1.4 KiB
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 |
|
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/*.jsonreserved. - 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