magicciv/.project/FEATURE_GAP.md
Claude Code 65fd021343 docs(roadmap): 📝 Update documented feature gaps and planned roadmap items in FEATURE_GAP.md and ROADMAP.md
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-03-26 11:38:24 -07:00

5.2 KiB

Feature Gap — New Systems (Designed, Zero Code)

Design decisions made 2026-03-24 that extend beyond what .messy/ implements. These are the additions the fresh build will include that the reference doesn't have.

Early Access Pivot: Age of Dwarves

2026-03-25 — Early access pivoted from "Age of Dwarves" (4 races + full magic) to "Age of Dwarves" (Dwarf only, no magic, mundane path).

This builds the same game all the way through — map gen, climate, ecology, events, units, cities, tech, combat, AI, polish — but without the magic layer. Roughly half the total work for a complete 4X experience.

What ships in EA (Age of Dwarves)

  • Single playable race: Dwarf (production +8, wealth +8, anti-magic crafters)
  • Full mundane tech web (6 pillars + intersections, no school branches)
  • Full combat (1UPT, flanking, ZOC, ranged, promotions, siege)
  • Full world sim (climate, flora/fauna, natural events) — mundane fauna only
  • Victory: Domination + Score
  • Deep Forge faction landmark

What's deferred to expansion (Age of Four)

  • 3 additional races (High Elf, Human, Orc)
  • M4: Magic World (ley lines, mana density, corruption, magical ecology)
  • Phase 9: Magic Gameplay (spells, mana pools, Archons, summoning, Ascension)
  • Magic school branches + fusion techs + 2-school lock
  • Arcane Ascension victory condition
  • Magical wild creatures (undead, elementals, golems)

Milestone split

The roadmap has two tracks:

  • 2a: Age of Dwarves — M0 → M1 → M2 → M3 → P5 → P6 → P7 → P8 → P10 → P11 (10 milestones, mundane Dwarf 4X)
  • 2b: Age of Dwarves — M4 + P9 + race expansion + magic tech branches (adds magic layer on top of 2a)

Track 2a is the EA release. Track 2b extends it into the full game.


Terrain Overhaul

Priority: P0

Split old monolithic forest into forest, jungle, boreal_forest. Added plains. Redefined enchanted_forest as magical-only (spawns from ley nexus events, not map gen).

New terrain fields on all types: culture, infiltration. (Mana/ley fields deferred to Age of Dwarves expansion.)

Infiltration in hydrology: _accumulate_flow() multiplies by (1.0 - infiltration) before passing downstream. Forests absorb water; deserts don't.

Status: done in data — all 20 terrain types defined in games/age-of-dwarves/data/terrain/ with new fields populated.


Mundane vs Magic Balance

Materials science tree, communication tech (Telegraph → Telephone → Cable → Satellite), ley interference mechanics, Iron Pylon (pins ley lines), mass production scaling, anti-corruption engineering, satellite program.

Design intent: mundane path should be viable against magic — strongest in pure combat but lacks ley economy.


Mundane Unit Progression (Era 2-5)

Era Key Units
2 — Engineering Crossbowmen (armor_piercing), Mithril Guard (magic_immune)
3 — Industrial Gatling Gun (multi_attack), Cannon (range 2)
4 — Modern Tank, Bomber, Fighter (interceptor)
5 — Advanced Power Armor (magic_immune), Mech Walker

Good/Evil Mundane Alignment

Sliding scale -100 (Malevolent) to +100 (Benevolent). Deep commitment (±70) unlocks exclusive endgame (World Court / Doomsday Device).


Social Policies (5 Culture Trees, 30 Policies)

Tree Focus Capstone
Expansion Wide Manifest Destiny
Tradition Tall Divine Right
Militarism War Warlord
Scholarship Research Enlightenment
Arcana Magic Transcendence (deferred — Age of Dwarves)

Combat Matchup Triangle

Core triangle: Swarm (Death) beats Control (Life/Aether), Control beats Elite (Chaos/Nature), Elite beats Swarm. Mundane strongest in pure combat but lacks ley economy. (Magic matchups deferred — Age of Dwarves.)


Deferred — Age of Dwarves Expansion

The following systems are fully designed but deferred to the post-EA expansion:

Terrain Mana Color Pie

Every terrain produces school-specific mana (MTG land = mana model):

  • Life → Grassland. Nature → Forests. Chaos → Mountains/Volcano/Desert. Death → Swamp/Corrupted. Aether → Water/Tundra/Snow.
  • mana_major (1/turn) + mana_minor (0.5/turn) per terrain.
  • Terrain magical affinity: matched school = 0.5x decay / +25% spell power.

Ley Line System

Magnetic field model: ley lines are Voronoi edges between school-aligned anchor points.

Component Details
Anchors Natural wonders (str 5), volcanoes (3), peaks (2), wellsprings (3), enchanted forests (1), standing stones (2)
Voronoi Weighted power diagram. Edges = ley lines. Vertices = nexus points.
Mana density Per-tile [0-1] field. Nexus 1.0, on-edge 0.7, adjacent 0.4, fringe 0.2
School alignment Per ley segment, derived from bordering anchors
Capture metagame Convert segments by placing/destroying anchors
Dead zones 0.1x mana, +50% spell cost, enchantment decay
Corruption 2x spread along ley lines, 3x on Death-aligned

Archon Loss + Mundane Rebirth

When High Archon dies: Path A (Diminished Magic) or Path B (Mundane Rebirth — one-way door, Arcane Lore permanently locked, full mundane tree unlocked).