5%/turn decay). Pools locally. tile.ley_pollution. Mitigated by Nature magic.

Industrial Pollution (planned) — Physical contamination from mundane industrial labor. Does NOT warm atmosphere. Poisons water/soil (pandemic freq), degrades terrain. Mitigated by engineering tech, not nature magic. tile.industrial_pollution.

The Masking Trap — Volcanic cooling (aerosol) can temporarily cancel industrial warming (ley pollution). Aerosol decays 10× faster. When aerosol clears, accumulated warming snaps into effect.

Heat & Energy

Solar Forcing — Latitude-dependent sun energy. net_solar = solar × (1 - albedo) × energy_scale.

Thermal Conductivity — Heat transfer rate between tiles via wind. wind_conductivity.

Equilibrium Relaxation — Temperature drifts toward solar baseline. Prevents runaway.

Lake Thermal Moderation — Lakes buffer adjacent temperatures. lake_thermal_conductivity.

Deep Earth Water — Geothermal moisture from volcanoes/hot springs, independent of precipitation.

Water Cycle

Evaporation — Ocean/coast/lake tiles convert heat to moisture. Multi-hop inland. ocean_dead_fraction reduces.

Evapotranspiration — Moisture released by vegetation. Per-terrain. More forest = more moisture. Positive feedback loop.

Moisture Transport — Wind carries moisture tile-to-tile. Double-buffered.

Precipitation — Excess moisture above threshold → terrain quality improvement.

Atmospheric Loss — Slow constant moisture drain. Prevents infinite accumulation.

Hadley Cell — Equatorial circulation creating subtropical dry zones. precipitation_latitude config.

Ocean Dead Fraction — Fraction of biologically dead ocean. Reduces evaporation → inland drought cascade. Increased by economic ocean_harvest_mult.

Ecology & Terrain

Terrain Quality — Fertility score per tile (15). Determines terrain type and yields.

Quality Ladder — Terrain transitions as quality changes: desert ↔ plains ↔ grassland ↔ forest ↔ jungle.

Corruption Pressure — Per-tile magical degradation (0.01.0). Spreads via ley lines (Death 3×, Nature/Life 0.5×). At 0.5: terrain flips to corrupted_land (zero yields).

Reef Health — Coastal ecosystem viability. Bleaches above 0.75 temperature. Dies below 0.3.

Anoxia — Marine oxygen depletion. T5 event: permanent fish/reef death.

Exploitation Damage (planned) — Per-tile soil exhaustion from labor + economy interaction. labor.exploitation_rate × economy.exploitation_mult. Thresholds: 0.3=quality drop, 0.5=terrain downgrade, 0.7=generates corruption, 0.9=exhausted. Heals 0.01/turn.

Cross-Trigger — One ecological event category boosts another's frequency. Drought T4 → wildfire ×2.0. Pandemic T4+ → plague ×1.5.

Severity Weights — Event tier probability distribution [50,30,12,5,3]. High inequality shifts weights toward T4/T5.

Ley System

Ley Density — Magical field strength per tile (0.01.0). Powers mana nodes, sustains summons, resists corruption.

Ley Channeling — Corruption spreads faster along ley lines. Off-ley 1.0×, generic 2.0×, Death 3.0×, Nature/Life 0.5×.

Ley Anchor — Persistent ley modification from major events. Decays slowly.

Ley Dead Zone (planned) — ley_density < 0.1. Summons die, enchantments decay, mana nodes dead. Created by Ley Conscription labor + Ley Extraction economy.

Iron Pylon — Mundane anti-magic infrastructure. Freezes ley lines in radius (cannot grow, drain, or heal).

Stochastic Systems

Hash Noise — Deterministic pseudo-random: sin(x×127.1 + y×311.7 + seed×74.3) × 43758.5453, frac only. Reproducible across engines.

Double Buffering — Read from snapshot, write to new buffer, swap. Prevents order-dependent artifacts.

Civic System

4-Axis Model — Government (ruler selection) × Authority (power justification) × Labor (work organization) × Economy (wealth production/distribution). Religion reserved for expansion. See civics/OVERVIEW.md.

Anarchy Period — 5-turn penalty when switching any civic axis. Production halved, no gold income. Anarchy government exempts from this.

Pressured Transition — Nothing is forced. At inequality ≥50, Gilded Tyranny has no instability cost (others do). At inequality ≥70, Plutocracy has no crisis cost (others do). Player always chooses.

Economic Instability — At inequality ≥50, non-Gilded-Tyranny economies cost -5 gold/city/turn.

Institutional Crisis — At inequality ≥70, non-Plutocracy governments cost -3 gold/city/turn + -10% production.

Exploitation Rate — Per-tile damage from labor, amplified by economy. labor.rate × economy.mult. Labor axis sets the base rate, economy axis multiplies it.

Capital Siphon — Percentage of peripheral city surplus flowing to capital. Set by economy axis.

Savings Rate — Compound interest on treasury per turn. Set by economy axis (+1% from Oligarchic authority). The rich-get-richer incentive.

Social Dynamics

Inequality — Per-player metric (0100). Emerges from coefficient of variation of city wealth levels. Risk multiplier, not direct happiness drain. Threshold effects at 10/25/40/50/60/70/80.

Relative Deprivation — Per-city happiness based on wealth gap vs capital. (capital.wealth - city.wealth) / capital.wealth. Poor city in poor empire = fine. Poor city next to rich capital = fury.

Education Level — Per-city (0.01.0). Modifies inequality response: low=halved (ignorance), medium=full, high=×1.5 (awareness). Also determines revolt quality (bandits/rebels/revolutionaries).

Civic Unrest — Per-city integration of deprivation × education + inequality + ecological stress - happiness buildings.

Suppression (Nationalism authority) — Halves education awareness effect. Degrades 0.01/turn. After 50 turns at 50% — then accumulated inequality hits.

Scapegoating (Nationalism authority) — +3 happiness while at war or with declared enemy. -5 at peace with no enemy. Fascism requires a permanent enemy.

Victory Wonders

Doomsday Device — Mundane evil victory. Destroys global ley network: all ley density → 0, all summons die, all enchantments break, all mana nodes dark. Builder wins because they rejected magic (mundane path). "I don't have to succeed, I just have to be more successful than everyone else."

Dark Ascension — Magic evil victory. Sacrifice drained ley network for forced 5-turn Ascension.

World Court — Mundane good victory. Diplomatic/cultural through institution-building.

Ascension Ritual — Magic good victory. Standard 10 turns (7 with Arcane Dominion).

World Restoration — Ecological victory. Heal X% of global terrain quality via Harmony economy.

Mundane vs Magic

Mundane Rebirth — One-way permanent decision when High Archon dies. Locks all magic, opens full mundane tech tree. Locks out: Ley Extraction, Mana Covenant, Arcane Rule, Arcane Dominion, Ley Conscription. Opens: Technocracy, Industrial Hegemony, Mundane Industry, Conservation.

Deforestation — Terrain quality degradation from mundane industrial labor. Forests cleared → less evapotranspiration → less rain → drought cascade.


City & Production Systems

Aura Range — Zone of worker influence. Master workers affect their home tile only. Grandmaster workers affect their home tile (+15% efficiency) and all adjacent tiles (+10%). Auras do not stack — the highest-value aura applies. See cities/POPULATION.md.

Hybrid Structure — An irreversible merged building created when two compatible building pairs share a tile and the prerequisite tech (Advanced Synthesis) is researched. Examples: War Academy (Barracks+Rifle Range + Stable+Barding Hall), Assault Citadel (Barracks+Sword Hall + Siege Workshop+Siege Annex). Cannot be un-merged; must be demolished and rebuilt from scratch to undo. See cities/BUILDINGS.md.

Utilization — The fraction of same-category buildings in a worker's aura range that are actively staffed. Formula: active buildings in aura range / total same-category buildings in aura range. High utilization reduces expertise decay: effective_decay = base_decay × (1 - utilization). See cities/POPULATION.md.

Impact Winter — Climate penalty following a medium or large asteroid impact. Reduces food yields across the affected biome region for 1020 turns. See terrain/VERTICAL_LAYERS.md.

Graviton Drive — Tier-10 research technology. Enables asteroid redirection. Consumed on use (1-use per ship). See terrain/VERTICAL_LAYERS.md.


Terrain & Engineering

Tile HP — Degradation state for surface and underground tiles. Surface states: Normal → Damaged → Cratered → Sunken → Ruins. Underground states: Solid → Stable → Developed → Hollowed → Cracked → Rubble → Sinkhole. See terrain/TERRAIN_SYSTEM.md.

Structural Integrity — The tile HP system applied to underground layers. Collapse risk increases as tiles move from Solid to Hollowed. See terrain/UNDERGROUND.md.

Excavation — The process of creating underground space. Queued via Mason Lodge; costs production and stone; time scales with depth (L1=46 turns, L2=810, L3=1215). Requires the previous layer to already be excavated. See terrain/UNDERGROUND.md.

Raw Cavern — First underground tile state after excavation completes. Usable but unfinished — can be upgraded to Finished Cavern (habitable) or Developed Chamber (full city functionality). See terrain/UNDERGROUND.md.

Controlled Collapse — Demolitions Expert ability to deliberately trigger underground collapse at a target tile. Used offensively (destroy enemy foundations), defensively (seal infiltration routes), or as a trap. See units/SPECIALISTS.md and terrain/UNDERGROUND.md.