# AGRARIAN

## Master Vision, Narrative, Roadmap & Business Strategy

## What Is Agrarian?

Agrarian is a persistent generational civilization simulator set on a continuously evolving Earth-scale world where players rebuild humanity through survival, stewardship, family, labor, trade, governance, and technological progress.

Players begin with almost nothing.

A fire. A crude shelter. A winter approaching. A world larger than they understand.

From those beginnings, generations of players slowly shape civilization itself.

Some will remain wanderers. Some will build homesteads. Some will create villages. Some will found nations. Some will destroy them.

Over centuries of in-game history, the world evolves continuously through player actions, environmental systems, economics, migration, politics, war, agriculture, infrastructure, and inherited knowledge.

Nothing wipes. Nothing resets. History persists.

Agrarian is not designed as a traditional MMO.

It is designed as a living civilization project.

## The Core Philosophy

Agrarian is built around several foundational ideas:

### Civilization Is Built, Not Spawned

Every road, field, bridge, town, and city exists because someone survived long enough to build it.

### Legacy Matters More Than Levels

Characters die. Civilizations endure.

### The Frontier Always Exists Somewhere

New players are never locked out of meaningful beginnings because the world constantly evolves through migration, collapse, expansion, and rediscovery.

### Knowledge Is Humanity's True Progression System

Survival knowledge, logistics, farming, engineering, diplomacy, leadership, and teaching matter more than simple stat inflation.

### History Is Never Erased

The world remembers what players build.

Ruins remain. Empires leave scars. Ancient roads still connect cities generations later.

### The World Is The Expansion

There are no wipes, no sequels, and no fragmented expansion packs. Development continuously expands and evolves the same persistent world.

## The Emotional Core

Agrarian is ultimately about one question:

> What survives after you are gone?

The emotional center of the game is not power fantasy.

It is:

- stewardship
- mortality
- inheritance
- civilization
- continuity
- humanity's relationship with land, labor, and time

## World Narrative

Human civilization once reached extraordinary heights before collapse fractured the world into isolated survivors and scattered communities.

The old world was not entirely destroyed. Its remnants still exist:

- crumbling infrastructure
- abandoned machinery
- forgotten knowledge
- overgrown ruins
- fragmented records
- distant myths

Most players begin knowing almost nothing about the world beyond survival.

For many generations, humanity's focus is simple:

- survive winter
- cultivate food
- protect family
- establish shelter
- preserve knowledge

Only much later do larger questions begin to emerge:

- What came before?
- How large is the world?
- What exists beyond the horizon?
- What lies across oceans?
- What are the lights in the sky?

In the earliest eras of Agrarian, space is not a destination.

It is mythology.

A child standing in a field at night may look upward and wonder what exists beyond Earth, but the reality of reaching it feels impossibly distant.

That distance matters.

Humanity must first relearn how to survive before it can dream of reaching the stars again.

## Long-Term Civilization Arc

The world evolves through eras shaped entirely by player activity.

### Survival Era

Small groups struggle to survive harsh environments.

### Agrarian Era

Farming, domestication, trade, and settlements emerge.

### Civic Era

Governments, economies, law, infrastructure, and organized societies develop.

### Industrial Era

Mechanization, large-scale production, transportation, and global trade reshape civilization.

### Automation Era

Advanced infrastructure, robotics, AI-assisted labor, and highly complex economies emerge.

### Orbital Era

Only after centuries of development do the first serious attempts to reach beyond Earth become possible.

Even then:

- space travel is dangerous
- expensive
- rare
- difficult to maintain
- politically significant

The stars remain a distant frontier for a very long time.

## Space Expansion Philosophy

Space is not an expansion pack.

It is the next frontier of human civilization.

The first players who eventually leave Earth should feel like:

- early explorers
- settlers
- navigators
- astronauts
- pioneers crossing into the unknown

Interplanetary travel should require:

- massive infrastructure
- industrial capability
- advanced physics
- fuel logistics
- navigation
- ship maintenance
- life support
- coordinated civilizations

Earth always remains emotionally central.

Players may travel beyond Earth eventually, but:

- ancestral homes remain
- old civilizations remain
- inherited land remains
- history remains

The story of humanity never abandons Earth. It expands outward from it.

## Gameplay Structure

### Survival

- gathering
- hunting
- shelter
- fire
- weather survival
- primitive crafting

### Homesteading

- farming
- irrigation
- domestication
- preservation
- permanent structures
- land stewardship

### Civilization

- trade
- infrastructure
- governance
- law
- migration
- taxation
- diplomacy
- warfare

### Technological Progression

- engineering
- industrialization
- automation
- robotics
- advanced logistics

### Long-Term Exploration

- advanced science
- orbital technology
- interplanetary infrastructure
- deep frontier expansion

## Character & Generational Systems

Every player begins as an individual human being with randomized capabilities:

- strength
- endurance
- resilience
- intelligence
- craftsmanship
- charisma
- perception
- adaptability

As characters age:

- physical abilities decline
- knowledge increases
- efficiency improves
- teaching becomes more valuable

When players die:

- descendants inherit knowledge
- families inherit infrastructure
- civilizations inherit history

If no lineage survives, the player begins again as a new individual somewhere on the frontier.

Death is permanent. Civilization persists.

## Economy

Agrarian Coin (AGR) functions as the world's primary currency and economic backbone.

The economy is entirely player-driven:

- labor
- trade
- production
- transportation
- land value
- infrastructure
- scarcity
- specialization

Players may:

- own land
- establish businesses
- rent property
- hire labor
- collect taxes
- build industries
- trade internationally

AGR integrates directly into the game's persistent economy.

AGR also retains the real-world community purpose that started the project: use by homesteaders, farmers markets, agriculture, forestry, fishing, tradespeople, and local barter-minded commerce.

## Monetization Philosophy

Agrarian rejects:

- pay-to-win mechanics
- battle passes
- loot boxes
- seasonal wipes
- fragmented DLC ecosystems

The model is:

- one-time purchase
- modest monthly subscription
- continuous world evolution

Players support:

- persistent servers
- long-term development
- world expansion
- infrastructure growth

The game grows continuously rather than resetting every few years.

## Development Roadmap

### PHASE 1 - Foundational Survival MVP

Goal: Prove the survival gameplay loop.

Team Size: 2 developers.

Deliverable: Small playable multiplayer prototype.

Features:

- single biome
- weather
- hunger/thirst
- injury
- primitive crafting
- wildlife
- gathering
- shelter building
- inventory
- stat system
- basic multiplayer

### PHASE 2 - Persistent Homesteading

Goal: Transition from temporary survival into persistent settlement.

Features:

- farming
- domestication
- land claiming
- storage
- food preservation
- persistent structures
- simple economy

Deliverable: Players can establish permanent homesteads.

### PHASE 3 - Social Civilization Systems

Goal: Create meaningful player societies.

Features:

- trade
- reputation
- barter
- contracts
- local governance
- theft/crime systems
- alliances
- migration systems

Deliverable: Emergent player communities form organically.

### PHASE 4 - Generational Gameplay

Goal: Introduce inheritance and mortality.

Features:

- aging
- relationships
- children
- lineage
- inheritance
- apprenticeships
- family systems
- permanent death

Deliverable: The game evolves into a true generational simulator.

### PHASE 5 - Governments & Civilization

Goal: Enable civilization-scale gameplay.

Features:

- cities
- citizenship
- taxation
- diplomacy
- military systems
- war
- law systems
- territorial control

Deliverable: Player-created civilizations emerge.

### PHASE 6 - Dynamic Civilization Cycles

Goal: Preserve long-term world sustainability.

Features:

- soil exhaustion
- climate variation
- disease
- infrastructure decay
- resource depletion
- societal instability
- frontier emergence
- migration waves

Deliverable: The world remains permanently dynamic for future generations of players.

### PHASE 7 - Earth-Scale Expansion

Goal: Expand toward a planetary persistent simulation.

Features:

- large-scale terrain integration
- biome diversity
- global logistics
- regional climates
- continental economies
- massive server scaling

### PHASE 8 - Industrial & Automation Era

Goal: Advance civilization technologically.

Features:

- industrial systems
- power generation
- automation
- robotics
- advanced transportation
- large-scale infrastructure

### PHASE 9 - Orbital Foundations

Goal: Introduce the first steps toward space.

Features:

- astronomy
- observatories
- advanced physics
- launch infrastructure
- orbital engineering
- rare spaceflight capability

Deliverable: Humanity begins looking beyond Earth again.

### PHASE 10 - Interplanetary Frontier

Goal: Open the next frontier.

Features:

- interplanetary travel
- colony logistics
- spacecraft maintenance
- orbital economies
- planetary settlement systems

Deliverable: Civilization expands beyond Earth while remaining part of the same continuous historical world.

## BUSINESS ROADMAP

### Stage 1 - Foundation & Prototype

Objective: Build credibility and proof of concept.

Priorities:

- Unreal Engine prototype
- networking foundation
- visual identity
- technical feasibility
- devlogs
- early website
- Discord community

Revenue: None initially.

Funding: Self-funded.

Goal: Create a compelling playable prototype and establish public identity.

### Stage 2 - Early Community Building

Objective: Build visibility before launch.

Priorities:

- YouTube development logs
- TikTok short-form clips
- Reddit engagement
- survival/simulation community outreach
- developer transparency
- Steam page launch
- wishlist campaign

Goal Metrics:

- 25k-100k Steam wishlists
- active Discord
- core community advocates

### Stage 3 - Closed Alpha

Objective: Validate systems with real players.

Distribution:

- Direct launcher or Steam playtest

Priorities:

- server stability
- survival gameplay
- persistence testing
- community moderation
- patch cadence

Revenue:

- Optional founder packs only if necessary
- Avoid aggressive monetization

### Stage 4 - Early Access Launch

Platforms:

- Primary: Valve Corporation via Steam
- Secondary later: Epic Games

Avoid console launch initially.

Revenue Model:

- one-time purchase
- optional modest subscription once persistence/server costs justify it

Goal: Build sustainable recurring revenue without compromising philosophy.

### Stage 5 - Infrastructure Expansion

Objective: Scale server infrastructure carefully.

Priorities:

- regional servers
- persistence optimization
- anti-cheat
- world partitioning
- account systems
- moderation tools

Team Growth:

- networking engineer
- backend engineer
- technical artist
- community manager

Avoid explosive scaling too early.

### Stage 6 - Long-Term Studio Evolution

Objective: Transition from indie prototype team into sustainable long-term studio.

Philosophy:

Remain focused on:

- continuity
- transparency
- player trust
- sustainable growth
- long-term world stewardship

Do not pivot into:

- hyper-monetization
- rapid sequel cycles
- trend-chasing live-service mechanics

The strength of Agrarian is its consistency of vision.

## Marketing Position

Agrarian should feel less like:

> a game releasing this year

and more like:

> the beginning of a long-term digital civilization.

## Core Marketing Lines

- The World Is The Expansion.
- History Is Never Erased.
- Civilization Is Player Created.
- Legacy Matters More Than Levels.
- Every Empire Began With Someone Surviving Their First Winter.
- What Survives After You Are Gone?
