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# Knowledge And Skill Foundation
Version `0.1.R` defines how Agrarian treats knowledge, practice, body condition,
tools, and infrastructure before those systems become heavy gameplay code.
## MVP Separation Model
Agrarian should not collapse every form of progress into one generic skill
number. The MVP separates five related but distinct drivers.
Knowledge:
- Represents what a character understands.
- Comes from observation, teaching, notes, mistakes, questions, and practice
reflection.
- Affects judgment, recognition, safety, sequencing, and when warnings appear.
- Should help players understand why something worked or failed.
Practical experience:
- Represents practiced execution under real conditions.
- Comes from repeated action, variation, failed attempts, recovery, and doing
the work in different weather, light, terrain, and tool conditions.
- Affects speed, consistency, yield, precision, and waste.
- Should grow slowly from use and should not replace core understanding.
Physical stats:
- Represent the body in the moment: health, stamina, hunger, thirst, body
temperature, exhaustion, injury, sickness, age, carry load, and care history.
- Affect what a character can safely do right now.
- Should create readable pressure without becoming a hidden knowledge system.
Tools:
- Represent external capability the player can hold, equip, place, or maintain.
- Affect what actions are possible, how safe they are, how much effort they
require, and how good the result can be.
- Should still require knowledge and practice for best outcomes.
Infrastructure:
- Represents durable world improvements such as shelter, storage, paths, wells,
fields, workshops, firebreaks, and community systems.
- Affects baseline safety, efficiency, capacity, and resilience.
- Should reduce routine survival pressure without removing consequences from
poor choices.
MVP rule: basic survival actions must remain possible with low knowledge and
poor tools, but outcomes should be riskier, slower, lower quality, or more
wasteful until knowledge, practice, tools, and infrastructure improve.
## First-Pass Skill Taxonomy
The MVP skill taxonomy starts with practical survival domains the player uses in
the first hours of play. Each skill can later contain knowledge topics,
practice records, tool modifiers, environmental modifiers, and teaching hooks.
Survival:
- Core self-care, prioritization, risk recognition, rest, hydration, calories,
warmth, and avoiding preventable injury.
- Early effects: better warning timing, fewer panic mistakes, and more reliable
recovery choices.
Gathering:
- Identifying useful resources, harvesting safely, avoiding waste, and knowing
when weather, light, terrain, or tool condition makes gathering risky.
- Early effects: better yield, lower injury risk, and less resource damage.
Tool use:
- Handling primitive tools safely, choosing the right tool, maintaining tools,
and recognizing when improvised use is dangerous.
- Early effects: less stamina cost, fewer injuries, and more consistent work.
Crafting:
- Following recipes, sequencing steps, judging material suitability, and
recognizing weak or unsafe results.
- Early effects: fewer failed crafts, less waste, and better item quality.
Fire:
- Ignition, fuel choice, containment, maintenance, extinguishing, smoke, warmth,
wildfire risk, and using fire without burning structures or vegetation.
- Early effects: safer campfires, lower spread risk, and better warmth/cooking
reliability.
Shelter:
- Site choice, wind/rain exposure, drainage, structural basics, maintenance,
insulation, and avoiding fire or flood hazards.
- Early effects: better placement, more reliable protection, and fewer wasted
materials.
Navigation:
- Reading terrain, weather, daylight, landmarks, slope, watercourses, and safe
routes.
- Early effects: fewer dangerous detours, better route choice, and safer return
to shelter.
First aid:
- Recognizing injury, bleeding, sprains, sickness, cold exposure, dehydration,
and when rest or treatment matters.
- Early effects: earlier warnings, better treatment choices, and reduced
recovery mistakes.
Food safety:
- Potable water, edible plant caution, spoilage awareness, cooking basics,
contamination risk, and unsafe hunger-driven decisions.
- Early effects: fewer sickness triggers and better food/water decisions.
Weather awareness:
- Reading temperature, wind, rain, exposure, nightfall, storms, and shelter/fire
implications.
- Early effects: earlier shelter/fire decisions and fewer exposure surprises.
Taxonomy rule: skills are not unlock gates for basic MVP survival actions. They
modify risk, quality, speed, yield, readability, and confidence.
## Knowledge Effects On Survival Actions
Knowledge should change outcomes in ways the player can understand. It should
not silently guarantee success or replace practical experience.
Fewer mistakes:
- Knowledge reduces obviously bad choices, such as placing fire near dry brush,
drinking unsafe water without treatment, building shelter in a drainage path,
ignoring nightfall, or using the wrong material for a recipe.
- The MVP expression is warning text, safer default prompts, and clearer failed
action reasons.
Safer attempts:
- Knowledge lowers the chance that an attempt creates injury, sickness,
uncontrolled fire, wasted materials, or exposure.
- The MVP expression is risk messaging and lower future failure modifiers once
the player has learned the relevant concept.
Better yields:
- Knowledge helps a character identify the useful part of a resource and avoid
damaging it during gathering, processing, or crafting.
- The MVP expression is improved expected yield or reduced waste where a system
already has yield/waste hooks.
Lower injury risk:
- Knowledge teaches safe handling, body mechanics, weather caution, fire
distance, tool choice, first-aid urgency, and when to stop working.
- The MVP expression is fewer avoidable injury checks and clearer warnings when
hunger, thirst, darkness, fatigue, or bad weather make work unsafe.
More reliable outcomes:
- Knowledge improves sequencing and condition checks before the action begins.
- The MVP expression is fewer failed crafts, safer shelter placement, better
fire maintenance, better water decisions, and more useful feedback after poor
results.
Action-effect rule: knowledge should usually adjust probabilities, quality,
warnings, and explanation. It should only hard-block actions when the action
would be nonsensical without a discovered concept or required tool.
## Practical Experience Growth
Practical experience should grow from meaningful work, not from standing still
or repeating a zero-risk input forever. It is the record of a character learning
how a task feels in the world.
Use:
- Experience increases when a character performs a real survival action with
cost, time, context, and outcome.
- Good candidates include gathering, tool use, crafting, fire maintenance,
shelter placement, navigation decisions, first aid, food preparation, and
weather-response choices.
Repetition:
- Repetition improves consistency, but repeated identical low-stakes actions
should give diminishing returns.
- Variation should matter: different weather, darkness, tools, materials,
terrain, injury state, and resource types teach more than the same easy action.
Mistakes:
- Mistakes can teach when they have a readable cause and the player receives
feedback.
- Failed crafts, wasted resources, unsafe fire placement, bad shelter sites,
injury, sickness, and exposure should create learning opportunities if the
player can understand what happened.
Recovery from failure:
- Recovering from a bad outcome should teach more than simply failing.
- Examples include extinguishing a risky fire, treating bleeding, finding safer
water, rebuilding a weak shelter, resting after exhaustion, and changing route
after getting lost.
Experience gain rule: award experience for meaningful action plus context, apply
diminishing returns to rote repetition, and give recovery credit when a player
responds well to a mistake.
## First Contextual Learning Prompts
Contextual learning prompts should appear when the player is already interacting
with the relevant risk. They should be short, actionable, and easy to ignore
after the player understands the concept.
Fire safety:
- Trigger examples: placing or maintaining a campfire near dry brush, shelter,
wood piles, high wind, or long burn duration.
- Prompt intent: explain clearance, containment, maintenance, extinguishing, and
wildfire/structure risk.
- Example wording: "Clear space around open flame. Wind and dry fuel can spread
fire."
Potable water:
- Trigger examples: interacting with unknown water, drinking while sick, or
collecting water near contamination risk.
- Prompt intent: distinguish water access from safe drinking water.
- Example wording: "Water source found. Treating or boiling lowers sickness
risk."
Exposure:
- Trigger examples: nightfall, rain, wind, low body temperature, soaked state,
exhaustion, or leaving shelter/fire protection.
- Prompt intent: explain warmth, shelter, wind, rain, rest, and body temperature.
- Example wording: "Cold and wind drain warmth. Fire, shelter, dry clothes, and
rest reduce exposure."
Shelter placement:
- Trigger examples: placing shelter in drainage, exposed wind, steep slope, too
close to fire, or near unsafe terrain.
- Prompt intent: explain drainage, wind, fire distance, stability, and
weather-protection tradeoffs.
- Example wording: "Shelter works best on stable, drained ground away from open
flame."
Injury care:
- Trigger examples: bleeding, sprain, sickness, exhaustion, low health, or
continuing heavy work while injured.
- Prompt intent: explain stop-work decisions, rest, treatment, and worsening
risk.
- Example wording: "Treat bleeding and rest before heavy work. Exhaustion makes
mistakes more likely."
Resource identification:
- Trigger examples: first focus on wood, stone, fiber, edible plants, hide, or
water-related resources.
- Prompt intent: teach why the resource matters and what basic actions it
supports.
- Example wording: "Fiber is useful for binding, panels, and early shelter
parts."
Prompt rule: contextual prompts should explain the immediate risk or opportunity
without pausing the game or forcing a quiz.