Complete early roadmap foundation and calendar helpers

This commit is contained in:
2026-05-15 21:41:37 -07:00
parent 6cd6729b7b
commit 8ee1f83b16
80 changed files with 3354 additions and 157 deletions
+273 -101
View File
@@ -29,6 +29,10 @@ Core commitments:
- [ ] Treat terrain, bathymetry, biomes, resources, rivers, and mountains as data-driven long-term infrastructure, not one-off maps.
- [ ] Keep base world time grounded; the world should progress without feeling artificially sped up.
- [ ] Make player skill, tools, infrastructure, cooperation, and knowledge improve efficiency, yield, reliability, quality, and capacity rather than breaking natural biological time.
- [ ] Treat learning as a core play loop: knowledge unlocks understanding, practice builds competence, and infrastructure makes advanced work possible.
- [ ] Use real-world learning checks carefully; they should teach and confirm understanding without turning the game into mandatory homework.
- [ ] Let players choose depth: basic survival should be approachable, while advanced civilization, nuclear power, spaceflight, and colonization should reward real study, planning, and mastery.
- [ ] Avoid trivia-only gates; complex achievements require the right knowledge, repeated hands-on experience, tools, safety systems, materials, teams, and institutions.
## Time And Progression Philosophy
@@ -123,14 +127,14 @@ Use these markers as the project progresses:
Roadmap order is now:
1. Current milestone status and decision log.
2. Phase 0 foundation and guardrails.
3. Phase 1 foundational survival MVP.
4. Later gameplay, civilization, technical, release, and community tracks.
2. Version 0.01 foundation and guardrails.
3. Version 0.1 foundational survival MVP.
4. Later version tracks for gameplay, civilization, technical, release, and community work.
5. Calendar, MVP definition of done, and earliest next actions.
Phase subsection numbers such as `0.1`, `0.2`, and `0.7` are workstream
sections, not release versions. Release versions are tracked separately as
milestones such as `0.01`, `0.1`, `0.6`, and `1.0`.
Roadmap headings now use release-style milestone numbers. Subsections use lettered
labels such as `0.1.A`, `0.1.B`, and `0.1.C` so they do not look like
separate versions.
## Active Milestone - Version 0.01 Foundation Baseline
@@ -182,11 +186,11 @@ Remaining version 0.01 cleanup before moving deeper into new gameplay:
- [x] Launch near-term MVP map-tile serving cloud VM.
- [x] Define MVP day/night length, survival pressure target, success loop, failure conditions, and closed-test readiness criteria.
# Phase 0 - Project Foundation And Guardrails
# Version 0.01 - Project Foundation And Guardrails
Goal: Prepare the project so all future development is controlled, recoverable, documented, and aligned with the long-term vision.
## 0.1 Repository And Source Control
## 0.01.A Repository And Source Control
- [x] Decide where the Unreal project repository will live.
- [x] Create or confirm GitHub repository for the Unreal project.
@@ -202,11 +206,11 @@ Goal: Prepare the project so all future development is controlled, recoverable,
- [x] Define backup expectations for NAS and repo.
- [x] Confirm this roadmap file is committed or otherwise backed up.
## 0.2 Engine And Tooling Decisions
## 0.01.B Engine And Tooling Decisions
- [x] Confirm Unreal Engine version.
- [x] Decide Blueprint-first, C++-first, or hybrid approach.
- [?] Decide whether Gameplay Ability System is needed now or later.
- [x] Decide whether Gameplay Ability System is needed now or later. Decision: defer GAS until after the version 0.1 MVP survival foundation; keep current explicit replicated components for survival, inventory, crafting, interaction, movement, time, weather, resources, and building. Revisit when skills, combat, injuries, medicine, equipment effects, professions, and long-term status modifiers create enough repeated ability/effect logic to justify GAS.
- [x] Decide networking model for MVP.
- [x] Decide dedicated server target platform.
- [x] Decide local development platforms.
@@ -223,6 +227,7 @@ Current tooling decisions:
- Unreal Engine version: `5.7`.
- Development approach: hybrid C++ foundation with Blueprint/content assembly in the editor.
- Gameplay Ability System: deferred until after version 0.1. Current MVP gameplay remains in explicit replicated components, with a revisit planned when ability/effect complexity grows.
- Source control and daily coding: Ubuntu-Codex working against the Unraid `projects` share.
- Editor/build host: Windows-Builder VM with GPU passthrough.
- Headless build path for Codex: Unraid QEMU guest agent into Windows-Builder.
@@ -240,7 +245,7 @@ Current tooling decisions:
versions like `1`, build and smoke-test a fresh Windows packaged executable
for investor/demo review.
## 0.3 Design Documentation
## 0.01.C Design Documentation
- [x] Create game design document.
- [x] Create technical design document.
@@ -259,7 +264,7 @@ Current tooling decisions:
- [x] Create data asset standards.
- [x] Create save/persistence standards.
## 0.4 Project Structure
## 0.01.D Project Structure
- [x] Organize `Content/Agrarian/` root folder.
- [x] Create folders for Characters.
@@ -275,9 +280,9 @@ Current tooling decisions:
- [x] Create folders for Developer-only test assets.
- [x] Create naming convention for assets.
- [x] Remove unused Combat, Platforming, and SideScrolling starter variant content.
- [~] Move any starter content into clear prototype folders. Remaining ThirdPerson and LevelPrototyping assets are still referenced by current player Blueprints and automation.
- [x] Move any starter content into clear prototype folders. Decision: close the version 0.01 structure item by retaining the narrow `ThirdPerson` and `LevelPrototyping` dependencies in place until replacement work lands in version 0.1. Moving those assets now would break active player Blueprints, package maps, setup scripts, and automation. Remaining cleanup is tracked as explicit version 0.1 replacement work.
## 0.5 MVP Definition
## 0.01.E MVP Definition
- [x] Define what qualifies as the 6-month MVP.
- [x] Define what will not be included in MVP.
@@ -295,7 +300,7 @@ Current tooling decisions:
- [x] Define first playable internal milestone.
- [x] Define closed test readiness criteria.
## 0.6 Operational Infrastructure
## 0.01.F Operational Infrastructure
- [x] Stand up Unraid `DevBox` as shared project storage.
- [x] Create and expose the `projects` SMB share.
@@ -309,18 +314,18 @@ Current tooling decisions:
- [x] Install VS 2022 Build Tools for Unreal 5.7 compiler compatibility.
- [x] Confirm Codex can launch Windows headless build commands without RDP.
- [x] Confirm headless editor target build succeeds.
- [ ] Set up Parsec or equivalent real-GPU remote access for occasional Codex visual inspection.
- [ ] Stabilize Windows-Builder network/RDP behavior under GPU passthrough.
- [x] Set up Parsec or equivalent real-GPU remote access for occasional Codex visual inspection. Sunshine is installed on Windows-Builder, paired with the GTX 1660 SUPER and a virtual 1920x1080 display for Moonlight-based LAN inspection; documented in `Docs/Ops/WindowsBuilderGpuRemoteAccess.md`.
- [x] Stabilize Windows-Builder network/RDP behavior under GPU passthrough. Confirmed fixed bridged VirtIO NIC on `br0` with MAC `52:54:00:17:ec:5d`, set Windows network profile to Private, made `TermService` automatic, confirmed RDP firewall/listener access, disabled sleep/hibernate, and documented recovery checks in `Docs/Ops/WindowsBuilderNetworkRdpStability.md`.
- [x] Decide and document VM snapshot cadence before major engine/tool changes.
- [x] Define Unraid share backup policy.
- [x] Implement Linastorage incremental project backup job with deleted-file retention.
- [x] Implement quiesced VM backup job for Windows-Builder and Ubuntu-Codex.
- [ ] Add recurring restore-test log for project and VM backups.
- [ ] Define GitHub branch protection and review rules.
- [ ] Add a build log retention policy.
- [ ] Add a simple operational runbook for rebooting/recovering Windows-Builder, Ubuntu-Codex, and DevBox.
- [x] Add recurring restore-test log for project and VM backups. Added `Docs/Ops/BackupRestoreTestLog.md`, linked it from the backup runbooks, and recorded initial blocked baseline entries for the project restic repository and VM snapshot directory so the first successful tests can be appended after snapshots are available.
- [x] Define GitHub branch protection and review rules. Documented the current free-tier/private-repo limitation, main-branch policy, PR review expectations, required validation, and future protected-main settings in `Docs/Ops/GitHubBranchProtectionAndReviewRules.md`; added `.github/PULL_REQUEST_TEMPLATE.md` for repeatable review checks.
- [x] Add a build log retention policy. Documented generated log locations, default retention windows, preserve-before-pruning rules, cadence, and dry-run/apply cleanup flow in `Docs/Ops/BuildLogRetentionPolicy.md`; added `Scripts/prune_build_logs.sh`.
- [x] Add a simple operational runbook for rebooting/recovering Windows-Builder, Ubuntu-Codex, and DevBox. Added `Docs/Ops/DevelopmentInfrastructureRecoveryRunbook.md` with triage checks, safe reboot order, Windows-Builder recovery, Ubuntu-Codex recovery, DevBox/SMB recovery, and post-recovery validation.
## 0.7 Earth-Scale Terrain Architecture
## 0.01.G Earth-Scale Terrain Architecture
Long-term goal: Agrarian can eventually expand toward an Earth-scale world made
from real terrain and ocean data. The intended unit is a 1 km x 1 km tile. At
@@ -357,13 +362,13 @@ redownloaded when a player returns to a region.
- [x] Build an MVP tile registry table for the Ground Zero tile and immediate neighbors.
- [x] Keep World Partition compatibility as a hard requirement for all terrain decisions.
# Phase 1 - Foundational Survival MVP
# Version 0.1 - Foundational Survival MVP
Goal: Build a small playable multiplayer prototype that proves survival, weather, inventory, gathering, crafting, shelter, and basic persistence can work together.
Target deliverable: A small group can join a server, spawn into one biome, gather resources, survive weather, craft primitive tools, build simple shelter, manage hunger/thirst/injury, and return later to find basic world state preserved.
## 1.1 Core Player Foundation
## 0.1.A Core Player Foundation
- [x] Create base player character class.
- [x] Create player controller.
@@ -379,12 +384,13 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Implement jumping if needed.
- [x] Implement interaction trace.
- [x] Implement interact prompt. Implemented as a local trace-backed HUD prompt using each interactable's `GetInteractionText`, rendered as `[E] <action>` through the Agrarian HUD.
- [ ] Implement basic animation blueprint.
- [x] Implement basic animation blueprint. Verified `BP_AgrarianPlayerCharacter` uses `SKM_Quinn_Simple` with `/Game/Characters/Mannequins/Anims/Unarmed/ABP_Unarmed` for first-pass idle, locomotion, jump, fall, and landing presentation.
- [x] Implement placeholder character mesh.
- [~] Add replication for player movement and core state.
- [~] Add developer debug overlay for player status.
- [x] Replace `ThirdPerson` template player Blueprint/game mode paths with Agrarian-native player, controller, and game mode assets once the MVP character selection flow is ready. Added `BP_AgrarianPlayerCharacter`, `BP_AgrarianPlayerController`, and `BP_AgrarianGameMode`; updated default game mode, packaging, automation, and docs to use the Agrarian-owned paths.
- [x] Add replication for player movement and core state. Explicitly enabled replicated character movement, replicated sprint/prone intent, replicated age/condition/strength/endurance/terrain movement state, OnRep speed refreshes, and server-authoritative stance/sprint/terrain update paths.
- [x] Add developer debug overlay for player status. Expanded `AgrarianDebugHUD` to show authority/local-control state, location, horizontal speed, movement mode, stance, sprint state, camera mode, movement multiplier, carry weight, age, condition, strength, endurance, and terrain movement modifier.
## 1.2 Character Stats
## 0.1.B Character Stats
- [x] Create stat component.
- [x] Add health.
@@ -392,25 +398,25 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add hunger.
- [x] Add thirst.
- [x] Add body temperature.
- [ ] Add exhaustion.
- [x] Add exhaustion. Added replicated `Exhaustion` to the survival snapshot, low-stamina exhaustion gain, gradual recovery when fed/hydrated/warm, sprint-related exhaustion gain, movement/sprint penalties at high exhaustion, debug HUD display, admin survival output, and admin heal recovery.
- [x] Add injury state.
- [ ] Reserve long-term care history fields for nutrition, illness, injury, sleep, shelter, stress, workload, and treatment quality.
- [ ] Add infection or sickness placeholder.
- [x] Reserve long-term care history fields for nutrition, illness, injury, sleep, shelter, stress, workload, and treatment quality. Added replicated/save-ready `FAgrarianCareHistorySnapshot`, clamping, debug HUD visibility, save-game field reservation, and persistence documentation.
- [x] Add infection or sickness placeholder. Added replicated `SicknessSeverity`, server-authoritative add/reduce hooks, sickness recovery/damage rates, exhaustion and care-history illness burden effects, movement penalty, debug HUD/admin output, admin heal recovery, persistence documentation, and verification coverage.
- [x] Add stat regeneration rules.
- [x] Add stat decay rules.
- [x] Add stat replication.
- [ ] Add stat save/load support.
- [x] Add stat save/load support. `SaveCurrentWorld` now captures live Agrarian player transform, survival snapshot, care history snapshot, and inventory; load commands restore matching player stats/care history/inventory through `RestorePlayers` before restoring world actors.
- [x] Add debug commands for modifying stats.
- [~] Add HUD display for critical stats.
- [x] Add HUD display for critical stats. Added an always-on compact survival status panel for health, stamina, food, water, temperature, exhaustion, injury, and sickness, with warning/critical coloring separate from the developer debug overlay.
## 1.3 Time, Weather, And Environment Pressure
## 0.1.C Time, Weather, And Environment Pressure
- [x] Create world time system.
- [x] Add day/night cycle.
- [x] Add configurable time scale.
- [x] Set default server time scale to `4 real hours = 1 in-game day`.
- [ ] Add real local time-zone and sunrise/sunset lookup for Ground Zero by latitude/longitude.
- [ ] Add Agrarian calendar conversion helpers for days, seasons, crop cycles, livestock maturity, spoilage, and long-running tasks.
- [x] Add real local time-zone and sunrise/sunset lookup for Ground Zero by latitude/longitude. Added tile-aware solar metadata to `AAgrarianGameState`, Ground Zero Pacifica defaults, local sunrise/sunset/solar-noon/day-length approximation, replicated solar state, `IsNight` based on active tile solar bounds, and a repeatable registry-driven solar metadata generator that skips placeholder/unknown tiles.
- [x] Add Agrarian calendar conversion helpers for days, seasons, crop cycles, livestock maturity, spoilage, and long-running tasks. Added replicated year/day and absolute-day helpers, season/day-of-season lookup, `4 real hours = 1 in-game day` conversion helpers, long-task progress calculation, active tile growing-zone profile, crop maturity fit checks against frost-free/growing-season windows, and a repeatable growing-zone metadata generator that skips placeholder/unknown tiles.
- [ ] Add temperature curve by time of day.
- [x] Add simple weather states.
- [x] Add clear weather.
@@ -432,7 +438,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add first-pass sky and lighting.
- [ ] Add audio cues for weather.
## 1.4 Single Biome MVP Map
## 0.1.D Single Biome MVP Map
- [x] Choose Ground Zero real-world 1 km x 1 km MVP tile.
- [x] Choose MVP biome based on Ground Zero location.
@@ -450,15 +456,18 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [~] Add resource nodes.
- [x] Add biome-appropriate natural resources based on Ground Zero.
- [x] Add water source.
- [ ] Replace grey-box environment presentation with an MVP natural environment pass: terrain material, grass, shrubs, bushes, trees, water-source visuals, and clearer Ground Zero biome dressing.
- [ ] Add first-pass environment asset variation so trees, bushes, grass, resource nodes, and water do not read as repeated placeholders.
- [ ] Replace `LevelPrototyping` cube/cylinder mesh dependencies in Agrarian setup scripts and prototype Blueprints with Agrarian-native placeholder environment meshes.
- [ ] Add weather exposure zones if needed.
- [ ] Add landmark or ruin placeholder.
- [ ] Add spawn area.
- [ ] Add spawn area with validation that the player spawns above sea level, above terrain by a safe offset, away from water, away from steep slopes, away from dense resource clusters, and with a known safe fallback coordinate.
- [ ] Add performance profiling markers.
- [ ] Add navigation support for wildlife.
- [ ] Add map boundaries or soft limits.
- [ ] Add developer travel command.
## 1.5 Inventory System
## 0.1.E Inventory System
- [ ] Design inventory data model.
- [x] Create item definition data asset.
@@ -475,7 +484,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add persistence for inventory.
- [x] Add debug item spawn command.
## 1.6 Gathering And Resources
## 0.1.F Gathering And Resources
- [x] Create resource node base class.
- [x] Add wood resource.
@@ -490,7 +499,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add resource node persistence.
- [x] Add replicated gathering feedback.
## 1.7 Primitive Crafting
## 0.1.G Primitive Crafting
- [x] Design recipe data model.
- [x] Create recipe data assets.
@@ -506,7 +515,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add multiplayer authority checks.
- [~] Add crafting debug tools.
## 1.8 Fire System
## 0.1.H Fire System
- [x] Create fire actor.
- [x] Add fuel amount.
@@ -521,7 +530,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Connect fire to body temperature.
- [ ] Connect rain/weather to fire behavior.
## 1.9 Shelter Building
## 0.1.I Shelter Building
- [ ] Decide MVP building style.
- [x] Create build placement mode.
@@ -538,7 +547,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add shelter replication.
- [ ] Add deconstruction or damage placeholder.
## 1.10 Injury And Basic Survival Consequences
## 0.1.J Injury And Basic Survival Consequences
- [x] Add generic injury state.
- [ ] Add bleeding placeholder.
@@ -552,7 +561,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add corpse/backpack placeholder if needed.
- [ ] Add replicated death feedback.
## 1.11 Wildlife Prototype
## 0.1.K Wildlife Prototype
- [x] Choose MVP wildlife species.
- [x] Create wildlife base pawn.
@@ -567,7 +576,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add replication.
- [ ] Add performance limits.
## 1.12 Basic Multiplayer
## 0.1.L Basic Multiplayer
- [x] Confirm listen server vs dedicated server for MVP. Decision: listen server is acceptable for quick internal testing, but dedicated server is the preferred closed-test target.
- [ ] Create dedicated server build target if needed.
@@ -586,7 +595,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add basic latency testing.
- [ ] Add disconnect/reconnect handling.
## 1.13 Persistence MVP
## 0.1.M Persistence MVP
- [x] Decide MVP persistence scope.
- [x] Decide what tile metadata is stored in save data vs external tile registry.
@@ -607,7 +616,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add recovery plan for corrupted save.
- [ ] Document persistence limitations.
## 1.14 MVP UI And UX
## 0.1.N MVP UI And UX
- [ ] Add main menu placeholder.
- [ ] After splash/startup screens, land on an MVP character selection landing page.
@@ -623,7 +632,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add accessibility basics.
- [ ] Ensure UI scales on common resolutions.
## 1.15 MVP Audio And Atmosphere
## 0.1.O MVP Audio And Atmosphere
- [ ] Add ambient biome audio.
- [ ] Add footstep placeholders.
@@ -635,7 +644,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] Add mix settings.
- [ ] Add volume sliders.
## 1.16 MVP QA Gates
## 0.1.P MVP QA Gates
- [ ] Can launch packaged client.
- [ ] Can launch server.
@@ -650,13 +659,30 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [ ] No critical log spam during 30-minute test.
- [ ] Server remains stable with target test player count.
## 0.1.Q Knowledge And Skill Foundation
- [ ] Define the MVP separation between knowledge, practical experience, physical stats, tools, and infrastructure.
- [ ] Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness.
- [ ] Define how knowledge affects survival actions: fewer mistakes, safer attempts, better yields, lower injury risk, and more reliable outcomes.
- [ ] Define how practical experience grows through use, repetition, mistakes, and recovery from failure.
- [ ] Add first contextual learning prompts for fire safety, potable water, exposure, shelter placement, injury care, and resource identification.
- [ ] Design optional knowledge checks that appear when relevant to the action instead of interrupting basic play.
- [ ] Add player-facing feedback that explains why an action failed or produced poor results.
- [ ] Define accessibility rules for the learning system: hints, retries, readable wording, no hard lockout from basic survival, and non-punitive practice paths.
- [ ] Define the first subject content format: topic, concepts, difficulty tier, prerequisite concepts, in-game effect, practice action, and source note.
- [ ] Add a small MVP question bank for elementary survival knowledge.
- [ ] Define when deeper questions should matter: quality improvements, safer work, complex crafting, teaching others, and advanced branches.
- [ ] Add design notes for avoiding exploit farming and rote memorization.
- [ ] Add persistence requirements for knowledge, skill experience, learned concepts, failed attempts, and tutorial state.
- [ ] Add multiplayer rules for teaching, observation, shared work, and group skill benefits.
---
# Phase 2 - Persistent Homesteading
# Version 0.2 - Persistent Homesteading
Goal: Transition from temporary survival into lasting settlement and land stewardship.
## 2.1 Land And Claiming
## 0.2.A Land And Claiming
- [ ] Design land claim philosophy.
- [ ] Define claim size limits.
@@ -669,7 +695,7 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add claim conflict rules.
- [ ] Add abandoned claim decay rules.
## 2.2 Farming
## 0.2.B Farming
- [ ] Design soil model.
- [ ] Add basic soil quality.
@@ -683,8 +709,12 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add crop failure rules.
- [ ] Add seed recovery.
- [ ] Add crop persistence.
- [ ] Add farming knowledge topics for soil texture, soil fertility, composting, crop rotation, planting depth, spacing, irrigation, frost risk, and harvest timing.
- [ ] Add seed selection and plant breeding foundation concepts.
- [ ] Add crop disease, pest pressure, and weed management knowledge hooks.
- [ ] Add weather and seasonal planning effects on planting and yield reliability.
## 2.3 Domestication
## 0.2.C Domestication
- [ ] Choose first domestic animal.
- [ ] Add taming concept.
@@ -695,8 +725,11 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add animal products.
- [ ] Add ownership.
- [ ] Add persistence.
- [ ] Add animal handling knowledge for approach, containment, stress, feeding, hydration, shelter, and humane care.
- [ ] Add livestock reproduction knowledge for breeding windows, gestation, offspring care, genetic traits, and recordkeeping.
- [ ] Add animal disease, sanitation, quarantine, parasite, and nutrition knowledge hooks.
## 2.4 Storage And Preservation
## 0.2.D Storage And Preservation
- [ ] Add storage containers.
- [ ] Add container permissions.
@@ -705,8 +738,10 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add drying/smoking/salting placeholder.
- [ ] Add storage persistence.
- [ ] Add storage UI.
- [ ] Add food preservation knowledge for drying, smoking, salting, fermenting, canning later, cold storage, spoilage, pests, and contamination risk.
- [ ] Add material storage knowledge for moisture, rot, rust, pests, fire risk, and inventory rotation.
## 2.5 Permanent Structures
## 0.2.E Permanent Structures
- [ ] Expand building pieces.
- [ ] Add foundation.
@@ -720,7 +755,7 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add permissions.
- [ ] Add persistence optimizations.
## 2.6 Simple Economy
## 0.2.F Simple Economy
- [ ] Add barter container.
- [ ] Add simple trade UI.
@@ -728,14 +763,25 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add local price notes if needed.
- [x] Add AGR placeholder integration planning.
- [ ] Add transaction logging.
- [ ] Add early business knowledge for bookkeeping, inventory, profit/loss, fair trade, basic credit, risk, and customer trust.
- [ ] Add simple workshop/business ownership rules for homestead-scale production.
## 0.2.G Homesteading Knowledge Progression
- [ ] Define early profession paths: farmer, herder, carpenter, mason, cook, medic, hunter, fisher, trapper, trader, and scout.
- [ ] Add learning-by-doing bonuses for routine homestead work without letting repetition replace core understanding.
- [ ] Add simple manuals, oral tips, and settlement notes as discoverable teaching objects.
- [ ] Add household teaching rules for passing practical knowledge to family or trusted settlement members.
- [ ] Define how poor knowledge creates believable outcomes: spoiled food, sick animals, failed crops, weak structures, wasted materials, and avoidable injury.
- [ ] Define how good knowledge improves resilience without making nature instant or effortless.
---
# Phase 3 - Social Civilization Systems
# Version 0.3 - Social Civilization Systems
Goal: Let player communities form organically through trade, trust, conflict, law, and local coordination.
## 3.1 Identity And Reputation
## 0.3.A Identity And Reputation
- [ ] Add player display identity.
- [ ] Add household/family name placeholder.
@@ -746,7 +792,7 @@ Goal: Let player communities form organically through trade, trust, conflict, la
- [ ] Add negative reputation events.
- [ ] Add reputation decay or locality rules.
## 3.2 Trade And Contracts
## 0.3.B Trade And Contracts
- [ ] Design direct trade flow.
- [ ] Add secure trade window.
@@ -758,7 +804,7 @@ Goal: Let player communities form organically through trade, trust, conflict, la
- [ ] Add contract completion rules.
- [ ] Add dispute placeholder.
## 3.3 Crime And Consequences
## 0.3.C Crime And Consequences
- [ ] Define theft rules.
- [ ] Define trespassing rules.
@@ -769,7 +815,7 @@ Goal: Let player communities form organically through trade, trust, conflict, la
- [ ] Add punishment placeholder.
- [ ] Add moderation/admin review tools.
## 3.4 Local Governance
## 0.3.D Local Governance
- [ ] Add group/settlement entity.
- [ ] Add membership.
@@ -780,7 +826,7 @@ Goal: Let player communities form organically through trade, trust, conflict, la
- [ ] Add shared storage.
- [ ] Add settlement notice board.
## 3.5 Migration And Frontier
## 0.3.E Migration And Frontier
- [ ] Design migration pressure model.
- [ ] Add spawn region variation.
@@ -789,13 +835,24 @@ Goal: Let player communities form organically through trade, trust, conflict, la
- [ ] Add map hints for settlement density.
- [ ] Add travel risk/reward systems.
## 0.3.F Apprenticeships, Schools, And Local Expertise
- [ ] Add apprenticeship agreements between players, families, guilds, or settlements.
- [ ] Add mentor effectiveness based on knowledge depth, practical experience, communication skill, reputation, and available tools.
- [ ] Add local expert roles for healers, builders, farmers, smiths, navigators, teachers, and administrators.
- [ ] Add settlement knowledge records for who can teach which topics.
- [ ] Add skill reputation and proof-of-work records for contracts and leadership roles.
- [ ] Add basic literacy, numeracy, recordkeeping, and measurement knowledge as civilization multipliers.
- [ ] Add trade school and guild hall design concepts.
- [ ] Add rules for misinformation, poor teaching, outdated methods, and dangerous shortcuts.
---
# Phase 4 - Generational Gameplay
# Version 0.4 - Generational Gameplay
Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emotional heart of Agrarian.
## 4.1 Aging And Lifespan
## 0.4.A Aging And Lifespan
- [ ] Define time scale for aging.
- [ ] Add character age.
@@ -812,7 +869,7 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
- [ ] Add death by old age.
- [ ] Add UI for age and legacy.
## 4.2 Family And Relationships
## 0.4.B Family And Relationships
- [ ] Add relationship model.
- [ ] Add household model.
@@ -822,7 +879,7 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
- [ ] Add family tree UI.
- [ ] Add family persistence.
## 4.3 Knowledge Inheritance
## 0.4.C Knowledge Inheritance
- [ ] Define knowledge categories.
- [ ] Add knowledge acquisition.
@@ -832,8 +889,20 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
- [ ] Add knowledge loss if lineage collapses.
- [ ] Add written records or books.
- [ ] Add library/archives concept.
- [ ] Define knowledge levels by subject: awareness, basic literacy, working competence, advanced practice, expert, master, and research frontier.
- [ ] Define knowledge proof types: contextual question checks, observed practice, completed projects, mentorship endorsements, written exams, and institutional certification.
- [ ] Define how knowledge affects unlocks, error rates, safety, quality, design options, diagnosis, planning, teaching, and research speed.
- [ ] Define how knowledge decay works when characters do not practice or preserve records.
- [ ] Add children and descendant learning model if childhood systems become playable.
- [ ] Add intergenerational teaching bonuses for stable families, apprenticeships, schools, libraries, and preserved notebooks.
- [ ] Add knowledge inheritance limits so descendants receive a head start, not a full replacement for study and practice.
- [ ] Add knowledge catastrophe rules for burned libraries, dead specialists, migration, war, famine, or settlement collapse.
- [ ] Add player-authored notes, manuals, diagrams, recipes, blueprints, and lesson plans.
- [ ] Add content review rules for real-world educational questions and source quality.
- [ ] Add difficulty tiers from elementary concepts through advanced professional and research-level material.
- [ ] Define how players can opt into deeper learning while casual survival players remain viable at lower technology levels.
## 4.4 Inheritance
## 0.4.D Inheritance
- [ ] Add estate model.
- [ ] Add property inheritance rules.
@@ -843,7 +912,7 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
- [ ] Add will/testament placeholder.
- [ ] Add no-heir fallback rules.
## 4.5 Character Visual Aging And Condition
## 0.4.E Character Visual Aging And Condition
- [ ] Define visual age stages for child, young adult, adult, mature adult, elder, and late elder if those stages are playable.
- [ ] Define skin aging rules: wrinkles, texture changes, sun/weather exposure, scars, illness marks, and complexion changes.
@@ -858,11 +927,11 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
---
# Phase 5 - Governments And Civilization
# Version 0.5 - Governments And Civilization
Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, and territorial control.
## 5.1 Settlements To Cities
## 0.5.A Settlements To Cities
- [ ] Add settlement progression metrics.
- [ ] Add population tracking.
@@ -871,7 +940,7 @@ Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, a
- [ ] Add city designation.
- [ ] Add city management UI.
## 5.2 Citizenship And Law
## 0.5.B Citizenship And Law
- [ ] Add citizenship model.
- [ ] Add legal code records.
@@ -880,7 +949,7 @@ Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, a
- [ ] Add court/dispute placeholder.
- [ ] Add fines or penalties.
## 5.3 Taxation And Public Works
## 0.5.C Taxation And Public Works
- [ ] Add treasury model.
- [ ] Add tax rules.
@@ -889,7 +958,7 @@ Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, a
- [ ] Add public building funding.
- [ ] Add treasury audit logs.
## 5.4 Diplomacy
## 0.5.D Diplomacy
- [ ] Add settlement relations.
- [ ] Add alliances.
@@ -898,7 +967,7 @@ Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, a
- [ ] Add war declaration.
- [ ] Add treaty records.
## 5.5 Warfare
## 0.5.E Warfare
- [ ] Define combat scale.
- [ ] Add weapon progression.
@@ -908,13 +977,31 @@ Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, a
- [ ] Add war consequences.
- [ ] Add anti-griefing protections.
## 0.5.F Public Education, Professions, And Certification
- [ ] Add public schools, academies, guilds, universities, libraries, laboratories, hospitals, workshops, and proving grounds as settlement institutions.
- [ ] Add licensing/certification systems for high-risk roles such as doctor, engineer, pilot, heavy equipment operator, power operator, explosives handler, and public official.
- [ ] Add standardized curricula controlled by settlements or governments.
- [ ] Add professional ethics, malpractice, negligence, and public safety consequences.
- [ ] Add civil engineering knowledge for roads, bridges, water systems, sanitation, drainage, public buildings, and urban planning.
- [ ] Add administration knowledge for law, tax records, logistics, auditing, diplomacy, emergency management, and public works.
- [ ] Add political science and civic knowledge for constitutions, representation, elections, legitimacy, civil rights, bureaucracy, corruption control, and peaceful transfer of power.
- [ ] Add legal studies knowledge for property law, contracts, criminal law, courts, evidence, due process, appeals, and enforcement limits.
- [ ] Add economics knowledge for scarcity, labor, markets, money, credit, taxation, inflation, public goods, trade policy, and resource allocation.
- [ ] Add business administration knowledge for accounting, payroll, purchasing, contracts, operations, pricing, management, insurance, and risk controls.
- [ ] Add finance knowledge for banking, loans, collateral, investment, bonds, equity, reserves, audits, bankruptcy, and financial regulation.
- [ ] Add sociology and anthropology knowledge for culture, social trust, institutions, migration, inequality, conflict, education, and community resilience.
- [ ] Add ethics and philosophy knowledge for public risk, medical consent, animal welfare, war conduct, research limits, stewardship, and governance legitimacy.
- [ ] Add military training knowledge for tactics, logistics, fortification, command, communications, and rules of engagement.
- [ ] Add public research funding, grants, patents or open knowledge policies, and institutional prestige.
---
# Phase 6 - Dynamic Civilization Cycles
# Version 0.6 - Dynamic Civilization Cycles
Goal: Keep the world alive for future generations through change, decay, scarcity, collapse, and renewal.
## 6.1 Environmental Sustainability
## 0.6.A Environmental Sustainability
- [ ] Add soil exhaustion.
- [ ] Add crop rotation benefits.
@@ -924,7 +1011,7 @@ Goal: Keep the world alive for future generations through change, decay, scarcit
- [ ] Add resource depletion.
- [ ] Add environmental recovery.
## 6.2 Disease And Hardship
## 0.6.B Disease And Hardship
- [ ] Add disease model.
- [ ] Add spread rules.
@@ -933,7 +1020,7 @@ Goal: Keep the world alive for future generations through change, decay, scarcit
- [ ] Add famine conditions.
- [ ] Add disaster events.
## 6.3 Infrastructure Decay
## 0.6.C Infrastructure Decay
- [ ] Add road decay.
- [ ] Add building decay.
@@ -942,7 +1029,7 @@ Goal: Keep the world alive for future generations through change, decay, scarcit
- [ ] Add ruin state.
- [ ] Add rediscovery value for ruins.
## 6.4 Collapse And Frontier Renewal
## 0.6.D Collapse And Frontier Renewal
- [ ] Add settlement instability metrics.
- [ ] Add migration waves.
@@ -950,13 +1037,24 @@ Goal: Keep the world alive for future generations through change, decay, scarcit
- [ ] Add frontier emergence rules.
- [ ] Add new player frontier assignment.
## 0.6.E Medicine, Ecology, And Resilience Knowledge
- [ ] Add public health knowledge for sanitation, clean water, waste handling, quarantine, nutrition, vaccination if era-appropriate, and disease surveillance.
- [ ] Add medical science progression from first aid and herbal care through anatomy, physiology, pathology, clinical diagnosis, surgery support, pharmacology, epidemiology, mental health, rehabilitation, and hospital operations.
- [ ] Add nursing, emergency medicine, veterinary medicine, dentistry, maternal care, pediatrics, geriatrics, occupational health, and medical logistics knowledge.
- [ ] Add ecology knowledge for soil recovery, watershed health, forest management, habitat restoration, carrying capacity, and sustainable harvesting.
- [ ] Add disaster preparedness knowledge for fire, flood, drought, storm, famine, disease outbreak, infrastructure failure, and evacuation planning.
- [ ] Add failure analysis knowledge so settlements can diagnose why crops, animals, machines, structures, or public systems failed.
- [ ] Add archive recovery and rediscovery mechanics for collapsed settlements and ruins.
- [ ] Add resilience planning bonuses for settlements that preserve specialists, records, redundant systems, and training pipelines.
---
# Phase 7 - Earth-Scale Expansion
# Version 0.7 - Earth-Scale Expansion
Goal: Expand from a small test world toward a huge, regionally diverse, persistent world that can eventually approach Earth scale through staged 1 km x 1 km real-terrain tiles.
## 7.1 Terrain And World Partition
## 0.7.A Terrain And World Partition
- [ ] Evaluate Unreal World Partition.
- [ ] Define real terrain generation pipeline.
@@ -969,15 +1067,15 @@ Goal: Expand from a small test world toward a huge, regionally diverse, persiste
- [ ] Define river, lake, coastline, and wetland generation rules.
- [ ] Define missing/low-quality source data fallback rules.
- [ ] Add streaming tests.
- [~] Add server-delivered tile streaming prototype. Near-term MVP proof is tracked in Phase 0.7.
- [~] Add client local tile cache prototype. Near-term MVP proof is tracked in Phase 0.7.
- [~] Add server-delivered tile streaming prototype. Near-term MVP proof is tracked in version 0.01.G.
- [~] Add client local tile cache prototype. Near-term MVP proof is tracked in version 0.01.G.
- [ ] Add stale tile scrubber prototype.
- [ ] Add tile redownload and version update prototype.
- [ ] Add biome boundaries.
- [ ] Add region metadata.
- [ ] Add server scaling plan.
## 7.2 Biome Diversity
## 0.7.B Biome Diversity
- [ ] Derive biome candidates from real-world land-cover, climate, elevation, and water data.
- [ ] Add forest biome.
@@ -990,7 +1088,7 @@ Goal: Expand from a small test world toward a huge, regionally diverse, persiste
- [ ] Map natural resources to likely real-world geology, flora, water, and climate.
- [ ] Add biome-specific survival pressure.
## 7.3 Logistics And Transportation
## 0.7.C Logistics And Transportation
- [ ] Keep walking and running speeds close to real-world human pace.
- [ ] Keep animal travel speeds close to real-world animal pace.
@@ -1005,8 +1103,11 @@ Goal: Expand from a small test world toward a huge, regionally diverse, persiste
- [ ] Add shipping routes.
- [ ] Add regional trade value.
- [ ] Add distance-based economy pressure.
- [ ] Add practical navigation knowledge for landmarks, maps, compass use, celestial navigation, terrain reading, river travel, sea travel, and weather routing.
- [ ] Add vehicle operation knowledge for carts, animal teams, bicycles if used, boats, cars, trucks, tractors, trains, aircraft, and heavy equipment.
- [ ] Add maintenance knowledge for wheels, axles, harnesses, engines, hulls, tires, fuel systems, batteries, brakes, and spare parts.
## 7.4 Continental Economy
## 0.7.D Continental Economy
- [ ] Add regional scarcity.
- [ ] Add market hubs.
@@ -1014,8 +1115,12 @@ Goal: Expand from a small test world toward a huge, regionally diverse, persiste
- [ ] Add tariffs or taxes.
- [ ] Add price history.
- [ ] Add economic dashboards.
- [ ] Add interregional and global trade knowledge for comparative advantage, shipping routes, ports, rail hubs, customs, tariffs, sanctions, trade agreements, currency exchange, and supply-chain disruption.
- [ ] Add commercial logistics knowledge for warehousing, freight forwarding, fleet management, cold chains, bulk commodities, manifests, insurance, and customs documents.
- [ ] Add business scaling rules for sole proprietors, partnerships, cooperatives, corporations, franchises, guild enterprises, and state-owned enterprises.
- [ ] Add market infrastructure for commodity exchanges, long-term contracts, futures/forward agreements if appropriate, credit risk, and price discovery.
## 7.5 Tile Operations At Scale
## 0.7.E Tile Operations At Scale
- [ ] Define tile generation queue.
- [ ] Define tile publish queue.
@@ -1027,13 +1132,24 @@ Goal: Expand from a small test world toward a huge, regionally diverse, persiste
- [ ] Define cost controls for serving and regenerating terrain content.
- [ ] Define long-term archival strategy for superseded tile versions.
## 0.7.F Earth-Scale Field Science And Resource Knowledge
- [ ] Add surveying and cartography knowledge for accurate coordinates, tile boundaries, elevation, slope, hydrology, and route planning.
- [ ] Add geology knowledge for likely mineral resources, soil parent material, rock types, groundwater, caves, hazards, and mining prospects.
- [ ] Add hydrology knowledge for rivers, wetlands, aquifers, floodplains, irrigation, erosion, and drinking water risk.
- [ ] Add climatology and meteorology knowledge for regional weather, seasons, wind, storms, drought, snowpack, and agricultural planning.
- [ ] Add botany, forestry, and ecology knowledge for biome-specific plants, timber, wild foods, medicinal plants, invasive pressure, and regeneration.
- [ ] Add zoology and wildlife management knowledge for animal behavior, migration, hunting pressure, domestication candidates, and ecosystem balance.
- [ ] Add GIS/data-literacy progression for interpreting real-world terrain, climate, land-cover, and resource datasets.
- [ ] Add in-game field notebooks and sample collection to connect player exploration with world knowledge.
---
# Phase 8 - Industrial And Automation Era
# Version 0.8 - Industrial And Automation Era
Goal: Let player civilizations advance into mechanization, energy, automation, and large-scale production.
## 8.1 Industrial Materials
## 0.8.A Industrial Materials
- [ ] Add mining progression.
- [ ] Add ore processing.
@@ -1041,8 +1157,12 @@ Goal: Let player civilizations advance into mechanization, energy, automation, a
- [ ] Add machine parts.
- [ ] Add fuel types.
- [ ] Add industrial storage.
- [ ] Add mining, geology, metallurgy, chemistry, ceramics, glass, concrete, polymers, and materials testing knowledge.
- [ ] Add iron and steel progression for charcoal iron, coke, blast furnaces, basic oxygen or electric arc steelmaking, alloying, heat treatment, rolling, casting, forging, and quality testing.
- [ ] Add industrial material standards for grades, tolerances, traceability, certification, failure reports, and safety-critical use.
- [ ] Add workplace safety knowledge for mines, furnaces, pressure vessels, chemicals, dust, noise, burns, crush risk, and confined spaces.
## 8.2 Power Systems
## 0.8.B Power Systems
- [ ] Add mechanical power.
- [ ] Add water power.
@@ -1050,8 +1170,10 @@ Goal: Let player civilizations advance into mechanization, energy, automation, a
- [ ] Add electrical power.
- [ ] Add power grid rules.
- [ ] Add maintenance/failure.
- [ ] Add power generation knowledge for mechanical advantage, water wheels, wind, steam, combustion, generators, batteries, transformers, grid stability, and load management.
- [ ] Add electrical safety knowledge for grounding, insulation, overcurrent protection, arc risk, maintenance lockout, and public distribution hazards.
## 8.3 Production Chains
## 0.8.C Production Chains
- [ ] Add workshops.
- [ ] Add factories.
@@ -1059,30 +1181,49 @@ Goal: Let player civilizations advance into mechanization, energy, automation, a
- [ ] Add labor requirements.
- [ ] Add logistics bottlenecks.
- [ ] Add quality tiers.
- [ ] Add manufacturing knowledge for measurement, tolerances, machining, welding, casting, quality control, process flow, and supply-chain planning.
- [ ] Add chemistry/process knowledge for fuels, fertilizers, medicines, solvents, plastics, explosives where appropriate, and pollution control.
- [ ] Add industrialism knowledge for division of labor, interchangeable parts, standardization, assembly lines, factory layout, worker training, shift planning, maintenance schedules, and industrial relations.
- [ ] Add manufacturing business systems for procurement, bills of materials, production planning, inventory turns, cost accounting, quality audits, recalls, warranties, and supplier qualification.
- [ ] Add heavy industry chains for steel, cement, glass, chemicals, machine tools, engines, electrical equipment, vehicles, ships, rail, and construction equipment.
- [ ] Add industrial environmental controls for emissions, waste treatment, water use, occupational exposure, cleanup liability, and community impact.
## 8.4 Automation And Robotics
## 0.8.D Automation And Robotics
- [ ] Add automation control concept.
- [ ] Add basic machine workers.
- [ ] Add robotics progression.
- [ ] Add AI-assisted labor.
- [ ] Add safety/failure risks.
- [ ] Add control systems knowledge for sensors, actuators, feedback loops, programmable logic, robotics, telemetry, fail-safes, and maintenance diagnostics.
- [ ] Add computing and communications knowledge for basic electronics, radio, wired networks, data storage, software, cybersecurity, and automation monitoring.
## 0.8.E Advanced Engineering And Energy Education
- [ ] Add engineering education paths for mechanical, civil, electrical, chemical, industrial, environmental, agricultural, biomedical, nuclear, aerospace, software, and systems engineering.
- [ ] Add design-review mechanics for complex machines, structures, power plants, factories, medical systems, transportation networks, and public infrastructure.
- [ ] Add failure investigation loops where players learn from breakdowns, accidents, low yield, overload, corrosion, fatigue, contamination, and operator error.
- [ ] Add team competency requirements for high-risk builds so major infrastructure depends on multiple trained characters, not one unlocked recipe.
- [ ] Add early nuclear science literacy as a long-term branch: atoms, radiation, shielding, fission basics, reactor safety, waste handling, and regulatory controls.
---
# Phase 9 - Orbital Foundations
# Version 0.9 - Orbital Foundations
Goal: Make space feel earned by centuries of civilization, science, industry, and infrastructure.
## 9.1 Astronomy And Knowledge
## 0.9.A Astronomy And Knowledge
- [ ] Add astronomy observations.
- [ ] Add observatory building.
- [ ] Add star charts.
- [ ] Add orbital mechanics knowledge.
- [ ] Add education requirements.
- [ ] Add mathematics progression for algebra, geometry, trigonometry, calculus concepts, statistics, and numerical modeling as prerequisites for advanced engineering.
- [ ] Add physics progression for mechanics, thermodynamics, electromagnetism, fluids, materials, radiation, and high-energy safety.
- [ ] Add astronomy and space science learning for celestial observation, timekeeping, navigation, orbital periods, launch windows, and planetary environments.
## 9.2 Launch Infrastructure
## 0.9.B Launch Infrastructure
- [ ] Add advanced materials.
- [ ] Add fuel production.
@@ -1090,8 +1231,12 @@ Goal: Make space feel earned by centuries of civilization, science, industry, an
- [ ] Add rocket components.
- [ ] Add launch preparation.
- [ ] Add launch failure risk.
- [ ] Add rocketry knowledge for propulsion, staging, thrust-to-weight, mass fraction, aerodynamics, guidance, navigation, control, telemetry, and range safety.
- [ ] Add aerospace manufacturing knowledge for precision machining, composites, avionics, cryogenics, pressure systems, clean handling, and test procedures.
- [ ] Add nuclear and advanced energy knowledge for reactors, radioisotope systems, shielding, radiation monitoring, emergency response, and long-term waste stewardship.
- [ ] Add pilot, mission controller, engineer, and safety officer training paths.
## 9.3 Orbital Gameplay
## 0.9.C Orbital Gameplay
- [ ] Add orbital object model.
- [ ] Add satellites.
@@ -1099,13 +1244,21 @@ Goal: Make space feel earned by centuries of civilization, science, industry, an
- [ ] Add navigation benefits.
- [ ] Add orbital maintenance.
## 0.9.D Research Institutions And Advanced Science
- [ ] Add observatories, universities, laboratories, proving grounds, launch ranges, wind tunnels, reactors or simulator facilities, and mission control centers.
- [ ] Add research programs that require funding, specialists, instruments, materials, power, safety approvals, tests, failures, and published findings.
- [ ] Add advanced question banks and practical exams for orbital mechanics, rocket science, nuclear physics, materials science, avionics, life support, and mission planning.
- [ ] Add simulation and prototype testing so players can learn before risking major resources or lives.
- [ ] Add ethical and safety governance for dangerous research, weapons-adjacent technology, radiation, launch debris, and public risk.
---
# Phase 10 - Interplanetary Frontier
# Version 1.0 - Interplanetary Frontier
Goal: Expand civilization beyond Earth while keeping Earth emotionally and mechanically central.
## 10.1 Interplanetary Travel
## 1.0.A Interplanetary Travel
- [ ] Add spacecraft design.
- [ ] Add fuel logistics.
@@ -1114,7 +1267,7 @@ Goal: Expand civilization beyond Earth while keeping Earth emotionally and mecha
- [ ] Add travel windows.
- [ ] Add travel risk.
## 10.2 Colony Logistics
## 1.0.B Colony Logistics
- [ ] Add colony founding.
- [ ] Add supply chains.
@@ -1123,7 +1276,7 @@ Goal: Expand civilization beyond Earth while keeping Earth emotionally and mecha
- [ ] Add communication delay if desired.
- [ ] Add political connection to Earth.
## 10.3 Multi-World Persistence
## 1.0.C Multi-World Persistence
- [ ] Add planetary world records.
- [ ] Add orbital economy.
@@ -1131,6 +1284,18 @@ Goal: Expand civilization beyond Earth while keeping Earth emotionally and mecha
- [ ] Add settlement history across worlds.
- [ ] Add long-term expansion governance.
## 1.0.D Offworld Knowledge And Colonization Science
- [ ] Add life support knowledge for atmosphere, pressure, oxygen, carbon dioxide removal, water recycling, food loops, waste processing, and emergency repair.
- [ ] Add space medicine knowledge for radiation, low gravity, isolation, injury care, nutrition, infection control, and long-duration health.
- [ ] Add closed-loop agriculture knowledge for hydroponics, aeroponics, soil substitutes, lighting, pollination, nutrient balance, and genetic diversity.
- [ ] Add planetary geology and resource utilization knowledge for prospecting, mining, refining, construction materials, ice extraction, and in-situ fuel production.
- [ ] Add offworld construction knowledge for habitats, shielding, pressure vessels, thermal control, foundations, dust management, and maintenance.
- [ ] Add interplanetary navigation knowledge for transfer windows, orbital insertion, fuel margins, communication delay, rescue planning, and mission risk.
- [ ] Add colony governance and culture knowledge for law, education, medical standards, emergency authority, succession, archives, and Earth relationship.
- [ ] Add long-term knowledge preservation systems for isolated colonies, including redundant archives, local schools, apprenticeships, and disaster recovery plans.
- [ ] Add late-game research frontiers for terraforming studies, advanced propulsion, planetary-scale ecology, deep-space industry, and multi-generation settlement planning.
---
# Cross-Cutting Technical Tracks
@@ -1169,6 +1334,9 @@ These tracks run across all phases and must not be left as afterthoughts.
- [ ] Add automated save validation.
- [ ] Add schema/version tracking.
- [ ] Add admin restore workflow.
- [ ] Define knowledge database schema for subjects, topics, concepts, prerequisites, question banks, practice records, certifications, teaching records, source notes, and localization.
- [ ] Define audit/version rules for educational content updates so question changes do not corrupt character progression.
- [ ] Define privacy-safe analytics for which concepts confuse players or create excessive friction.
## C. Accounts And Authentication
@@ -1217,6 +1385,8 @@ These tracks run across all phases and must not be left as afterthoughts.
- [ ] Add log retention policy.
- [ ] Add account recovery policy.
- [ ] Add economy abuse monitoring.
- [ ] Add anti-cheat rules for knowledge checks, certifications, teaching records, and externally-assisted answer farming.
- [ ] Add moderation workflow for player-authored notes, books, schools, and public educational content.
## G. Performance
@@ -1274,6 +1444,8 @@ These tracks run across all phases and must not be left as afterthoughts.
- [ ] Add crash reporting plan.
- [ ] Add automated build validation.
- [ ] Add test server reset process.
- [ ] Add educational content QA checklist for accuracy, clarity, difficulty tiering, accessibility, and source review.
- [ ] Add balance tests to ensure knowledge checks improve depth without pushing players out of the survival loop.
## K. Build And Release Pipeline