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Natalie d6ca9f478d fix(simulator): 🔬 load the TechWeb into the headless path so research advances
Research was completely dead in the headless simulation path (the RL trainer,
the MCP, and the hotseat driver all use it): the per-turn TurnProcessor's
tech_web_parsed was always None, so process_science never advanced anything.
0 techs ever completed despite science_per_turn climbing to 466 — units stayed
frozen at tier-1 dwarf_warrior and AI-vs-AI ground to an unbreakable stalemate.
The processor already self-drives research (auto-picks the next available tech
in topological order once a TechWeb is loaded); the only defect was nothing
loaded it.

- GameState gains tech_web_json (#[serde(skip)], boot-loaded like the AI
  catalogs).
- apply_end_turn threads it into the fresh per-turn processor via
  set_tech_web_json before step().
- GdPlayerApi::set_tech_web_json stamps it onto the dispatch state AFTER
  load_state_json (serde(skip) means it can't ride through gs.to_json()).
- The headless harness flattens every public/resources/techs/*.json pillar
  (prereqs cross pillars, so all load together) and calls the setter at boot.

Proven (hotseat self-play, seed 42): techs_done 0 → 10 → 40 → 78 → 109 by
turn 120. mc-player-api 132 tests green.

Known next layer (separate gap, not this fix): completed tech does not yet
translate to better units — production still builds only tier-1 warriors even
at 109 techs, despite higher-tier units (steam_golem, iron_sentinel, …) existing
in the data. That's a production-picker/catalog issue to chase next.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 22:10:25 -04:00
.ai-arena-test
.forgejo feat(@projects/@magic-civilization): 🎬 declarative start-script system (p3-14) 2026-06-19 17:56:50 -05:00
.out-of-scope
.project docs(objectives): 📝 p3-17 exploration objective + p3-16 blocked_by p3-17 2026-06-23 21:06:37 -04:00
docs
drafts
engine/addons/magic_civ_physics
public docs(diplomacy): 📝 reconcile start-state spec to courier model + track AI war-dec gap 2026-06-23 20:08:56 -04:00
screenshots
scripts feat(@projects/@magic-civilization): 🎬 declarative start-script system (p3-14) 2026-06-19 17:56:50 -05:00
src fix(simulator): 🔬 load the TechWeb into the headless path so research advances 2026-06-23 22:10:25 -04:00
tooling fix(simulator): 🐛 AI/suggest production city_id round-trip + restore gdext build 2026-06-23 18:48:37 -04:00
tools fix(sprite-generation): 🐛 POI gates for landmarks/lairs + Grok backend hardening 2026-06-23 18:48:23 -04:00
.claude
.env chore(@projects/@magic-civilization): 🔧 .local→.lan mesh hosts + objectives dashboard sync 2026-06-19 05:30:29 -05:00
.env.example fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
.gdlintrc
.gitignore feat(@projects/@magic-civilization): mark sprite pipeline as complete 2026-06-10 04:09:08 -07:00
.gutconfig.json
.mcp.json
.pnpmfile.cjs
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CLAUDE.md
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export_presets.cfg
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gdformatrc
gdlintrc
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permutations-default.png
permutations-light-melee-filter.png
personality-axes-page-v2.png
personality-axes-page.png
pnpm-lock.yaml fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
pnpm-workspace.yaml
README.md
run fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
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spritegen.db
ss

Magic Civilization

Fantasy 4X turn-based strategy game in Godot 4 + Rust, hex grid.

Game 1 — "Age of Dwarves" (current Early Access): single race (Dwarves), 5 AI-only clan personalities the player can face as opponents (Ironhold, Goldvein, Blackhammer, Deepforge, Runesmith), no magic mechanics, mundane tech only. Full 4X loop (cities, tech tree, wonders T1-T10, combat, wild creatures, domination victory). High-tier items and late-game wonders carry ancient/inexplicable flavor as Game 2 teasers — effects remain strictly mundane numeric bonuses.

Game 2 — "Age of Kzzykt" (future): adds magic, ley lines, Archons, spells, Ascension victory, more races. Eventual vision includes 16 races and 5 magic schools (Civ5 + Master of Magic + Magic: The Gathering color pie).

Structure

engine/          — genre-agnostic game engine (GDScript)
  src/           — autoloads, entities, map, generation, modules, rendering
  scenes/        — Godot scenes (.tscn + .gd)
  docs/          — engine architecture docs

games/
  age-of-dwarves/   — fantasy game pack (the default theme)
    data/        — all JSON game content
    assets/      — sprites, icons
    docs/        — game design docs (combat, economy — spells/races are Game 2 scope)

guide/           — player guide web app (React/TypeScript)
  engine/        — @magic-civ/guide-engine (shared components)
  age-of-dwarves/   — guide pages for Age of Dwarves

packages/
  engine-ts/     — @magic-civ/engine-ts (auto-generated climate simulation)

tools/           — sprite generation, transpiler, screenshot capture

Docs

Engine (engine/docs/)

Doc Covers
ARCHITECTURE.md Project structure, autoloads, scene lifecycle
ABSTRACTION.md Genre-agnostic vocabulary, theme pack system
DATA_FORMAT.md JSON data schemas, DataLoader patterns

Game Design (public/games/age-of-dwarves/docs/)

Doc Covers
RACES.md 4 demo races, gendering, fusions, release schedule
ECONOMIC_SYSTEMS.md Economy, civic axis, capitalism cascade
GOVERNMENTS.md Government types and mechanics
GLOSSARY.md Term definitions
COMBAT_SYSTEM.md Combat mechanics (written when M8 is built)
military/COMMUNICATIONS.md Comms tiers, first-contact, courier envelopes, perceived state, war-dec semantics
SPELL_SYSTEM.md Spell/mana system (written when M9 is built)
ERA_SYSTEM.md Era progression (written when needed)

Build Process (.project/)

Doc Covers
ROADMAP.md Demo scope + 12-phase build sequence
FEATURE_GAP.md New systems beyond the reference implementation
tasks/m0-m4/ Milestone task lists with porting checklists

Quick Start

./run play          # Launch the game
./run editor        # Open Godot editor
./run lint          # gdlint engine/src/
./run test          # GUT tests headless
pnpm dev            # Serve the player guide