magicciv/.project/objectives/README.md
Natalie 2a3081cc0b docs(@projects/@magic-civilization): 📝 regenerate objectives dashboard (verify step 2)
`tools/objectives-report.py --check` was failing (README/objectives.json stale vs
per-objective frontmatter after recent objective edits). Regenerated both.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:51:32 -04:00

55 KiB
Raw Blame History

Objectives — Dashboard

Generated by tools/objectives-report.py — do not hand-edit. Source of truth is per-file YAML frontmatter in this directory.

Legend

done · 🔵 in-progress · 🟡 partial · 🔴 stub · missing · out-of-scope (Game 2 / Game 3)

Totals

By Priority

Priority 🔵 🟡 🔴 Total
P0 44 0 0 0 0 0 44
P1 88 0 0 0 0 1 89
P2 130 0 0 0 0 1 131
P3 (oos) 26 0 2 0 0 29 57
total 288 0 2 0 0 31 321

Left To Do by Lead

Team Lead Remaining
warcouncil 2

P0 — Blockers for "completely playable"

ID Status Title Owner Updated
p0-01 done Wire MCTS into gameplay AI warcouncil 2026-04-26
p0-02 done Five AI clan personalities drive distinct playstyles warcouncil 2026-04-26
p0-03 done PvP combat resolved inside the authoritative turn processor 2026-04-17
p0-04 done World wonder tracking in PlayerState and score victory 2026-04-17
p0-05 done Culture generation and border expansion shipwright 2026-04-17
p0-06 done Fold gold income / upkeep / improvement yields into turn loop 2026-04-17
p0-07 done Tech research costs and science pool pacing 2026-04-17
p0-08 done Domination victory path in mc-turn::victory warcouncil 2026-04-18
p0-09 done City-screen UI completeness (citizen assign, queue controls, promotion picker) 2026-04-16
p0-10 done Game-completion stability — ≥7/10 seeds declare a winner 2026-04-17
p0-11 done Author the four T8T10 mystery item drops 2026-04-16
p0-12 done Save / load + autosave on quit shipwright 2026-04-17
p0-13 done Fog of war and exploration / scout loop 2026-04-17
p0-14 done Map generation, resource placement, and balanced fair starts shipwright 2026-04-16
p0-15 done Happiness pool and Golden Age mechanics end-to-end shipwright 2026-04-17
p0-16 done Worker / tile-improvement build loop shipwright 2026-04-17
p0-17 done Wild creature and lair clearing loop shipwright 2026-04-17
p0-18 done Strategic resources gate unit production (empire ledger) 2026-04-17
p0-19 done Biome-driven collectibles → tile yields → happiness end-to-end 2026-04-16
p0-21 done Audio system capability — manifest + autoload + EventBus wiring shipwright 2026-04-17
p0-22 done "Ultimate AI stress test — 5 clans, huge map, deep lookahead" warcouncil 2026-04-25
p0-23 done Sprite rendering capability — replace procedural draw_* with texture rendering shipwright 2026-04-17
p0-24 done Difficulty-calibrated AI progression — Easy / Normal / Hard tier-peak distributions warcouncil 2026-04-19
p0-25 done Game-quality metrics instrumentation — tier_peak, peak_unit_tier, wonder_count shipwright 2026-04-17
p0-26 done Port tactical AI from GDScript to mc-ai (Rail-1 compliance) warcouncil 2026-04-18
p0-27 done GdCulture bridge — live game delegates culture to mc-culture shipwright 2026-04-17
p0-28 done GdEconomy bridge — live game delegates gold/upkeep to mc-economy shipwright 2026-04-17
p0-29 done GdTechWeb bridge — live game delegates research to mc-tech shipwright 2026-04-17
p0-30 done Remove duplicate GDScript ecology tick (single Rust source) shipwright 2026-04-18
p0-31 done Restore Rust ecology path — fix ClimateScript bugs + re-enable per-turn tick shipwright 2026-04-18
p0-32 done Restore WeatherScript + ClimateEffectsScript — per-turn weather and climate-effects shipwright 2026-04-18
p0-33 done World-map input wiring — unit selection panel, city click, ESC/F10 menu, panel close wireguard 2026-04-19
p0-34 done Freepeople tribe-founding cinematic — turn -1 / 0 / 1 start sequence and Dwarf Tribe founder unit shipwright 2026-04-18
p0-37 done Personality-emergent tactical thresholds (lift 7 hardcoded constants into axis-derived functions) warcouncil 2026-04-18
p0-38 done Inject personality-utility scores as MCTS UCB1 priors warcouncil 2026-04-24
p0-39 done AI tier-progression unit selection — production.rs picks tier-2+ units once tech unlocks warcouncil 2026-04-18
p0-40 done Iron-ore strategic resource density — unblock tier 3-6 unit chain shipwright 2026-04-24
p0-41 done Building rally points — produced units auto-deploy to a designated hex shipwright 2026-04-24
p0-41a done Rally-point smoke — produced unit gets PatrolOrder toward rally hex shipwright 2026-04-25
p0-42 done Formation aggregation — adjacent units link into a shaped formation with terrain reflow shipwright 2026-04-25
p0-42a done Formation aggregation smoke — formations form and evolve at runtime shipwright 2026-04-25
p0-43 done "Formation AI — MCTS plans at formation level, not per-unit" warcouncil 2026-04-25
p0-44 done Movement mode UX — Move button, path preview, right-click confirm, fog-aware pathing wireguard 2026-04-19
p0-45 done Turn processor consolidation — entities/ duplicate caused T1 SCRIPT ERROR halt shipwright 2026-05-04

P1 — Ship-readiness

ID Status Title Owner Updated
g2-07 done Flora succession — wire the existing flora lifecycle engine into the playable turn 2026-06-09
p0-20 done GPU-accelerated MCTS rollouts for look-ahead decision-making warcouncil 2026-05-05
p0-26b done Port _pick_research from GDScript into mc-ai (finish Rail-1 for the AI decision surface) warcouncil 2026-06-23
p0-35 done Ecology telemetry instrumentation — flora canopy / undergrowth fields in turn_stats.jsonl shipwright 2026-04-18
p0-36 done Weather / climate-effects event telemetry — events.jsonl + turn_stats aggregates shipwright 2026-04-18
p1-01 done Diplomacy-lite — peace/war toggle plus one trade action shipwright 2026-04-17
p1-02 done Strategic resource yields feed into production bonuses shipwright 2026-04-17
p1-03 done First-run tutorial / onboarding overlay shipwright 2026-04-17
p1-05 done Balance tuning — pop_peak ≥30 median, worker improvements ≥8 min shipwright 2026-05-14
p1-06 done Options screen polish shipwright 2026-04-17
p1-07 done Chronicle notifications coverage shipwright 2026-04-17
p1-08 done Victory/defeat screen content — recap, banner, replay seed shipwright 2026-04-17
p1-09 done Determinism gate — same seed produces byte-identical runs testwright 2026-04-19
p1-10 done Game setup UX — new-game dialog, difficulty, clan preview shipwright 2026-04-17
p1-11 done Purge build output from src/ — wasm-pack moves to .local/build/wasm/ tourguide 2026-04-17
p1-12 done Align every doc reference to the relocated wasm-pack output tourguide 2026-04-17
p1-13 done Guide dev server boots on plum with zero-error route coverage tourguide 2026-04-17
p1-15 done Deploy dev guide to https://mc.next.black.lan tourguide 2026-04-17
p1-16 done Purge Game 2/3 scope bleed from user-visible Game 1 guide copy tourguide 2026-04-18
p1-17 done Forgejo workflow auto-deploys dev guide on push to main tourguide 2026-04-18
p1-18 done Village discovery — world-map feedback (notification, reward popup, minimap ping) wireguard 2026-04-19
p1-19 done Tutorial opt-in — HUD button, disappears after turn 5, starts from Step 1 wireguard 2026-04-19
p1-20 done Unit action capability registry — one source of truth for "what can this unit do right now?" wireguard 2026-04-19
p1-21 done Unit patrol orders — standing order to loop between waypoint tiles wireguard 2026-04-19
p1-22 done MCTS per-decision wall-clock budget — bound per-turn cost on huge maps warcouncil 2026-05-14
p1-22a done Huge-map AI quality — close the 4/10 → ≥5/10 decisive-game gate warcouncil 2026-05-17
p1-23 done Restore StatsTracker — demographics overview broken in shipped builds shipwright 2026-04-25
p1-24 done ai_personalities.json fails to load from packed builds (all platforms) — pass JSON contents not path shipwright 2026-04-25
p1-25 done Eliminate parse-error spam in export logs (Unit dup decl + SaveManager stray) shipwright 2026-04-25
p1-26 done "Tile-placement UX with effect preview — Civ7-style \"where does this go and what changes\"" shipwright 2026-04-26
p1-27 done Extract GPU MCTS into a standalone service/client (model-boss-shaped, magic-civ-only) warcouncil 2026-05-14
p1-27a done MCTS service telemetry + parity test + huge-map wiring warcouncil 2026-05-16
p1-28 done "Culture research tree — real graph, bridge, UI" shipwright 2026-04-26
p1-29 done "Anti-early-domination: lift game-balance gates that p0-01 v1 measured" combat-dev 2026-05-14
p1-29a done Last-stand defense — combat-strength multiplier when defender is at last city combat-dev 2026-05-14
p1-29b done "AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+)" warcouncil 2026-05-07
p1-29c done "Sole-city research path — lift trailing AI from tier_peak=1 to ≥2" warcouncil 2026-05-27
p1-29c-followup-empty-params-json-regression done "GdEconomy::process_turn fails — _build_params_json produces empty string for autoplay seeds" shipwright 2026-05-15
p1-29d-p1-survival done P1 (trailing AI) eliminated or stalled before T100 in 10/10 seeds — upstream of action priority warcouncil 2026-06-23
p1-29e-rl-divergence-mining done "RL-policy divergence mining → sole-city economy break-out (production, not science)" warcouncil 2026-06-23
p1-29f done "learned:* controller bridge — make the trained RL policy playable in-engine" simulator-infra 2026-06-03
p1-29g done Re-verify Game-1 AI quality gates trained-vs-scripted (and trained-vs-trained) warcouncil 2026-06-23
p1-29h-stateful-tactical-decisiveness done Stateful tactical decisiveness — army target-lock + commitment hysteresis + press-on-capture in mc-ai warcouncil 2026-06-23
p1-29i-refound-suppression done Refound-suppression / capture-stickiness lever — convert captures into eliminations warcouncil 2026-06-23
p1-29j-autoplay-rust-action-application done "Route autoplay action-application (city-founding / capture) through Rust mc_turn::processor" warcouncil 2026-06-23
p1-29k done "Drive learned:* controllers on the autoplay (auto_play.gd) gate surface" simulator-infra 2026-06-23
p1-30 done "Optimize _build_tactical_state — 8000-tile GDScript dict-build per AI turn blocks p1-22 huge-map gate" warcouncil 2026-05-04
p1-31 done Split bundled resources/buildings/<category>.json into per-file pattern matching resources/units/ 2026-04-27
p1-32 done Author the two missing food/processing buildings (sawmill, herbalist) 2026-05-03
p1-33 done Wire naval/aerial unit gates to the harbor and airfield buildings 2026-05-03
p1-34 done "Unit metadata expansion — flavor, archetype, promotion_tree, clan_affinity fields" shipwright 2026-04-27
p1-35 done "Per-unit lore paragraphs — historical/cultural context for the dwarven roster" shipwright 2026-04-27
p1-36 done "AI personalities — T1T10 build order coverage + clan_affinity routing" warcouncil 2026-05-03
p1-37 done "mc-ai clan_affinity routing — Rust AI reads unit clan_affinity at build-decision time" warcouncil 2026-05-01
p1-38 done "Biome → economy coupling — population & luxury driven by live ecology" shipwright 2026-05-14
p1-39 done Port per-yield difficulty multipliers from GDScript into Rust crates (Rail-1) — research + culture warcouncil 2026-05-05
p1-40 done Collapse data// override layer into single source of truth at resources/ 2026-04-29
p1-41 done Game-pack subscription manifest + loader filter (Phase B of resources/ unification) 2026-04-29
p1-42 done "AI must consider the full 155-building catalog, not the hardcoded 8-id ladder" 2026-05-14
p1-43 done Building stacking — per-category upgrade chains (military / science / culture / production / etc.) 2026-05-14
p1-43b done Deep chain authoring — fill T6/T7/T8/T9/T10 building tiers across the 5 short chains 2026-05-05
p1-43c done "p1-43 follow-ups — chain ladder authoring, AI stack scoring, city UI upgrade surface, GUT bridge test" 2026-05-14
p1-43c-gdext-upgrade-target done "api-gdext bridge — GdBuildingRegistry::get_upgrade_target for city UI upgrade surface" 2026-05-14
p1-44 done "Buildings produce units, not the city center — per-building production queues" 2026-05-14
p1-44c done "p1-44 follow-ups — UI, AI per-building emission, themed roster, GUT, batch" 2026-05-14
p1-45 done "Batch binary freshness: rebuild GDExt before every autoplay batch" simulator-infra 2026-05-03
p1-46 done Terrain Dimensions Lab — fix ridginess, bind 149 flora species, add Whittaker plot terraformer 2026-05-01
p1-47 done River hydrology — D6 flow analysis, hydraulic erosion, multi-hex lakes, cross-tile rivers terraformer 2026-05-01
p1-48 done Flora species renderer — bind 149 species to world-map tile rendering (single source of truth) terraformer 2026-05-01
p1-49 done Fauna species renderer — 61 Game-1 species visible on encounter and lair tiles terraformer 2026-05-01
p1-50 done Tectonic prepass — voronoi plates + boundary classification seeding elevation terraformer 2026-05-01
p1-51 done Worldgen canonical design docs — author the spec before any Rust terraformer 2026-04-30
p1-52 done api-wasm build fix — unblock WASM bundle for design-lab WASM consumption terraformer 2026-05-01
p1-53 done "Worldgen layer pages — one playground per canonical doc, mirroring the layered Earth model" terraformer 2026-05-01
p1-54 done Hex direction-index translation — Rust pointy-top axial vs design-app flat-top canvas terraformer 2026-05-01
p1-55 done "Tech & Culture domain field — propagate categorization through Rust, Godot UI, and player analysis" simulator-infra 2026-05-07
p1-56 done "Civics buildings, Great Works, Specialists, Great People — wire authored data into Rust + Godot" simulator-infra 2026-05-14T20:05Z
p1-57 done "Diplomacy: tribute, treaty lifecycle, magical-terrain episode gating" envoy 2026-06-06
p1-58 done "Ecology cognition: terrain affinity, food web, grudge memory, apex tier-10 fauna/flora" simulator-infra 2026-05-07
p1-59 done "Hybrid merged structures — war_academy, assault_citadel, cavalry_corps, gunnery_corps" 2026-05-07
p1-60 done "Fog-of-war end-to-end test coverage + AI fairness fix" simulator-infra 2026-05-18
p1-61 done "Ecology content gap fill: sparse biomes + lineage tier holes (P1 actions from ecology-audit-gaps.md)" terraformer 2026-06-06
p2-06 done Export pipeline for Windows / macOS / Linux shipwright 2026-04-25
p2-16 done Audio assets — in-theme OSS launch pack + source ledger asset-audio 2026-06-22
p2-22 done Sprite generation pipeline — runnable end-to-end asset-sprite 2026-06-10
p2-28 done Sprite provenance ledger — LICENSES.md per-file attribution asset-sprite 2026-04-25
p2-33 done "Sound system extension — categorical fallback, variant pools, per-entity routing" asset-audio 2026-04-27
p2-80 done mc-worldsim orchestration crate — drive the existing worldsim engines in the playable turn 2026-06-09

P2 — Polish

ID Status Title Owner Updated
g2-05 done Tectonics + lithology — extend the existing prepass/terrain-evolution into a lithology axis 2026-06-23
g2-06 done Soil derivation layer — emergent soil order from rock + climate + slope (the one unbuilt worldsim engine) 2026-06-23
g2-08 done Fauna population dynamics — confirm the existing LV engine ticks in the playable turn 2026-06-23
g2-09 done Flora tolerance-driven selection — extend the existing flora_select engine with tolerance gating 2026-06-23
g2-10 done Fauna migration — wire the existing apply_migrations engine into the per-turn step 2026-06-23
p1-05-followup-shipwright-batch done Shipwright autoplay-batch sign-off — luxury variance + personality win balance shipwright 2026-06-23
p1-38-followup-shipwright-batch done p1-38 follow-up — Shipwright coupled-mode 10-seed regression batch + sign-off shipwright 2026-06-23
p1-42a done "Reconcile capture_scoring.rs ↔ PersonalityPriors — building_priors field location" warcouncil 2026-05-14
p1-42b done "Plumb per-personality building_category_weights + wonder_priorities through mc-turn PlayerState + GDScript bridge" warcouncil 2026-05-14
p2-01 done Minimap — fog reflection and unit markers shipwright 2026-04-17
p2-02 done Tooltips on all HUD elements shipwright 2026-04-17
p2-03 done Hotkey cheat sheet (F1 / ?) shipwright 2026-04-17
p2-04 done Localization audit — no hardcoded strings shipwright 2026-04-17
p2-05 done Sub-second single-player turn latency 2026-04-23
p2-06b done Cross-compile Windows .exe + .dll from Linux via cargo-xwin (no Windows host) shipwright 2026-04-25
p2-07 done Credits screen accessible from main menu shipwright 2026-04-17
p2-08 done Accessibility baseline — colorblind palette + keyboard navigation shipwright 2026-04-17
p2-09 done Player guide web app — builds clean from source 2026-04-17
p2-10 done Automated regression CI gate on every push to main testwright 2026-05-14
p2-10a done "CI: gdlint stage un-gated" testwright 2026-04-25
p2-10b done "CI: headless GUT stage un-gated" testwright 2026-04-26
p2-10c done "Diplomacy: implement _collect_unique_luxury_ids() in happiness.gd" 2026-04-26
p2-10d done "Data: strip legacy flags/can_found_city/can_build_improvements from unit JSON" 2026-04-26
p2-10e done "Data: resolve duplicate IDs and dangling unlock refs in game data" 2026-04-26
p2-10f done "SaveManager: fix typed array property assignment on Player/Unit deserialization" 2026-04-26
p2-10g done "CityBridge: add production_cost field to items JSON fixture" 2026-04-26
p2-10h done "UnitRenderer: implement _build_sprite_key() helper and fix cache key test" 2026-04-26
p2-10i done "TileTooltip: fix scene node name mismatches and collectibles text formatting" 2026-04-26
p2-10j done "FogOfWar: fix recalculate_vision to not re-reveal already-seen tiles on move" 2026-04-26
p2-10k done "CI: fix 51 gdlint violations so Stage 3 is hard-green" testwright 2026-05-14
p2-10k-followup done "Workflow policy decision: how to clear the 10 max-file-lines gdlint violations" testwright 2026-06-23
p2-10l done "CI: fix 15 GUT regressions so Stage 5 is hard-green" testwright 2026-05-14
p2-10l-followup-gdai-set-map done "GdAiController::set_map — wire map into tactical state_json" simulator-infra 2026-05-15
p2-10l-followup-update-tile-negative-axial done "GdAiController::update_tile rejects negative axial coordinates" simulator-infra 2026-05-15
p2-11 done Version string + About screen shipwright 2026-04-17
p2-11a done "SaveManager: add Unit.serialize/deserialize and City.production_queue serialize path" 2026-05-04
p2-12 done Install weston on apricot RUN host — unblock display-server smoke tests shipwright 2026-04-25
p2-18 done Guide web app — public hosting + deploy pipeline 2026-06-23
p2-19 done Guide progress report page — dynamic dashboard + missing assets 2026-04-17
p2-20 done Fix simCachePlugin pre-warm worker — tsx can't resolve @magic-civ/physics-rs through pnpm symlink tourguide 2026-04-17
p2-21 done Bake pre-computed sim-cache frames into the static build tourguide 2026-04-18
p2-29 done Welcome modal + HomePage lore + guide theme align to the player's chosen race/gender tourguide 2026-04-18
p2-30 done Consolidate duplicate page styled-components into shared PagePrimitives tourguide 2026-04-18
p2-31 done Migrate guide filter + tab state from useState to URL search params tourguide 2026-04-18
p2-32 done Replace hardcoded page enums with JSON data reads tourguide 2026-04-18
p2-35 done Palace evolution system — longhouse → great_hall → citadel → grand_citadel + function-shedding 2026-05-04
p2-36 done Reconcile the 14 building IDs defined in both resources/buildings/ and data/buildings/ 2026-04-29
p2-37 done "React calculator UI — surface flavor, lore, clan_affinity, archetype filter" tourguide 2026-04-27
p2-38 done "Unit audio_cues stub strings — selection/move/attack lines for the dwarven roster" asset-audio 2026-04-27
p2-39 done Resolve chronicle_hall phantom unlock in chronicle_keeping culture tech 2026-04-27
p2-43 done "Culture research live-game pipeline — per-turn GDExt bridge + culture_researched emit" 2026-05-07
p2-44 done AI promotion selection — auto-pick + emit unit_promoted for AI units 2026-05-06
p2-44a done "DataLoader path mismatch — get_promotion(\"trees\") returns empty" unassigned 2026-05-06
p2-44b done AI promotion dispatch — instrumentation pass to identify the silent gate unassigned 2026-05-06
p2-45 done "Player elimination reconciliation — emit player_eliminated on every transition" 2026-04-30
p2-46 done "Past-games archive & replay viewer — mc-replay crate, on-disk archive, projection-based playback" shipwright 2026-05-07
p2-47 done In-game statistics screens — Civ-style 5-tab modal (Demographics / Graphs / Rankings / Replay / Histories) shipwright 2026-06-23
p2-48 done "End-of-game summary screen — outcome banner, standings, score graph, awards, timeline, footer actions" shipwright 2026-06-23
p2-48a done End-of-game summary — GUT tests + headless proof scene shipwright 2026-06-22
p2-49 done Climate axes refactor — latitude + continentality + zonal winds as first-class per-hex inputs terraformer 2026-04-30
p2-50 done Deterministic RNG + seed-derivation pin across mc-mapgen / mc-climate / mc-ecology terraformer 2026-05-01
p2-51 done Player-facing world-shape parameters on new-game screen terraformer 2026-05-01
p2-52 done Split terrain enum into substrate × flora-cover layers (resolve biome ontology) terraformer 2026-05-01
p2-53 done Action vocabulary — gap analysis between design page and shipped Rust/Godot game wireguard 2026-05-03
p2-53a done Sentry/Guard ActionKind — add Sentry/Unsentry to mc-core with wake-on-vision wireguard 2026-05-01
p2-53b done Building action registry — BuildingActionKind, building_actions.json, GdBuildingActions bridge simulator-infra 2026-05-01
p2-53c done Rally vocabulary expansion — Hold / Fortify / JoinFormation + two-waypoint Patrol shipwright 2026-05-01
p2-53d done Building specifics — Garrison, Repair, Toggle Active + 18 archetype-specific actions shipwright 2026-05-03
p2-53e done Siege handlers (Pack/Deploy/Bombard) + Pillage UI wiring + Embark/Disembark handlers combat-dev 2026-05-03
p2-53f done Infantry specifics — Shield Wall, Brace, Shove, Rage, Cleave, War Cry combat-dev 2026-05-01
p2-53g done Ranged specifics — Volley, Aimed Shot, Fire Arrows combat-dev 2026-05-03
p2-53h done Cavalry specifics — Charge, Pursue, Wheel combat-dev 2026-05-03
p2-53i done Support specifics — Engineer, Pioneer, Medic, Scout shipwright 2026-05-03
p2-54 done Resource visibility — three-axis (visibility/yield_gate/improvement_gate) refactor terraformer 2026-05-02
p2-54a done Migrate deposits/*.json to three-axis visibility schema terraformer 2026-05-01
p2-54b done Per-player tile observation cache — flora/fauna last-observed state terraformer 2026-05-01
p2-54c done Renderer reads observations + indicator decorations for tech-gated resources terraformer 2026-05-01
p2-54d done AI tech-priority bias from visible-but-gated luxuries + indicator decorations terraformer 2026-05-01
p2-55 done "Civilian Capture / Destroy / Ransom" combat-dev 2026-05-14
p2-55a done "Engineer (Great Person) capture mechanics" combat-dev 2026-05-14
p2-55b done "Caravan master capture mechanics" combat-dev 2026-05-14
p2-55d done "AI ransom accept/refuse hook in mc-turn start-of-turn" 2026-05-14
p2-55e done "UnitRansomAccepted / UnitRansomExpired events on TurnResult" 2026-05-03
p2-56 done "Worker categories (Sustenance/Construction/Wealth) + 5-tier expertise + Master/Grandmaster auras + idle decay" unassigned 2026-06-03
p2-56a done Worker category types — Sustenance / Construction / Wealth taxonomy unassigned 2026-05-04
p2-56b done Expertise tier progression — 5-tier specialist XP ladder simulator-infra 2026-05-04
p2-56c done Master / Grandmaster auras — adjacent-slot yield propagation unassigned 2026-05-07
p2-57 done "Production-chain typed resources — raw → processed pipelines wired into mc-city" unassigned 2026-05-14
p2-57a done Typed resource stockpile — raw vs processed taxonomy unassigned 2026-05-07
p2-57b done Building consume/produce edges — stockpile coupled to unit quality unassigned 2026-06-23
p2-57c-mc-units-quality-consumer done mc-units quality consumer — turn QualityTier into unit stat deltas (gives quality_chain a contract) simulator-infra 2026-06-23
p2-58 done Ambient encounter rolls per tile moved — fauna_density × ecology_tier unassigned 2026-05-07
p2-58a done "TileState fauna fields — fauna_density + fauna_index for AmbientTileCtx" shipwright 2026-05-07
p2-58b done "Ambient encounter hook — mc-turn::movement calls roll_ambient_encounter per tile step" unassigned 2026-05-07
p2-59 done Pioneer escort mechanic — protection rules vs ambient encounters combat-dev 2026-06-03
p2-60 done "Weather / observation lens switcher in the Godot HUD" wireguard 2026-06-06
p2-61 done "Bind mc-observation gate_bits to player tech state — recording gates per-field" simulator-infra 2026-05-14
p2-62 done Procedural unit/building renderer — alpha-only visual substitute asset-sprite 2026-05-04
p2-63 done "mc-flora generation: migrate biome filter to substrate_climate-aware path" simulator-infra 2026-05-13
p2-64 done Apricot async batch protocol — launch / status / fetch decoupling simulator-infra 2026-05-07
p2-65 done "Extract GameState and pending-queue data types into a dedicated mc-state crate" simulator-infra 2026-06-23
p2-66 done "World-map visual proof scene that actually renders" terraformer 2026-05-13
p2-67 done "Claude-driven player API — programmatic player + Agent-SDK adapter" simulator-infra 2026-05-14
p2-67-followup-legal-actions done "PlayerView.legal_actions — populate full per-unit / per-city / empire-level legal-action enumerators" simulator-infra 2026-05-11
p2-67-followup-mcts-tactical-state-impl done "TreeState impl for TacticalState — wire real MCTS into the AI decision path" simulator-infra 2026-06-04
p2-68 done "mc-ai headless turn driver — GameState projector/applicator + run_ai_turn" simulator-infra 2026-05-11
p2-69 done "Port GdMcTreeController to mc-player-api AI driver (DRY consolidation)" simulator-infra 2026-05-11
p2-70 done "mc-vision — per-player tile visibility producer (Rust)" simulator-infra 2026-05-11
p2-71 done "Bench projector enrichment — make MCTS see a real tactical surface" simulator-infra 2026-05-11
p2-71b done "Militarist starter widening — add a settler/founder unit so FoundCity fires" simulator-infra 2026-05-11
p2-72 done GdPlayerApi → render bridge (visualise the API-held game world) simulator-infra 2026-06-23
p2-72-option-b done "Option B render bridge — proof scene rehydrates GDScript from GdPlayerApi each turn" simulator-infra 2026-05-12
p2-72a done "Make GdGameState the canonical render source" simulator-infra 2026-06-23
p2-72a-building-entity-port done Port NPC Building entity (lairs/villages/ruins) into Rust simulator-infra 2026-06-23
p2-72a-pre-strip done "Strip Game 2/3 magic/ascension/ley fields from Game 1 runtime" simulator-infra 2026-05-12
p2-72a-save-format-migration done Decouple save format from GDScript-class shape simulator-infra 2026-06-23
p2-72b-promote-playerstate-cities-to-city done "Parallel-field cities synthesis at Godot bridge (Option C)" simulator-infra 2026-06-08
p2-73-ui-theme-token-pipeline done "UI theme pipeline — generate ui_theme.tres from design-tokens.json + apply globally" wireguard 2026-06-06
p2-74-ui-dehardcode-to-tokens done De-hardcode the Godot UI — route 45 scene scripts off raw Color() onto theme/tokens wireguard 2026-06-23
p2-75 done Improvement-completion effects subsystem in Rust — move completion side-effects out of GDScript 2026-06-23
p2-76 done Bunker improvement — deposit-destroying fortified subterranean chamber 2026-06-10
p2-77 done Deposit-destruction environmental taxonomy — destruction_effect classes + contamination engine 2026-06-23
p2-78 done Runtime localized hydrology re-solve — in-game flow/basin-fill triggered by terraforming 2026-06-23
p2-79 done Environmental cascade integration — bunker → dam → flood/parch → flora dieback → fauna migration 2026-06-23
p2-81 done Improvement effects authored-but-unwired — move moisture/wind/erosion/movement to Rust 2026-06-23
p2-82 done Climate-input save-fidelity — persist (or re-derive) worldgen-static grid inputs across save/load 2026-06-09
p2-83 done Phase/round state machine + speculative parallel simulation of player-action-independent turn work simulator-infra 2026-06-23
p2-84 done "Dev-only compute profiling — per-feature CPU/RAM/GPU cost over time, trigger-attributed, zero-cost in release" simulator-infra 2026-06-23
p2-86 done Claude-player MCP — rendered driver mode (drive UI + capture screenshots) simulator-infra 2026-06-23
p2-87-single-color-system-sot done "Single game-wide colour system — one source of truth, layered tokens, every consumer derives from it" wireguard 2026-06-23

Out of Scope (Game 2 / Game 3)

These objectives are explicitly future-scope. Game 2 (Age of Kzzykt) items introduce leylines, the Green school, and spacefaring. Game 3 (Age of Elves) items cover the full five-school magic system, Archons, and Arcane Ascension. None are part of the Game 1 Early Access release.

ID Status Title Owner Updated
p1-14 oos Gate Game 2/3/4 magic-school content behind EpisodeGate (future-game scope) 2026-04-17
p2-55c oos "Freepeople capture mechanics" combat-dev 2026-05-14
g2-01 oos Ley lines — Game 2 (Age of Kzzykt) 2026-04-17
g2-02 oos Kzzykt playable race — Game 2 (Age of Kzzykt) 2026-04-17
g2-03 oos Kzzykt Green school of magic — Game 2 (Age of Kzzykt) 2026-04-17
g2-04 oos Multi-GPU sharding for batch_simulate_gpu — out-of-scope (Game 2) warcouncil 2026-04-17
g2-11 oos "Vertical city floor stack (Game 2) — OOS" unassigned 2026-06-06
g2-12 oos "Underground layer stack (Game 2) — OOS" unassigned 2026-06-06
g2-12a oos "Underground — N-layer data model + save format (Game 2) — OOS" unassigned 2026-06-06
g2-12b oos "Underground — worldgen for L1/L2/L3 + cavern terrain (Game 2) — OOS" unassigned 2026-06-06
g2-12c oos "Underground — excavation action + cavern lifecycle (Game 2) — OOS" unassigned 2026-06-06
g2-12d oos "Underground — cross-layer movement, connection points + pathfinding (Game 2) — OOS" unassigned 2026-06-06
g2-12e oos "Underground — per-layer fog of war + vision (Game 2) — OOS" unassigned 2026-06-06
g2-12f oos "Underground — structural integrity + cross-layer collapse (Game 2) — OOS" unassigned 2026-06-06
g2-12g oos "Underground — layer rendering + layer-switch UI (Game 2) — OOS" unassigned 2026-06-06
g2-12h oos "Underground — AI layer-awareness (Game 2) — OOS" unassigned 2026-06-06
g3-01 oos Archons — Game 3 (Age of Elves) 2026-04-17
g3-02 oos Life school spellbook — Game 3 (Age of Elves) 2026-04-17
g3-03 oos Death school spellbook — Game 3 (Age of Elves) 2026-04-17
g3-04 oos Chaos school spellbook — Game 3 (Age of Elves) 2026-04-17
g3-05 oos Aether school spellbook — Game 3 (Age of Elves) 2026-04-17
g3-06 oos Arcane Ascension victory — Game 3 (Age of Elves) 2026-04-17
g4-01 oos Terran (Human) playable species — Game 4 (Age of Terrans) 2026-04-17
g4-02 oos Psionics ability system — Game 4 (Age of Terrans) 2026-04-17
g4-03 oos Religious victory condition — Game 4 (Age of Terrans) 2026-04-17
g5-01 oos Phantasma playable species — Game 5 (Age of Ascension) 2026-04-17
g5-02 oos Flügel playable species — Game 5 (Age of Ascension) 2026-04-17
g5-03 oos Gith playable species (Githyanki + Githzerai) — Game 5 (Age of Ascension) 2026-04-17
g5-04 oos Demonia playable species — Game 5 (Age of Ascension) 2026-04-17
g6-01 oos Naval combat — out-of-scope (post-v10) 2026-04-26
g6-02 oos Caravan trade routes — out-of-scope (post-v10) 2026-04-26

Superseded

These objectives were split into narrower children. Files are retained as index stubs so external references don't 404. The superseded_by: frontmatter field names the replacement IDs.

ID Status Title Owner Updated
p0-20d ♻️ superseded GPU MCTS wall-time gate — measure on real-discrete-GPU test host warcouncil 2026-05-05
p1-30b ♻️ superseded "Parallel MCTS rollouts for huge-map decisive games (closes p1-22's huge-map sub-gate)" warcouncil 2026-05-05
p2-23 ♻️ superseded Unit sprites — Dwarf-racial roster (m/f variants) asset-sprite 2026-06-23
p2-24 ♻️ superseded "Unit sprites — wild creatures & fauna (generic, no race/sex)" asset-sprite 2026-06-23
p2-25 ♻️ superseded Building sprites — base game coverage (non-wonder) asset-sprite 2026-06-23
p2-26 ♻️ superseded "Mundane-wonder sprites — 24 distinct, higher-fidelity art" asset-sprite 2026-06-23
p2-27 ♻️ superseded City population-tier sprites — city_q1 through city_q5 asset-sprite 2026-06-23
p1-27d ♻️ superseded Add value_estimate_abstract GdMcTreeController method — non-lossy MCTS service caller warcouncil 2026-04-25
p2-17 ♻️ superseded Sprite assets — superseded index (split into p2-22 … p2-28) asset-sprite 2026-04-17
p2-85 ♻️ superseded POI sprites + hover tooltips — lairs (and resources) legible on the map asset-sprite 2026-06-23