magicciv/.project/objectives/g2-11-vertical-city-floor-stack-oos.md
Natalie 654667cdd7 feat(@projects/@magic-civilization): add advanced p2 and p3 objectives
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-03 23:14:21 -04:00

1.4 KiB

id title priority status scope category owner created updated_at blocked_by follow_ups
g2-11 Vertical city floor stack (Game 2) — OOS p3 oos game2 cities unassigned 2026-05-03 2026-05-03
g2-12

Context

The vertical-city design in public/games/age-of-dwarves/docs/cities/CITIES.md proposes a 1→4 slots-per-tile ladder — a city can grow vertically (subterranean floors stacked under its surface tile) up to four levels by tier, with intra-tile synergy bonuses where adjacent vertical floors of complementary categories amplify each other (e.g. forge above an ore mine).

This was originally scoped under p3-08 but it depends on the underground-layer GameMap (g2-12) which is Game-2 work. Deferred wholesale to Game 2.

Acceptance (Game 2)

  • Multi-floor city storage with documented capacity ladder.
  • Intra-tile synergy bonus calculated per CITIES.md.
  • UI rendering of the floor stack.
  • AI placement scoring for vertical expansion.

Source-of-truth rails

  • Rust crate: would live in mc-city::vertical (does not yet exist).
  • JSON path: public/resources/cities/vertical/*.json reserved.
  • mc-core wrapper: FloorStack, FloorIndex(u8) — to be added.

Out of scope (for any milestone)

  • Surface-only single-floor cities continue to work in Game 1 unchanged.

References

  • public/games/age-of-dwarves/docs/cities/CITIES.md
  • .claude/instructions/scope-game1-vs-game2.md
  • Parent: g2-12