magicciv/public
Natalie f9593c4d29 docs(@projects/@magic-civilization): 🗺️ p3-26 — roadmap to complete the headless simulator (loop done-criterion)
Owner directive: the /loop isn't finished until the SIMULATOR is complete — the headless
Rust sim must play full self-play games with ALL systems, not the reduced subset.

p3-26 enumerates the verified live-vs-headless gaps + sequenced plan:
- Gap 1: climate/environment runtime (port the marine→climate→weather→effects chain into
  mc-turn; physics already in mc-climate).
- Gap 2: natural/"apocalyptic" events (M3 milestone — port .messy ecological_events.gd,
  12 categories, deterministic per EVENT_FREQUENCY_SPEC).
- Gap 3: equipment/crafting (recipes exist; no headless Craft action).
- Gap 4: per-building build queues (dual city-model; bench has a single queue).

Corrects my earlier "apocalyptic events don't exist" — they're specced (m3-natural-events)
with a .messy reference impl, just unimplemented in Rust.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 08:25:01 -04:00
..
games docs(@projects/@magic-civilization): 🗺️ p3-26 — roadmap to complete the headless simulator (loop done-criterion) 2026-06-26 08:25:01 -04:00
resources refactor(@projects/@magic-civilization): p3-18 — embark gate is data-driven per-player config, not hardcoded 2026-06-25 04:40:14 -04:00