Initial Agrarian Unreal project
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# AGRARIAN
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## Master Vision, Narrative, Roadmap & Business Strategy
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## What Is Agrarian?
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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.
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Players begin with almost nothing.
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A fire. A crude shelter. A winter approaching. A world larger than they understand.
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From those beginnings, generations of players slowly shape civilization itself.
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Some will remain wanderers. Some will build homesteads. Some will create villages. Some will found nations. Some will destroy them.
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Over centuries of in-game history, the world evolves continuously through player actions, environmental systems, economics, migration, politics, war, agriculture, infrastructure, and inherited knowledge.
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Nothing wipes. Nothing resets. History persists.
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Agrarian is not designed as a traditional MMO.
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It is designed as a living civilization project.
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## The Core Philosophy
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Agrarian is built around several foundational ideas:
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### Civilization Is Built, Not Spawned
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Every road, field, bridge, town, and city exists because someone survived long enough to build it.
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### Legacy Matters More Than Levels
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Characters die. Civilizations endure.
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### The Frontier Always Exists Somewhere
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New players are never locked out of meaningful beginnings because the world constantly evolves through migration, collapse, expansion, and rediscovery.
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### Knowledge Is Humanity's True Progression System
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Survival knowledge, logistics, farming, engineering, diplomacy, leadership, and teaching matter more than simple stat inflation.
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### History Is Never Erased
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The world remembers what players build.
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Ruins remain. Empires leave scars. Ancient roads still connect cities generations later.
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### The World Is The Expansion
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There are no wipes, no sequels, and no fragmented expansion packs. Development continuously expands and evolves the same persistent world.
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## The Emotional Core
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Agrarian is ultimately about one question:
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> What survives after you are gone?
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The emotional center of the game is not power fantasy.
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It is:
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- stewardship
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- mortality
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- inheritance
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- civilization
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- continuity
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- humanity's relationship with land, labor, and time
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## World Narrative
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Human civilization once reached extraordinary heights before collapse fractured the world into isolated survivors and scattered communities.
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The old world was not entirely destroyed. Its remnants still exist:
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- crumbling infrastructure
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- abandoned machinery
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- forgotten knowledge
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- overgrown ruins
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- fragmented records
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- distant myths
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Most players begin knowing almost nothing about the world beyond survival.
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For many generations, humanity's focus is simple:
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- survive winter
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- cultivate food
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- protect family
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- establish shelter
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- preserve knowledge
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Only much later do larger questions begin to emerge:
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- What came before?
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- How large is the world?
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- What exists beyond the horizon?
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- What lies across oceans?
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- What are the lights in the sky?
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In the earliest eras of Agrarian, space is not a destination.
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It is mythology.
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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.
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That distance matters.
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Humanity must first relearn how to survive before it can dream of reaching the stars again.
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## Long-Term Civilization Arc
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The world evolves through eras shaped entirely by player activity.
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### Survival Era
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Small groups struggle to survive harsh environments.
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### Agrarian Era
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Farming, domestication, trade, and settlements emerge.
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### Civic Era
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Governments, economies, law, infrastructure, and organized societies develop.
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### Industrial Era
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Mechanization, large-scale production, transportation, and global trade reshape civilization.
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### Automation Era
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Advanced infrastructure, robotics, AI-assisted labor, and highly complex economies emerge.
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### Orbital Era
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Only after centuries of development do the first serious attempts to reach beyond Earth become possible.
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Even then:
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- space travel is dangerous
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- expensive
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- rare
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- difficult to maintain
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- politically significant
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The stars remain a distant frontier for a very long time.
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## Space Expansion Philosophy
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Space is not an expansion pack.
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It is the next frontier of human civilization.
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The first players who eventually leave Earth should feel like:
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- early explorers
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- settlers
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- navigators
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- astronauts
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- pioneers crossing into the unknown
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Interplanetary travel should require:
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- massive infrastructure
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- industrial capability
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- advanced physics
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- fuel logistics
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- navigation
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- ship maintenance
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- life support
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- coordinated civilizations
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Earth always remains emotionally central.
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Players may travel beyond Earth eventually, but:
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- ancestral homes remain
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- old civilizations remain
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- inherited land remains
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- history remains
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The story of humanity never abandons Earth. It expands outward from it.
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## Gameplay Structure
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### Survival
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- gathering
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- hunting
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- shelter
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- fire
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- weather survival
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- primitive crafting
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### Homesteading
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- farming
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- irrigation
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- domestication
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- preservation
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- permanent structures
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- land stewardship
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### Civilization
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- trade
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- infrastructure
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- governance
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- law
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- migration
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- taxation
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- diplomacy
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- warfare
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### Technological Progression
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- engineering
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- industrialization
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- automation
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- robotics
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- advanced logistics
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### Long-Term Exploration
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- advanced science
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- orbital technology
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- interplanetary infrastructure
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- deep frontier expansion
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## Character & Generational Systems
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Every player begins as an individual human being with randomized capabilities:
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- strength
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- endurance
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- resilience
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- intelligence
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- craftsmanship
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- charisma
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- perception
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- adaptability
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As characters age:
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- physical abilities decline
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- knowledge increases
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- efficiency improves
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- teaching becomes more valuable
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When players die:
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- descendants inherit knowledge
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- families inherit infrastructure
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- civilizations inherit history
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If no lineage survives, the player begins again as a new individual somewhere on the frontier.
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Death is permanent. Civilization persists.
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## Economy
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Agrarian Coin (AGR) functions as the world's primary currency and economic backbone.
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The economy is entirely player-driven:
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- labor
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- trade
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- production
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- transportation
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- land value
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- infrastructure
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- scarcity
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- specialization
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Players may:
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- own land
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- establish businesses
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- rent property
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- hire labor
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- collect taxes
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- build industries
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- trade internationally
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AGR integrates directly into the game's persistent economy.
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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.
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## Monetization Philosophy
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Agrarian rejects:
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- pay-to-win mechanics
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- battle passes
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- loot boxes
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- seasonal wipes
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- fragmented DLC ecosystems
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The model is:
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- one-time purchase
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- modest monthly subscription
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- continuous world evolution
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Players support:
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- persistent servers
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- long-term development
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- world expansion
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- infrastructure growth
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The game grows continuously rather than resetting every few years.
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## Development Roadmap
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### PHASE 1 - Foundational Survival MVP
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Goal: Prove the survival gameplay loop.
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Team Size: 2 developers.
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Deliverable: Small playable multiplayer prototype.
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Features:
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- single biome
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- weather
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- hunger/thirst
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- injury
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- primitive crafting
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- wildlife
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- gathering
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- shelter building
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- inventory
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- stat system
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- basic multiplayer
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### PHASE 2 - Persistent Homesteading
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Goal: Transition from temporary survival into persistent settlement.
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Features:
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- farming
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- domestication
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- land claiming
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- storage
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- food preservation
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- persistent structures
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- simple economy
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Deliverable: Players can establish permanent homesteads.
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### PHASE 3 - Social Civilization Systems
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Goal: Create meaningful player societies.
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Features:
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- trade
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- reputation
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- barter
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- contracts
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- local governance
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- theft/crime systems
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- alliances
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- migration systems
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Deliverable: Emergent player communities form organically.
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### PHASE 4 - Generational Gameplay
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Goal: Introduce inheritance and mortality.
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Features:
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- aging
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- relationships
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- children
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- lineage
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- inheritance
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- apprenticeships
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- family systems
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- permanent death
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Deliverable: The game evolves into a true generational simulator.
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### PHASE 5 - Governments & Civilization
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Goal: Enable civilization-scale gameplay.
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Features:
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- cities
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- citizenship
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- taxation
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- diplomacy
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- military systems
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- war
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- law systems
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- territorial control
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Deliverable: Player-created civilizations emerge.
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### PHASE 6 - Dynamic Civilization Cycles
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Goal: Preserve long-term world sustainability.
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Features:
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- soil exhaustion
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- climate variation
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- disease
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- infrastructure decay
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- resource depletion
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- societal instability
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- frontier emergence
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- migration waves
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Deliverable: The world remains permanently dynamic for future generations of players.
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### PHASE 7 - Earth-Scale Expansion
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Goal: Expand toward a planetary persistent simulation.
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Features:
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- large-scale terrain integration
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- biome diversity
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- global logistics
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- regional climates
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- continental economies
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- massive server scaling
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### PHASE 8 - Industrial & Automation Era
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Goal: Advance civilization technologically.
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Features:
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- industrial systems
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- power generation
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- automation
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- robotics
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- advanced transportation
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- large-scale infrastructure
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### PHASE 9 - Orbital Foundations
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Goal: Introduce the first steps toward space.
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Features:
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- astronomy
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- observatories
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- advanced physics
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- launch infrastructure
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- orbital engineering
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- rare spaceflight capability
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Deliverable: Humanity begins looking beyond Earth again.
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### PHASE 10 - Interplanetary Frontier
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Goal: Open the next frontier.
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Features:
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- interplanetary travel
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- colony logistics
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- spacecraft maintenance
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- orbital economies
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- planetary settlement systems
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Deliverable: Civilization expands beyond Earth while remaining part of the same continuous historical world.
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## BUSINESS ROADMAP
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### Stage 1 - Foundation & Prototype
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Objective: Build credibility and proof of concept.
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Priorities:
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- Unreal Engine prototype
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- networking foundation
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- visual identity
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- technical feasibility
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- devlogs
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- early website
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- Discord community
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Revenue: None initially.
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Funding: Self-funded.
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Goal: Create a compelling playable prototype and establish public identity.
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### Stage 2 - Early Community Building
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Objective: Build visibility before launch.
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Priorities:
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- YouTube development logs
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- TikTok short-form clips
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- Reddit engagement
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- survival/simulation community outreach
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- developer transparency
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- Steam page launch
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- wishlist campaign
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Goal Metrics:
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- 25k-100k Steam wishlists
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- active Discord
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- core community advocates
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### Stage 3 - Closed Alpha
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Objective: Validate systems with real players.
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Distribution:
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- Direct launcher or Steam playtest
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Priorities:
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- server stability
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- survival gameplay
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- persistence testing
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- community moderation
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- patch cadence
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Revenue:
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- Optional founder packs only if necessary
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- Avoid aggressive monetization
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### Stage 4 - Early Access Launch
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Platforms:
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- Primary: Valve Corporation via Steam
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- Secondary later: Epic Games
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Avoid console launch initially.
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Revenue Model:
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- one-time purchase
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- optional modest subscription once persistence/server costs justify it
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Goal: Build sustainable recurring revenue without compromising philosophy.
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### Stage 5 - Infrastructure Expansion
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Objective: Scale server infrastructure carefully.
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Priorities:
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- regional servers
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- persistence optimization
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- anti-cheat
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- world partitioning
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- account systems
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- moderation tools
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Team Growth:
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- networking engineer
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- backend engineer
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- technical artist
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- community manager
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Avoid explosive scaling too early.
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### Stage 6 - Long-Term Studio Evolution
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Objective: Transition from indie prototype team into sustainable long-term studio.
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Philosophy:
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Remain focused on:
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- continuity
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- transparency
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- player trust
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- sustainable growth
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- long-term world stewardship
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Do not pivot into:
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- hyper-monetization
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- rapid sequel cycles
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- trend-chasing live-service mechanics
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The strength of Agrarian is its consistency of vision.
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## Marketing Position
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Agrarian should feel less like:
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> a game releasing this year
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and more like:
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> the beginning of a long-term digital civilization.
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## Core Marketing Lines
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- The World Is The Expansion.
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- History Is Never Erased.
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- Civilization Is Player Created.
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- Legacy Matters More Than Levels.
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- Every Empire Began With Someone Surviving Their First Winter.
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- What Survives After You Are Gone?
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Reference in New Issue
Block a user