diff --git a/docs/01-architecture/architecture-modulaire.md b/docs/01-architecture/architecture-modulaire.md new file mode 100644 index 0000000..e7141d7 --- /dev/null +++ b/docs/01-architecture/architecture-modulaire.md @@ -0,0 +1,421 @@ +# Architecture Modulaire - Warfactory + +## Concept Révolutionnaire + +L'architecture modulaire Warfactory transforme le développement de jeux complexes en utilisant une approche **micro-modules** optimisée pour Claude Code. Chaque module est un micro-contexte de 200-300 lignes de logique métier pure. + +## Triple Interface Pattern + +### Architecture Fondamentale + +```cpp +IEngine → Orchestration et coordination +IModuleSystem → Stratégies d'exécution +IModule → Logique métier pure +IIO → Communication et transport +``` + +### IEngine - Orchestration + +**Responsabilité** : Coordination générale du système et évolution performance + +```cpp +class IEngine { +public: + virtual void initialize() = 0; + virtual void update(float deltaTime) = 0; + virtual void shutdown() = 0; + virtual void setModuleSystem(std::unique_ptr) = 0; +}; +``` + +**Implémentations disponibles :** +- **DebugEngine** : Développement et test (step-by-step, verbose logging) +- **HighPerfEngine** : Production optimisée (threading, memory management) +- **DataOrientedEngine** : Scale massive (SIMD, cluster distribution) + +### IModuleSystem - Stratégies d'Exécution + +**Responsabilité** : Détermine comment et quand les modules s'exécutent + +```cpp +class IModuleSystem { +public: + virtual void registerModule(const std::string& name, std::unique_ptr) = 0; + virtual void processModules(float deltaTime) = 0; + virtual void setIOLayer(std::unique_ptr) = 0; + virtual json queryModule(const std::string& name, const json& input) = 0; +}; +``` + +**Stratégies d'exécution :** +- **SequentialModuleSystem** : Debug/test (1 module à la fois) +- **ThreadedModuleSystem** : Chaque module dans son thread +- **MultithreadedModuleSystem** : Pool de threads pour tasks +- **ClusterModuleSystem** : Distribution sur plusieurs machines + +### IModule - Logique Métier Pure + +**Responsabilité** : Logique de jeu spécialisée sans infrastructure + +```cpp +class IModule { +public: + virtual json process(const json& input) = 0; // PURE FUNCTION + virtual void initialize(const json& config) = 0; // Configuration + virtual void shutdown() = 0; // Cleanup + + // Hot-reload support + virtual json getState() = 0; // Save state + virtual void setState(const json& state) = 0; // Restore state +}; +``` + +**Contraintes strictes :** +- **200-300 lignes maximum** par module +- **Aucune dépendance infrastructure** (threading, network, etc.) +- **JSON in/out uniquement** pour communication +- **Logic métier pure** sans effets de bord + +### IIO - Communication + +**Responsabilité** : Abstraction transport entre modules + +```cpp +class IIO { +public: + virtual json send(const std::string& target, const json& message) = 0; + virtual json receive(const std::string& source) = 0; + virtual void broadcast(const json& message) = 0; +}; +``` + +**Implémentations transport :** +- **IntraIO** : Appel direct (même processus) +- **LocalIO** : Named pipes/sockets (même machine) +- **NetworkIO** : TCP/WebSocket (réseau) + +## Modules Spécialisés + +### ProductionModule (Exception Critique) + +**Particularité** : Belt+Inserter+Factory DOIVENT cohabiter pour performance + +```cpp +class ProductionModule : public IModule { + // EXCEPTION: 500-800 lignes acceptées + // Raison: ISocket overhead >1ms inacceptable pour 60 FPS + + Belt beltSystem; + Inserter inserterSystem; + Factory factorySystem; + +public: + json process(const json& input) override { + // Frame-perfect coordination required + auto beltData = beltSystem.update(input); + auto inserterData = inserterSystem.update(beltData); + auto factoryData = factorySystem.update(inserterData); + + return factoryData; + } +}; +``` + +### TankModule + +```cpp +class TankModule : public IModule { + // Targeting: 60Hz + // Movement: 30Hz + // Tactical: 1Hz + // Analytics: 0.1Hz + +public: + json process(const json& input) override { + auto context = getCurrentContext(input); + + if (shouldUpdateTargeting(context)) { + return processTargeting(input); // 60Hz + } + + if (shouldUpdateMovement(context)) { + return processMovement(input); // 30Hz + } + + if (shouldUpdateTactical(context)) { + return processTactical(input); // 1Hz + } + + return processAnalytics(input); // 0.1Hz + } +}; +``` + +### EconomyModule + +```cpp +class EconomyModule : public IModule { + // Economic cycles: 0.01-0.1Hz + +public: + json process(const json& input) override { + auto marketData = input["market"]; + + // Slow economic simulation + auto priceUpdates = calculatePriceDiscovery(marketData); + auto supplyDemand = updateSupplyDemand(marketData); + auto transportOptim = optimizeTransportCosts(marketData); + + return { + {"prices", priceUpdates}, + {"supply_demand", supplyDemand}, + {"transport", transportOptim} + }; + } +}; +``` + +### LogisticModule + +```cpp +class LogisticModule : public IModule { + // Variable frequency: 50ms → 1000ms + +public: + json process(const json& input) override { + auto context = input["context"]; + + if (context["urgent"]) { + return processRealTimeTransport(input); // 50ms + } + + return processPlanning(input); // 1000ms + } +}; +``` + +## Isolation et Communication + +### Règles d'Isolation Strictes + +**War Module Isolation :** +```cpp +// ✅ CORRECT - War assets via LogisticModule +LogisticModule → TurretSupply → Ammunition +LogisticModule → VehicleSupply → Fuel/Parts + +// ❌ FORBIDDEN - Direct factory interaction +ProductionModule → TankModule // ZERO interaction +FactoryInserter → Turret // NO direct supply +``` + +**Supply Chain Architecture :** +```cpp +// ✅ CORRECT - Unidirectional flow +ProductionModule ↔ LogisticModule // Export/Import only +LogisticModule ↔ WarModule // Supply war assets + +// ❌ FORBIDDEN - Any direct war interaction +ProductionModule ↔ TankModule // ZERO interaction +ProductionModule ↔ TurretModule // ZERO interaction +``` + +### Communication JSON + +**Standard Message Format :** +```json +{ + "timestamp": 1234567890, + "source": "TankModule", + "target": "LogisticModule", + "action": "request_supply", + "data": { + "item": "ammunition", + "quantity": 100, + "priority": "high" + } +} +``` + +**Response Format :** +```json +{ + "timestamp": 1234567891, + "source": "LogisticModule", + "target": "TankModule", + "status": "completed", + "data": { + "delivered": 100, + "eta": "30s", + "cost": 50.0 + } +} +``` + +## Hot-Reload Architecture + +### State Preservation + +```cpp +class TankModule : public IModule { +private: + json persistentState; + +public: + json getState() override { + return { + {"position", currentPosition}, + {"health", currentHealth}, + {"ammunition", ammunitionCount}, + {"target", currentTarget} + }; + } + + void setState(const json& state) override { + currentPosition = state["position"]; + currentHealth = state["health"]; + ammunitionCount = state["ammunition"]; + currentTarget = state["target"]; + } +}; +``` + +### Hot-Reload Workflow + +```cpp +class ModuleLoader { + void reloadModule(const std::string& modulePath) { + // 1. Save state + auto state = currentModule->getState(); + + // 2. Unload old module + unloadModule(modulePath); + + // 3. Load new module + auto newModule = loadModule(modulePath); + + // 4. Restore state + newModule->setState(state); + + // 5. Continue execution + registerModule(newModule); + } +}; +``` + +## Claude Code Development + +### Workflow Optimisé + +```bash +# 1. Claude travaille dans contexte isolé +cd modules/tank/ +# Context: CLAUDE.md (50 lignes) + TankModule.cpp (200 lignes) + IModule.h (30 lignes) +# Total: 280 lignes vs 50K+ dans architecture monolithique + +# 2. Development cycle ultra-rapide +edit("src/TankModule.cpp") # Modification logique pure +cmake . && make tank-module # Build autonome (5 secondes) +./build/tank-module # Test standalone + +# 3. Hot-reload dans jeu principal +# Engine détecte changement → Reload automatique → Game continue +``` + +### Parallel Development + +```bash +# Instance Claude A - Tank Logic +cd modules/tank/ +# Context: 200 lignes tank behavior + +# Instance Claude B - Economy Logic +cd modules/economy/ +# Context: 250 lignes market simulation + +# Instance Claude C - Factory Logic +cd modules/factory/ +# Context: 300 lignes production optimization + +# Zero conflicts, parallel commits, modular architecture +``` + +## Évolution Progressive + +### Phase 1 : Prototype (Debug) +```cpp +DebugEngine + SequentialModuleSystem + IntraIO +→ Développement ultra-rapide, Claude Code 100% focus logique +→ Step-by-step debugging, verbose logging +→ Validation concepts sans complexité infrastructure +``` + +### Phase 2 : Optimization (Threading) +```cpp +DebugEngine + ThreadedModuleSystem + IntraIO +→ Performance boost sans changer 1 ligne de game logic +→ Chaque module dans son thread dédié +→ Parallélisation automatique +``` + +### Phase 3 : Production (High Performance) +```cpp +HighPerfEngine + MultithreadedModuleSystem + LocalIO +→ Scale transparent, modules inchangés +→ Pool de threads optimisé +→ Communication inter-processus +``` + +### Phase 4 : Scale Massive (Distribution) +```cpp +DataOrientedEngine + ClusterModuleSystem + NetworkIO +→ Distribution multi-serveurs +→ SIMD optimization automatique +→ Claude Code développe toujours modules 200 lignes +``` + +## Avantages Architecture + +### Pour Claude Code +- **Micro-contexts** : 200-300 lignes vs 50K+ lignes +- **Focus logique** : Zéro infrastructure, pure game logic +- **Iteration speed** : 5 secondes vs 5-10 minutes +- **Parallel development** : 3+ instances simultanées +- **Hot-reload** : Feedback instantané + +### Pour Performance +- **Modular scaling** : Chaque module à sa fréquence optimale +- **Resource allocation** : CPU budget précis par module +- **Evolution path** : Debug → Production sans réécriture +- **Network tolerance** : Latence adaptée par module type + +### Pour Maintenance +- **Isolation complète** : Failures localisées +- **Testing granular** : Chaque module testable indépendamment +- **Code reuse** : Modules réutilisables entre projets +- **Documentation focused** : Chaque module auto-documenté + +## Implementation Roadmap + +### Étape 1 : Core Infrastructure +- Implémenter IEngine, IModuleSystem, IModule, IIO interfaces +- DebugEngine + SequentialModuleSystem + IntraIO +- Module loader avec hot-reload basique + +### Étape 2 : Premier Module +- TankModule.cpp (200 lignes) +- Test standalone +- Intégration avec core + +### Étape 3 : Modules Core +- EconomyModule, FactoryModule, LogisticModule +- Communication JSON entre modules +- State preservation + +### Étape 4 : Performance +- ThreadedModuleSystem +- Optimisation hot-reload +- Métriques performance + +Cette architecture révolutionnaire permet de développer des jeux AAA complexes avec Claude Code en utilisant des micro-contextes de 200 lignes, tout en conservant la puissance architecturale nécessaire pour des systèmes distribués massifs. \ No newline at end of file diff --git a/docs/02-systems/economie-logistique.md b/docs/02-systems/economie-logistique.md index 84ac921..869d5cf 100644 --- a/docs/02-systems/economie-logistique.md +++ b/docs/02-systems/economie-logistique.md @@ -111,15 +111,19 @@ Les companies IA adaptent leur comportement commercial selon leurs niveaux de st - **Communication** : Réseaux, coordination, guerre électronique #### Exemples de Companies -**"Metal, Plane, Quantity, Electronic"** : -- Produit : Avions métalliques en masse avec électronique embarquée -- Avantages : Volume, intégration complète, coûts optimisés -- Faiblesses : Peut-être moins de raffinement qu'un spécialiste qualité +**Point 272 - "Metal, Plane, Quantity, Electronic"** : +- **Produit** : Mass metal aircraft with embedded electronics - Avions métalliques de masse avec électronique embarquée -**"Tank, Quality"** : -- Produit : Chars haut de gamme, précision d'assemblage -- Limites : Doit acheter électronique sur marchés externes -- Dépendances : Supply chain complexe pour composants non-maîtrisés +**Point 273 - Avantages** : Volume, complete integration, optimized costs - Excelle production grandes quantités systèmes intégrés où électronique et structures optimalement combinées durant production masse, avantages coûts via volume maintenant intégration sophistiquée + +**Point 274 - Faiblesses** : Perhaps less refinement than quality specialist - Peut manquer précision et raffinement des concurrents spécialisés Quality, produisant appareils capables mais pas cutting-edge en performance ou durabilité + +**Point 275 - "Tank, Quality"** : +- **Produit** : High-end tanks, precision assembly - Véhicules blindés premium avec ingénierie précision et caractéristiques performance supérieures commandant prix premium + +**Point 276 - Limites** : Must buy electronics on external markets - Manque capacités Electronic internes, forcé acheter composants électroniques fournisseurs externes, augmente coûts, crée dépendances supply chain, limite intégration systèmes électroniques avancés + +**Point 277 - Dépendances** : Complex supply chain for non-mastered components - Manque capacités internes force développer relations supply complexes pour composants hors expertise, créant complexité logistique, problèmes contrôle qualité potentiels, vulnérabilité disruption supply chain #### Dynamiques des Features @@ -129,11 +133,16 @@ Les companies IA adaptent leur comportement commercial selon leurs niveaux de st - **Pas d'exclusions strictes** : Features coexistent, synergies via recherche **Évolution des Companies** : -- **Mortalité** : Companies peuvent disparaître (exemple : "Food + Tank" = dispersion fatale) -- **Naissance** : Nouvelles companies selon besoins contextuels -- **Changement features** : Possible aléatoirement en descente financière -- **Acquisition** : Events aléatoires permettent gain nouvelles features -- **Perte** : Events si >4 features (overflow) + +**Point 281 - Mortalité** : Company mortality: Companies can disappear (example: "Food + Tank" = fatal dispersion) - Companies avec combinaisons features mal synergiques ou échec compétitif peuvent disparaître du jeu, exemples extrêmes comme Food + Tank représentant dispersion stratégique fatale + +**Point 282 - Naissance** : Company birth: New companies according to contextual needs - Nouvelles companies émergent réponse gaps marché, opportunités technologiques, besoins régionaux, features initiales déterminées par conditions marché spécifiques créant demande nouvelles capacités + +**Point 283 - Changement features** : Feature changes: Possible randomly during financial decline - Companies subissant stress financier peuvent subir changements features aléatoires durant restructuration, pivot nouveaux marchés, perte capacités contraintes budget, créant évolution dynamique capacités + +**Point 284 - Acquisition** : Acquisition: Random events allow gaining new features - Companies peuvent gagner nouvelles features via événements acquisition, opportunités fusion, breakthroughs technologiques expandant capacités et changeant position marché potentiellement + +**Point 285 - Perte (overflow)** : Loss: Events if >4 features (overflow) - Companies accumulant >4 features via acquisitions/expansion font face événements overflow forçant perte features, représentant limitation réaliste companies ne peuvent maintenir capacités diverses illimitées simultanément #### Events Aléatoires @@ -161,18 +170,24 @@ Les companies IA adaptent leur comportement commercial selon leurs niveaux de st - **Avantage émergents** : États faibles = innovation possible (pas de monopoles internes) **Mécaniques d'adaptation** : -- **Besoin critique** : Manque électronique → naissance company Electronic (qualité faible) + +**Point 289 - Besoin critique** : Critical need: Lack of electronics → birth of Electronic company (poor quality) - Quand marchés manquent capacités essentielles comme électronique, nouvelles companies émergent pour combler gaps même si qualité initiale pauvre, représentant réponses marché désespérées à pénuries critiques + - **Substitution** : Mieux que rien > dépendance externe totale - **Prix explosion** : Pénurie → développement alternatifs locaux #### Dégradation Qualité et Adaptation **Composants inférieurs** : -- **Design constraints** : Électronique locale = composants plus gros sur grille -- **Chaleur excessive** : Plus de surchauffe, radiateurs supplémentaires requis + +**Point 292 - Design constraints** : Local electronics = larger components on grid - Composants électroniques domestiques de companies nouvelles/inférieures nécessitent typiquement plus espace physique grilles design véhicules comparé alternatives avancées importées + +**Point 293 - Chaleur excessive** : Excessive heat: More overheating, additional radiators required - Composants électroniques locaux inférieurs génèrent typiquement plus chaleur perdue qu'alternatives avancées, nécessitant systèmes refroidissement et radiateurs additionnels consommant espace et poids véhicule + - **Variations design** : Adaptation véhicules aux composants disponibles - **Courbe apprentissage** : Amélioration progressive vers standards internationaux -- **Trade-offs** : Autonomie vs performance optimale + +**Point 296 - Trade-offs** : Autonomy vs optimal performance - Marchés doivent équilibrer autonomie supply et sécurité contre performance optimale, alternatives domestiques fournissant indépendance au coût efficacité technique #### Position du Joueur diff --git a/docs/04-reference/INTEGRATION-MASTER-LIST.md b/docs/04-reference/INTEGRATION-MASTER-LIST.md deleted file mode 100644 index 5c5e014..0000000 --- a/docs/04-reference/INTEGRATION-MASTER-LIST.md +++ /dev/null @@ -1,250 +0,0 @@ -# Master Integration List - 570 Points Techniques - -## 📋 Vue d'Ensemble - -**Total : 131 spécifications techniques concrètes** (570 - 357 intégrés - 82 non-spécifiés) extraites de 6 documents (2194 lignes) -**Densité : 1 spécification toutes les 3.8 lignes** - Documentation technique ultra-dense - -## 🎯 Répartition par Priorité - -### 🔥 **CRITICAL (88 points)** - Implémentation immédiate requise -- Architecture fondamentale : Points 1-5, 61-62, 68, 83 -- Contraintes développement : Points 86-89, 126-142, 166-167 -- Build system : Points 351-365, 506-509, 511-530, 567-569 -- Communication : Points 391-396 - -### ⚡ **HIGH (187 points)** - Implémentation prioritaire -- Performance & métriques : Points 6-10, 88, 90-125 -- Systèmes économiques : Points 16-20, 72-82 -- Client/Server : Points 73-74, 155-156, 181-183, 422 -- Workflow développement : Points 357, 367-371, 376 - -### 🟡 **MEDIUM (201 points)** - Implémentation progressive -- Systèmes économiques avancés : Points 24-30, 76-81 -- Testing & validation : Points 42-44, 291-310 -- UX & expérience : Points 431-470 -- Configuration : Points 251-290 - -### 🟢 **LOW (94 points)** - Implémentation future -- Vision & patterns avancés : Points 45-53 -- Infrastructure ROI : Points 35-41, 159, 235-237 -- Optimisations avancées : Points 108-125, 548-559 - ---- - -## 🏗️ **SECTION 1 : ARCHITECTURE FONDAMENTALE** (Points 1-85) - -### ✅ Architecture Core & Workflow (INTÉGRÉS) -**Points 1-10** - ✅ **INTÉGRÉS** - Voir `content-integrated.md` - -### 🏭 Factory Engine (HIGH/MEDIUM) -**11. ProductionModule Monolithe** - Belt+Inserter+Factory intégration nécessaire performance -**12. Optimisations Transport Factorio** - 50x-100x gains via segment merging, compression caching -**13. SOA Data Layout** - Structure Arrays pour SIMD readiness future -**14. Trade-off SIMD vs Claude** - Compiler auto-vectorization préféré complexité manuelle -**15. Évolution Belt Progressive** - 4 phases Mono→Multi→Dual→Full Factorio - -### 💰 Systèmes Économiques (MEDIUM) -**16. Hiérarchie Transport** - Ship(0.10€/kg)→Train(0.50€/kg)→Air(2.00€/kg)→Truck(5.00€/kg) -**17. Infrastructure Binaire** - Port/Rail/Airport access boolean, pas gradients -**18. Phases Économiques** - Cycles 24h : Offer(6h)→Demand(6h)→Clearing(1h)→Transport(1h)→Execution(10h) -**19. Pricing Dynamique** - Base + Transport + Scarcity + Regional factors -**20. Stratégies Inventaire** - Desperate(<20%) → Normal(20-50%) → Cautious(50-80%) → Oversupplied(>80%) - -### ⚔️ War Module (MEDIUM) -**21. Isolation Complète War** - Zéro interaction directe ProductionModule, via LogisticModule uniquement -**22. Décomposition War Subsystèmes** - Targeting(60Hz) → Movement(30Hz) → Pathfinding → Tactical(1Hz) → Analytics(0.1Hz) -**23. Tolérance Réseau War** - 50-100ms latency acceptable décisions stratégiques - -### 📈 Trading & Market (MEDIUM) -**24. Business Models Émergents** - ✅ **INTÉGRÉ** `docs/updates-long-terme.md` - Arbitrage pur, Transport Optimization, Market Making -**25. Spécialisation Companies** - ✅ **INTÉGRÉ** `docs/updates-long-terme.md` - Geographic, Commodity, Logistics, Financial specialists -**26. Consolidation Volume** - ✅ **INTÉGRÉ** `docs/economie-logistique.md` - Agrégation ordres pour seuils 1000t shipping collaboration -**27. Avantage Géographique** - ❌ **REFUSÉ** - Pas d'implémentation requise (effet naturel transport costs) - -### 🏗️ Infrastructure & Régions (MEDIUM/LOW) -**28. ROI Infrastructure** - ❌ **REFUSÉ** - Pas d'implémentation requise -**29. Spécialisation Régionale** - ✅ **INTÉGRÉ** `docs/economie-logistique.md` - Extraction → Manufacturing → Trading → Consumer progression naturelle -**30. Dynamiques Côtières** - ✅ **DOCUMENTÉ** `docs/effets-attendus.md` - Rush initial → Equilibrium via prix foncier et congestion (EFFET ÉMERGENT) - -### ⚙️ Configuration & Complexité (MEDIUM) -**31. Complexité Économique Config** - ✅ **INTÉGRÉ** `docs/configuration/README.md` - Basic → Victoria 3 level via paramètres JSON -**32. Sécurité Mode-Based** - ✅ **INTÉGRÉ** `docs/configuration/README.md` - Dev(unrestricted) → Solo(modding) → Multiplayer(authoritative) -**33. Config Smart Dependencies** - ✅ **INTÉGRÉ** `docs/configuration/README.md` - Dependency graphs avec recalculation intelligente -**34. Anti-Cheat Psychologique** - ✅ **INTÉGRÉ** `docs/updates-long-terme.md` - Bugs simulés progressifs vs bans traditional - -### 🎯 Simulation Économique Avancée (LOW) -**35. Vision Simulation Complète** - ❓ **QUESTION OUVERTE** `docs/questions-ouvertes.md #17` - Population/Market/Money/Trade/Policy modules Victoria 3-level -**36. Égalité Agents Économiques** - ✅ **INTÉGRÉ** `docs/vue-ensemble.md` **RÈGLE FONDAMENTALE** - Pas privilèges player, simulation pure -**37. Algorithme Market Clearing** - ✅ **DÉJÀ SPÉCIFIÉ** `docs/economie-logistique.md` - Order matching avec transport optimization -**38. Cascades Économiques** - ✅ **DOCUMENTÉ** `docs/effets-attendus.md` - Resource discovery → War impact → Tech disruption (EFFET ÉMERGENT) - -### 🚀 Performance & Optimisation (LOW/MEDIUM) -**39. Scaling Performance** - ✅ **INTÉGRÉ** `docs/architecture-technique.md` - Local(real-time) → Regional(hourly) → Economic(daily) → Infrastructure(monthly) -**40. Memory Management Hot-Reload** - ✅ **DÉJÀ SPÉCIFIÉ** `docs/architecture-technique.md` - State preservation durant remplacement modules -**41. Debug Engine Features** - ✅ **DÉJÀ SPÉCIFIÉ** `docs/architecture-technique.md` - Step-by-step, verbose logging, module isolation - -### 🧪 Testing & Validation (MEDIUM) -**42. Unit Tests Intégrés** - ✅ **INTÉGRÉ** `docs/testing-strategy.md` + `docs/architecture-technique.md` - `#ifdef TESTING` validation autonome modules -**43. Standalone Testing** - ✅ **INTÉGRÉ** `docs/testing-strategy.md` + `docs/architecture-technique.md` - Test modules sans engine complet -**44. Testing Strategy AI-Optimized** - ✅ **INTÉGRÉ** `docs/testing-strategy.md` - Simple tests, pas infrastructure complexe - -### 🎯 Patterns Avancés Claude (LOW) -**45. Progressive Complexity Pattern** - ✅ **DÉJÀ SPÉCIFIÉ** `docs/architecture-technique.md` - V1→V2→V3 évolution sans réécriture -**46. Behavior Composition Pattern** - ✅ **INTÉGRÉ** `docs/behavior-composition-patterns.md` + `docs/architecture-technique.md` - Modules comportements combinables config -**47. Data-Driven Logic Pattern** - ✅ **DÉJÀ SPÉCIFIÉ** `docs/architecture-technique.md` + `docs/behavior-composition-patterns.md` + `docs/configuration/README.md` - Config JSON drive comportement - -### 🔮 Future & Vision (LOW) -**48. AI-Driven Development** - ✅ **INTÉGRÉ** `docs/claude-code-integration.md` - Claude Code génère modules complets prompts naturels -**49. Natural Language Debugging** - ✅ **INTÉGRÉ** `docs/claude-code-integration.md` - Debug conversation Claude vs tools complexes -**50. Migration Zero-Risk Strategy** - ✅ **DÉJÀ SPÉCIFIÉ** `docs/architecture-technique.md` + `docs/configuration/deployment-strategies.md` - A/B testing, fallback, validation progressive -**51. Backward Compatibility Framework** - ✅ **INTÉGRÉ** `docs/architecture-technique.md` - Proxy pattern ancien→nouveau coexistence - -### 💼 Business Logic & Philosophy (LOW) -**52. YAGNI Modding Philosophy** - ✅ **INTÉGRÉ** `docs/architecture-technique.md` - Pas modding pre-release, config system suffit 90% cas -**53. "Complexity through Simplicity"** - ✅ **INTÉGRÉ** `docs/architecture-technique.md` - AAA complexité via modules simples Claude-friendly - ---- - -## 🔧 **SECTION 2 : SPÉCIFICATIONS TECHNIQUES** (Points 86-250) - -### 🔥 Contraintes Implémentation (CRITICAL) -**86. Module Context Limit** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` + `docs/claude-code-integration.md` - 200-300 lignes maximum par module -**87. Build Command Structure** - ✅ **DÉJÀ INTÉGRÉ** `docs/README.md` + `docs/architecture-technique.md` - `cd modules/tank/ && cmake .` (NOT cmake ..) -**88. Hot-reload Time** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` + `docs/testing-strategy.md` - <5 secondes pour changements modules -**89. Interface Pattern** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` + `docs/README.md` - 4 interfaces IEngine, IModuleSystem, IModule, IIO - -### ⚡ Métriques Performance (HIGH) -**90. Transport Cost Thresholds** - ✅ **DÉJÀ INTÉGRÉ** `docs/economie-logistique.md` + `docs/configuration/transport-economic-system.md` - Ship 0.10€/kg, Train 0.50€/kg, Air 2.00€/kg, Truck 5.00€/kg -**91. Ship Volume Threshold** - ✅ **DÉJÀ INTÉGRÉ** `docs/economie-logistique.md` + `docs/configuration/transport-economic-system.md` - ≥1000 tonnes minimum transport maritime -**92. Claude Code Token Limit** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` + `docs/claude-code-integration.md` - ~200K tokens maximum context -**93. Economic Cycle Duration** - ✅ **DÉJÀ INTÉGRÉ** `docs/configuration/transport-economic-system.md` - 24h total avec phases spécifiques -**94. Storage Cost** - ✅ **DÉJÀ INTÉGRÉ** `docs/configuration/transport-economic-system.md` - €0.02/kg/day inventory -**95. Delivery Times** - ✅ **DÉJÀ INTÉGRÉ** `docs/configuration/transport-economic-system.md` - Ship 14j, Train 3j, Air 1j, Truck 2j - -**96. Frame-Perfect Timing** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - 60fps REQUIS ProductionModule -**97. Network Latency Tolerance** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - 50-100ms acceptable war decisions -**Points 98-104** - ✅ **INTÉGRÉS** - Voir `content-integrated.md` -**105. Context Size Improvement** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - 50K+ → 200-300 lignes (250x réduction) -**106. Iteration Time** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - 5-10 min → 5 sec (60-120x faster) -**107. Development Velocity** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` + `docs/claude-code-integration.md` - 10x improvement Claude efficiency -**108. Hot-reload Performance** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - N/A → <5 secondes -**109-125. Module Frequencies** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - Production(60Hz), War(0.1-60Hz), Economics(0.01-0.1Hz) - Modules ont fréquences différentes - -### 🔥 Contraintes Implémentation Strictes (CRITICAL) -**126. NEVER `cd ..`** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` + `CLAUDE.md` - Jamais référence directories parent modules -**127. ALWAYS `cmake .`** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` + `CLAUDE.md` - Pas cmake .. pour builds modules -**128. ONLY JSON Communication** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - Uniquement JSON entre modules -**129. MAX 300 Lines** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - Contrainte stricte par fichier -**130. ZERO Infrastructure Code** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - Aucun code infrastructure contexts modules - -**131. Belt+Inserter+Factory MUST Cohabiter** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - ProductionModule performance -**132. ProductionModule Size** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - 500-800 lignes (trade-off accepté) -**133. No Inserters Towards Turrets** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - Turrets alimentés par LogisticModule, pas FactoryEngine -**134. Zero Interaction** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - ProductionModule ↔ WarModule isolation complète -**135. Module State Preservation** - ✅ **DÉJÀ INTÉGRÉ** `docs/architecture-technique.md` - Requis durant hot-reload - -**Points 136-142** - ✅ **DÉJÀ INTÉGRÉS** - Voir `architecture-technique.md`, `architecture-modulaire.md` (JSON in/out, pure functions) - -### ⚡ Définitions Interfaces (HIGH) -**166. IModule Interface** - `process()`, `initialize()`, `shutdown()` methods - -### ⚠️ **Points Non-Spécifiés** (PROBLÈME) -**167-205. Interfaces Spécialisées** - ❌ **PLACEHOLDER UNIQUEMENT** - Input, Network, Tank, Economic, Transport, etc. -- **Problème** : Aucun détail QUI fait QUOI, COMMENT, contrats JSON précis -- **Status** : Spécifications manquantes, impossible à intégrer -- **Action requise** : Définir les 38 interfaces spécialisées avant intégration - -### 🟡 Structures Données (MEDIUM) -**206-250. Data Structures** - ❌ **PLACEHOLDER UNIQUEMENT** - Transport costs, company locations, economic cycles, inventory strategies, etc. -- **Problème** : Aucune structure concrète définie (types, champs, formats) -- **Status** : Spécifications manquantes, impossible à intégrer -- **Action requise** : Définir les 44 structures de données avant intégration - ---- - -## ⚙️ **SECTION 3 : CONFIGURATION & SYSTEMS** (Points 251-390) - -### 🟡 Options Configuration (MEDIUM) -**Points 251-290** - ✅ **INTÉGRÉS** - Voir `docs/configuration/` - -### 🟡 Gestion Erreurs (MEDIUM) -**Points 291-310** - ✅ **INTÉGRÉS** - Voir `docs/configuration/error-handling.md` - -### ⚡ Mesures Sécurité (HIGH) -**Points 311-330** - ✅ **INTÉGRÉS** - Voir `docs/configuration/security-measures.md` - -### 🟡 Stratégies Déploiement (MEDIUM) -**Points 331-350** - ✅ **INTÉGRÉS** - Voir `docs/configuration/deployment-strategies.md` - -### 🔥 Pratiques Développement (CRITICAL) -**Points 351-390** - ✅ **INTÉGRÉS** - Voir `CLAUDE.md` section "Claude Code Development Practices" - ---- - -## 🔗 **SECTION 4 : INTÉGRATION & UX** (Points 391-470) - -### 🔥 Patterns Intégration (CRITICAL) -**Points 391-430** - ✅ **DÉJÀ INTÉGRÉS** - Voir `architecture-technique.md`, `architecture-modulaire.md`, `claude-code-integration.md` - -### 🟡 Éléments UX (MEDIUM) -**Points 431-470** - ✅ **DÉJÀ INTÉGRÉS** - Voir `architecture-technique.md`, `player-integration.md`, `docs/configuration/` - ---- - -## 💼 **SECTION 5 : BUSINESS & BUILD** (Points 471-570) - -### 🟡 Règles Business (MEDIUM) -**Points 471-510** - ✅ **DÉJÀ INTÉGRÉS** - Voir `docs/configuration/transport-economic-system.md` - -### 🔥 Structure Fichiers (CRITICAL) -**Points 511-530** - ✅ **DÉJÀ INTÉGRÉS** - Voir `architecture-technique.md`, `README.md`, `CLAUDE.md` - -### 🔥 Build System (CRITICAL) -**Points 531-570** - ✅ **DÉJÀ INTÉGRÉS** - Voir `architecture-technique.md`, `CLAUDE.md` - ---- - -## 📊 **PRIORITÉS D'INTÉGRATION** - -### Phase 1 - Architecture Fondamentale (88 CRITICAL) -1. Triple Interface Pattern implementation -2. Module size constraints & build autonomy -3. Hot-reload infrastructure -4. JSON-only communication -5. Performance targets critiques - -### Phase 2 - Systèmes Core (187 HIGH) -1. Economic transport hierarchy -2. Client/server V1/V2 progression -3. Performance metrics implementation -4. Development workflow optimization -5. Security & validation systems - -### Phase 3 - Fonctionnalités Avancées (201 MEDIUM) -1. Economic simulation complexity -2. UX & experience optimization -3. Configuration systems -4. Testing & error handling -5. Integration patterns refinement - -### Phase 4 - Vision Future (94 LOW) -1. Advanced AI patterns -2. Infrastructure ROI modeling -3. Advanced optimizations -4. Future-proofing systems - ---- - -## 🎯 **CHECKLIST INTÉGRATION** - -- [ ] **Architecture** : 88 points CRITICAL - Implémentation immédiate -- [ ] **Performance** : 125 métriques spécifiques - Targets mesurables -- [ ] **Economic** : 80+ règles business - Simulation réaliste -- [ ] **Development** : 60 pratiques Claude Code - Workflow optimisé -- [ ] **Build System** : 40 spécifications - Infrastructure autonome -- [ ] **Security** : 20 mesures - Protection robuste -- [ ] **UX** : 40 éléments - Expérience utilisateur -- [ ] **Integration** : 40 patterns - Communication modules - -**Total : 570 spécifications techniques concrètes prêtes pour intégration documentation principale** \ No newline at end of file diff --git a/docs/DocToDispatch.md b/docs/DocToDispatch.md deleted file mode 100644 index a55669d..0000000 --- a/docs/DocToDispatch.md +++ /dev/null @@ -1,1067 +0,0 @@ -# DocToDispatch - Complete Warfactory System Compilation - -This document compiles EVERYTHING from ALL documentation files into one comprehensive reference. - -## PROJECT VISION & PHILOSOPHY - -1. General concept: Factory game with strong military component - Context: From vue-ensemble.md - This establishes the core game identity combining Factorio-style industrial management with strategic military simulation. The factory aspect provides the economic foundation through assembly lines, resource extraction, and production optimization, while military operations create demand and purpose for industrial output. This dual nature requires balancing industrial complexity with military authenticity, ensuring neither aspect overwhelms the other while maintaining accessibility for players who prefer one aspect over the other. -2. Inspiration: Factorio-like with military strategic dimension - Context: The game draws heavily from Factorio's proven industrial mechanics (belts, inserters, precise factory layouts) but adds a strategic military layer that creates purpose and demand for industrial production. Unlike Factorio's alien threat, this military dimension involves realistic modern warfare with sophisticated AI opponents, geopolitical considerations, and authentic military equipment design. This combination creates a unique niche where factory optimization directly impacts military effectiveness and vice versa. -3. Key principle: Importance of choice at all levels - Context: This fundamental design philosophy appears throughout the game - from grand strategic decisions (which markets to enter, which military doctrines to develop) down to tactical choices (component placement in vehicle design, factory layout optimization). The game deliberately avoids forcing players down predetermined paths, instead providing multiple viable approaches to every challenge. This choice-driven design ensures high replayability and accommodates different player preferences and skill levels. -4. Progression: From PMC to conventional operations, player impact grows over time - Context: The game starts with the player as a small PMC (Private Military Company) operating in limited irregular warfare scenarios, but gradually scales up to potentially influence major conventional military operations. This progression is organic rather than scripted - player choices and success determine how much influence they gain in the broader geopolitical landscape. Early game focuses on scrapping Russian equipment in Ukraine, while late game can involve competing with major defense contractors like Thales and Lockheed Martin on a global scale. -5. Clear interface with simple pictograms to avoid false complexity - Context: Despite the game's inherent complexity across industrial, military, and economic systems, the interface prioritizes clarity and accessibility. Simple, intuitive pictograms replace complex textual interfaces wherever possible. This design principle acknowledges that the game's strategic depth should come from meaningful choices and system interactions, not from struggling with opaque interface design. The goal is to make the complex accessible without dumbing down the underlying systems. -6. Already complex game requiring accessible presentation - Context: Warfactory inherently involves multiple complex systems - factory design, vehicle engineering, economic markets, military operations, technology research, and geopolitical relations. Rather than adding interface complexity on top of this systemic complexity, the design philosophy emphasizes making these deep systems accessible through clear presentation, good defaults, and optional automation. Players can engage deeply with systems they enjoy while skipping or automating others. -7. Assembly line as the core gameplay element - Context: Following Factorio's proven model, assembly lines serve as the fundamental gameplay mechanic that ties together resource extraction, component manufacturing, and final product assembly. These production lines must be optimized for throughput, efficiency, and quality, creating a satisfying optimization puzzle. The assembly line concept extends beyond just manufacturing to include vehicle maintenance, ammunition production, and even research activities, making it the unifying gameplay element across all systems. -8. Military doctrine found by player indicates industrial needs - Context: Rather than prescribing optimal strategies, the game lets players discover and develop their own military doctrines through experimentation and battlefield feedback. The doctrine a player chooses (whether focusing on heavy armor, mobile warfare, air power, or asymmetric tactics) then drives their industrial requirements. A player emphasizing tank warfare needs different supply chains than one focusing on drone swarms, creating a natural feedback loop between military strategy and industrial planning. -9. Energy is easy to manage - Context: Unlike Factorio's complex electrical network calculations, Warfactory deliberately simplifies energy management to focus player attention on more strategically interesting decisions. Power generation and distribution are streamlined to avoid the micromanagement that can bog down factory optimization. This design choice ensures that players spend time on meaningful industrial and military decisions rather than debugging power grids, though energy still matters as a resource constraint. -10. Extraction is easy - Context: Resource extraction is simplified compared to complex mining operations, allowing players to focus on the more interesting challenges of processing, manufacturing, and military application of materials. While resource availability and territorial control remain strategically important, the mechanics of actually extracting resources are streamlined. This design choice shifts focus from extraction logistics to the industrial transformation and military utilization of raw materials. -11. Player must find their own doctrine and create their gameplay - Context: The game deliberately avoids providing optimal strategies or predetermined military doctrines. Instead, players must experiment with different approaches, learn from successes and failures, and develop their own strategic philosophies. This emergent gameplay approach means that each player's experience will be unique based on their choices, preferences, and the lessons they learn from their industrial and military experiments. The game provides tools and feedback but leaves strategic decisions to the player. -12. Highlight the concept of employment doctrine - Context: Military doctrine of employment refers to how forces are actually used in combat - their tactical deployment, operational concepts, and strategic application. The game emphasizes this concept by making it clear that designing good equipment is only half the battle; how that equipment is employed tactically and operationally is equally important. Players must consider not just what vehicles to build, but how they will be used in combination, what support they need, and how they fit into broader operational concepts. -13. Combat contemplation focus - Context: Rather than requiring frantic micromanagement of individual units, the game encourages players to step back and observe the unfolding of their strategic and tactical decisions. Combat is designed as an auto-battler where players can watch their doctrine and equipment designs play out in realistic scenarios. This contemplative approach allows players to learn from outcomes, understand the effectiveness of their choices, and plan improvements without being overwhelmed by real-time tactical demands. -14. AI that gives feedback on its competence or mediocrity - Context: The game's AI systems are designed to be transparent about their performance, providing explicit feedback about their effectiveness in various scenarios. Rather than hiding AI decision-making behind black boxes, the system openly discusses its successes and failures, helping players understand what works and what doesn't. This feedback mechanism helps players learn and improve their strategies while building trust in the AI's decision-making processes. -15. While direct control is important, it's not the core - Context: Although players can exercise direct control over units and operations when desired, the game's core focus is on higher-level strategic decisions - industrial planning, equipment design, doctrine development, and resource allocation. Direct tactical control serves as a tool for special situations or player preference, but the primary gameplay loop revolves around making good strategic choices and watching them play out through competent AI execution. -16. Initially limited to irregular operations - Context: The early game constrains players to small-scale, irregular warfare scenarios appropriate for a starting PMC - think guerrilla operations, equipment recovery, small-unit actions, and asymmetric tactics. This limitation serves both narrative purposes (you start small) and gameplay purposes (limiting complexity while players learn systems). As players succeed and grow, they gradually gain access to larger-scale conventional operations, creating a natural progression in both scope and complexity. -17. Player impact grows over time - Context: The game features organic scaling where successful players gradually gain more influence in the broader geopolitical and military landscape. Starting as a minor PMC recycling scrap in Ukraine, players can eventually become major defense contractors influencing global military markets and even affecting geopolitical outcomes. This growth is earned through successful industrial and military operations rather than prescribed progression, ensuring that player impact feels meaningful and earned. -18. Inspired by Undertale for geopolitical choice aspects - Context: Drawing from Undertale's approach to meaningful choice and consequence, the game presents geopolitical decisions that have genuine moral weight and long-term consequences. Rather than simple binary good/evil choices, players face complex decisions about arms sales, military interventions, and international relations where every option has both benefits and costs. These choices shape not just immediate gameplay but the broader narrative arc and world state, similar to how Undertale's choices fundamentally alter the game experience. - -## TECHNICAL ARCHITECTURE - -19. Concept: Hybrid RTS/4X paying homage to Ukraine with complex industrial system (Factorio-like), realistic military simulation and geopolitical management - Context: From architecture-technique.md - This defines the game's unique genre position combining real-time strategy elements (tactical combat, resource management) with 4X strategy depth (explore, expand, exploit, exterminate) while maintaining deep respect for the ongoing Ukrainian situation. The industrial system borrows Factorio's proven assembly line mechanics but applies them to realistic military production. The simulation aims for military authenticity in equipment, doctrine, and geopolitical relationships rather than arcade-style gameplay. - -20. Key innovation: Modular multi-server architecture enabling horizontal scaling and parallel development by AI - Context: The breakthrough architectural innovation is the modular engine system where each gameplay domain (economy, combat, intelligence, etc.) runs as an autonomous server process. This allows the game to scale horizontally by distributing computational load across multiple servers, and critically enables AI systems to develop and modify individual engines in parallel without affecting others. This architecture is specifically designed to support AI-assisted development where different AI agents can work on different engines simultaneously. - -21. Modular multi-server structure with central coordinator - Context: This represents the breakthrough architectural innovation that enables horizontal scaling and parallel AI development. Unlike traditional monolithic game architectures, this system splits functionality into autonomous engines that can run on separate servers or processes. The central coordinator acts purely as a bootstrap and health monitor - it launches engines, performs basic health checks, and manages graceful shutdowns, but remains completely blind to gameplay mechanics. This architecture allows the system to scale by adding more servers for specific engines under load. - -22. Central coordinator: Meta orchestrator (bootstrap, health, lifecycle) - Context: The coordinator has an intentionally ultra-limited scope to avoid becoming a bottleneck or single point of failure. It only handles infrastructure concerns: launching engines with initial map/gameset data, performing basic health pings (not content analysis), basic time synchronization if needed, and managing graceful shutdowns. After bootstrap, engines communicate directly via Redis and the coordinator becomes passive. If the coordinator crashes, it's invisible to gameplay since engines continue operating autonomously. - -23. 10 autonomous engines: Factory, Logistic, Economy, Designer, MacroEntity, Map, Combat, Operation, Intelligence, Event - Context: Each engine represents a complete domain of game functionality with its own business logic, data persistence, and decision-making capabilities. This separation allows different AI agents to work on different engines simultaneously without conflicts. The autonomy means each engine can function independently even if others are down, using cached data and graceful degradation. The modular approach also supports independent scaling - a heavy combat scenario can scale the Combat Engine without affecting the Economy Engine. - -24. Smart clients: UI/Rendering, authoritative server pattern - Context: Clients handle complex UI, optimized rendering, intelligent map streaming, and local caching for responsive interaction, but contain zero game logic or simulation. All authoritative game state and calculations remain on the server engines. This provides natural anti-cheat protection, maintains consistency across players, and allows the complex industrial/military interfaces needed for the game while ensuring all meaningful decisions happen server-side. The trade-off is slightly higher latency for some interactions versus complete security and consistency. - -25. Architecture based on 10 autonomous engines communicating via standardized APIs - Context: The standardized API approach ensures that engines can be developed, tested, and deployed independently while maintaining seamless integration. Each engine exposes consistent HTTP REST endpoints for synchronous operations and Redis Pub/Sub channels for asynchronous communication. This standardization is crucial for AI-assisted development, as it provides clear contracts and interfaces that AI agents can understand and work with reliably across all engines. - -26. Each engine responsible for specific gameplay domain - Context: Domain separation follows clear functional boundaries - Factory handles player's Factorio-style production, Economy manages AI companies and markets, Combat processes tactical battles, etc. This separation prevents overlap and conflicts while ensuring each engine can be optimized for its specific workload. The domain boundaries were carefully chosen to minimize cross-engine dependencies while maintaining logical game functionality groupings. - -27. Autonomous means: Business logic, calculations, decisions, algorithms in its domain - Context: Each engine contains complete decision-making capability for its domain - the Economy Engine can calculate prices and company behaviors without external input, the Combat Engine can resolve battles using embedded tactical AI, the Designer Engine can generate vehicle designs using its procedural algorithms. This autonomy ensures that engines don't become bottlenecks for each other and can continue operating even when communication is temporarily interrupted. - -28. Autonomous means: State persistence, manages its data in memory/disk - Context: Every engine maintains its own complete state in memory for performance and persists critical data to disk for recovery. This includes current game state, cached data from other engines, configuration, and any temporary calculations. Engines are responsible for their own backup strategies, state snapshots, and recovery procedures. This distributed state management eliminates single points of failure and allows engines to restart independently. - -29. Autonomous means: Graceful degradation, continues functioning if other engines are down - Context: When communication with other engines fails, each engine falls back to cached data and continues operating with reduced functionality rather than crashing. For example, if the Economy Engine is down, the Combat Engine can continue battles using last-known equipment prices. This resilience is essential for maintaining gameplay during partial system failures and ensures that one problematic engine doesn't bring down the entire game. - -30. Autonomous means: Independent scaling, can be optimized/extended separately - Context: Each engine can be scaled horizontally by adding more server instances, optimized independently for its specific workload, or extended with new features without affecting other engines. A heavy military campaign might require scaling the Combat and Operation engines while leaving others unchanged. This granular scaling approach is both more efficient and more resilient than scaling entire monolithic systems. - -31. Autonomous does NOT mean: Isolated infrastructure, uses common services (metrics, health, config) - Context: While engines are autonomous in their game logic, they share common infrastructure services to avoid duplication and maintain consistency. This includes centralized metrics collection for monitoring, health check systems for reliability, configuration management for consistency, and shared logging systems. This hybrid approach provides autonomy where it matters for gameplay while maintaining operational efficiency. - -32. Autonomous does NOT mean: Zero communication, exchanges data via Redis/HTTP as needed - Context: Engines actively communicate and share data when required for gameplay functionality. The Economy Engine broadcasts price updates to all other engines, the Combat Engine requests terrain data from the Map Engine, and the Operation Engine sends tactical orders to the Combat Engine. The communication is designed to be resilient and asynchronous where possible to maintain autonomy while enabling necessary coordination. - -33. Autonomous does NOT mean: No dependencies, uses data from other engines (prices, terrain, etc.) - Context: Engines depend on data from other engines but are designed to handle these dependencies gracefully. The Combat Engine needs current equipment prices from the Economy Engine and terrain data from the Map Engine, but can operate with cached versions if sources are unavailable. Dependencies are minimized and designed with fallback strategies to prevent cascade failures while maintaining the rich interactions needed for gameplay. - -34. Real-time critical interactions: Direct HTTP GET (e.g., War Engine → Map Engine terrain) - Context: Time-sensitive operations that require immediate, reliable responses use direct HTTP communication with short timeouts. Examples include combat needing current terrain data for battle calculations, or factory systems needing immediate validation of component placement. These interactions are kept minimal and are designed with circuit breaker patterns to prevent blocking if the target engine is overloaded. - -35. Background sync interactions: Redis Pub/Sub async (e.g., Economy → all engines prices) - Context: Non-critical updates that can tolerate delays use asynchronous messaging through Redis Pub/Sub channels. Price updates, diplomatic changes, and intelligence reports are broadcast this way. Engines process these updates when convenient rather than immediately, which prevents performance bottlenecks and allows for batch processing. This approach scales better and provides natural decoupling between engines. -36. Infrastructure services: HTTP on demand (e.g., Intelligence Engine metrics) - Context: Some engine interactions are neither real-time critical nor background sync, but rather on-demand infrastructure services. The Intelligence Engine providing analytics data to other engines, health monitoring systems, or configuration updates fall into this category. These use standard HTTP requests when needed rather than constant streaming or critical real-time responses, providing a middle ground for operational rather than gameplay-critical communication. - -37. Factory Engine responsibility: Player's Factorio systems only - Context: The Factory Engine exclusively handles the player's industrial systems in the Factorio style - mining, production lines, assembly systems, and player-built infrastructure. This clear boundary means it doesn't handle AI company production (that's Economy Engine) or combat production (Combat Engine), allowing for highly optimized Factorio-like mechanics without the complexity of managing multiple different industrial paradigms in one system. - -38. Factory Engine scope: Mining, production, assembly, player infrastructure - Context: This encompasses resource extraction from terrain, complex assembly line management with belts and inserters, factory building placement and configuration, power generation and distribution, and all the infrastructure that supports the player's industrial operations. The scope is specifically the detailed, optimizable factory gameplay that Factorio players expect, with full control over every aspect of the production process. - -39. Factory Engine autonomy: Complete simulation of player factories - Context: The Factory Engine can simulate all player factory operations independently, including resource consumption rates, production outputs, power consumption, bottleneck analysis, and factory efficiency calculations. This autonomy means that even if other engines are down, the player's factories continue operating, and the Factory Engine can provide accurate production forecasts and resource planning without external dependencies. - -40. Factory Engine communication: Export production data to Logistic Engine - Context: While autonomous in operation, the Factory Engine shares its production outputs with the Logistic Engine for distribution and with the Economy Engine for market impact calculations. This one-way data flow keeps the Factory Engine simple while enabling the complex supply chain management handled by other engines. The communication includes production completion events, resource requests, and factory status updates. - -41. Logistic Engine responsibility: Physical and virtual resource flows - Context: The Logistic Engine manages all movement of goods throughout the game world, including truck convoys, rail transport, air cargo, naval shipping, and military supply chains. It handles both physical movement (trucks following roads) and virtual transfers (automated delivery contracts). This centralized logistics management allows for complex supply chain optimization and vulnerability analysis across the entire game world. - -42. Logistic Engine scope: Transport, supply chains, military FOBs, distribution - Context: This covers multi-modal transportation networks, complex supply chain routing with multiple intermediate stops, military Forward Operating Bases with specialized equipment needs, distribution centers for efficient resource allocation, and convoy protection and vulnerability management. The scope includes both civilian economic logistics and military operational logistics with different priorities and constraints. - -43. Logistic Engine autonomy: Complete management of goods movement - Context: The Logistic Engine can independently calculate optimal routes, manage convoy scheduling, handle supply and demand balancing across multiple locations, and adapt to changing conditions like destroyed infrastructure or new military demands. It maintains its own state of all transport assets, current shipments, and delivery schedules, allowing it to continue operations even when other engines are unavailable. - -44. Logistic Engine communication: Interface with Factory, Economy and Combat Engines - Context: The Logistic Engine receives production outputs from the Factory Engine, market demands from the Economy Engine, and supply requests from the Combat Engine. It also sends delivery confirmations, transport capacity data, and supply chain vulnerability reports back to relevant engines. This central position makes it crucial for coordinating between the industrial, economic, and military aspects of the game. - -45. Economy Engine responsibility: AI factories, markets, dynamic prices - Context: The Economy Engine simulates the entire AI-driven economic ecosystem, including all non-player industrial production, market price calculations based on supply and demand, company behavior and decision-making, and economic events and disruptions. This separation from the player's factory systems allows for both realistic economic complexity and optimized Factorio-style player experience without interference. - -46. Economy Engine scope: AI production, company behaviors, segmented markets - Context: This includes sophisticated AI company production with different capabilities and features, realistic company behaviors like market expansion and strategic decisions, segmented markets (national, company-specific, multinational blocs, global) with different access rules, and dynamic pricing based on complex economic factors including military events, resource scarcity, and geopolitical changes. - -47. Economy Engine autonomy: Independent global economic simulation - Context: The Economy Engine can simulate the entire global economy independently, including AI company production decisions, market price fluctuations, supply and demand calculations, company births and deaths, feature evolution, and economic responses to military and political events. This autonomy ensures that the economic world continues evolving even when other systems are down, maintaining the dynamic economic environment. - -48. Economy Engine communication: Prices/demands to all consuming engines - Context: The Economy Engine broadcasts current market prices, resource demands, and economic conditions to all engines that need this information for decision-making. This includes price updates for the Combat Engine's equipment costs, demand forecasts for the Factory Engine's production planning, and market conditions for the Logistic Engine's transport planning. The communication ensures all systems operate with current economic reality. - -49. Designer System Engine responsibility: Procedural vehicle design for AI + player assistance - Context: The Designer Engine handles the computationally expensive task of procedural vehicle generation for AI companies and provides design assistance tools for players. This includes generating designs that fit company features and doctrines, validating designs for feasibility and effectiveness, managing design evolution (T-72 → T-80 → T-90 style progression), and providing blueprint libraries and templates for players who want design assistance. - -50. Designer System Engine AI procedural design: random generation + evaluate + pass/drop - Context: AI design generation uses a computationally efficient approach where designs are randomly generated based on company features and cultural blueprints, evaluated against basic viability criteria (sufficient engine power, adequate armor, etc.), and either accepted for use or discarded if insufficient. This approach allows generating thousands of design candidates while maintaining performance constraints of only 1-2 designs per tick globally across all companies. -51. Designer System Engine player design assistance: same system usable manually - Context: Players can access the same procedural design tools that the AI uses, allowing for design assistance, template generation, and blueprint suggestions. This shared system ensures consistency between AI and player capabilities while providing players with powerful tools for rapid prototyping. Players can generate starting designs and then manually refine them, or use the system to fill in gaps in their blueprint libraries with procedurally generated alternatives. - -52. Designer System Engine doctrinal blueprints: efficient grids, dev designs, enemy captures - Context: The system maintains libraries of proven designs organized by doctrine and source: highly optimized grid layouts for maximum efficiency, developer-created reference designs for different roles and companies, and captured enemy designs that can be reverse-engineered and adapted. These blueprints serve as templates for both AI generation and player reference, ensuring that designs evolve realistically based on proven concepts. - -53. Designer System Engine modification of existing designs vs creation from scratch - Context: Rather than always creating completely new designs, the system heavily favors evolutionary improvement of existing successful designs, mirroring real-world military procurement (T-72 → T-80 → T-90 progression). This approach is both more computationally efficient and more realistic than constant clean-sheet designs. The system tracks design lineages and applies incremental improvements, major upgrades, or role adaptations to existing platforms. - -54. Designer System Engine autonomous engine responding to player + AI commands - Context: The Designer Engine operates independently, processing design requests from both players and AI entities without requiring external coordination. It maintains its own queue of design tasks, prioritizes requests based on urgency and feasibility, and can work on multiple designs simultaneously. This autonomy allows it to continue generating designs even when other engines are busy or unavailable. - -55. Designer System Engine random ticking generation with basic viability evaluation - Context: Background design generation occurs continuously at a low rate (1-2 designs per tick globally), with each attempt randomly generating a design based on requesting company's features, evaluating it against basic criteria (power-to-weight ratios, essential components present, etc.), and either accepting or rejecting it. This ticking approach distributes computational load and ensures a steady stream of new designs without overwhelming the system. - -56. Designer System Engine company features influence procedural choices - Context: Company features heavily influence design generation probabilities and component selection. A "Tank + Quality" company will generate more heavily armored, precisely engineered designs, while a "Speed + Cost" company will favor lighter, more economical solutions. These influences ensure that AI companies develop distinctive design philosophies and capabilities rather than converging on identical solutions. - -57. Designer System Engine check stats on theoretical CDC ("design viable?") - Context: The system can evaluate design viability using theoretical Combat Data Computer calculations without requiring full combat simulation. This includes power-to-weight ratios, armor effectiveness, firepower ratings, and estimated battlefield performance. These quick evaluations allow rapid filtering of obviously flawed designs before more expensive testing or deployment. - -58. Designer System Engine automatic detection of failing designs (tank 1km/h = reject) - Context: The system includes automatic sanity checks that reject designs with clearly impossible characteristics - tanks that can barely move, aircraft that can't fly, weapons that can't fire, or vehicles with fatal design flaws. These checks prevent obviously broken designs from entering production and ensure that all generated designs meet minimum functional requirements. - -59. Designer System Engine long-term: Specific feedback from Operation Engine (anti-Javelin urban) - Context: Future enhancements will allow the Operation Engine to provide specific tactical feedback to improve design generation - requesting designs optimized for specific threats (anti-Javelin armor), terrain types (urban warfare), or tactical roles (breakthrough operations). This feedback loop will make AI design evolution more responsive to actual battlefield performance and emerging threats. - -60. Designer System Engine future: Combat simulations via War Engine - Context: Advanced versions will integrate with the Combat Engine to run simulated battles for design validation, testing new designs against current threats, comparing different variants for effectiveness, and providing detailed performance data. This capability will enable much more sophisticated design optimization and realistic military procurement processes. - -61. Designer System Engine receives requests from Operation Engine + player - Context: The Designer Engine processes design requests from multiple sources: AI military commanders requesting specific capabilities for upcoming operations, AI companies wanting to expand their product lines, players needing specific vehicle types, and economic pressures for more cost-effective or capable designs. It manages these competing demands and prioritizes based on urgency and resource availability. - -62. Designer System Engine new designs to Economy and War Engines - Context: Completed designs are distributed to relevant engines: the Economy Engine receives new designs for production cost analysis, market impact assessment, and company capability updates, while the War Engine receives designs for tactical evaluation, deployment planning, and combat effectiveness analysis. This distribution ensures that new designs are integrated into all relevant game systems. - -63. Designer System Engine evolutionary blueprints inter-companies (captures) - Context: The system models realistic technology transfer through design capture and reverse engineering. When companies acquire enemy designs through battlefield recovery, espionage, or licensing, these designs can be adapted and evolved by different companies, leading to design convergence, hybrid solutions, and the spread of effective innovations across multiple factions. - -64. Designer System Engine specialty: Includes dual research system and breakthroughs - Context: The Designer Engine manages both predictable technology development through research trees and unpredictable breakthrough discoveries through combat analysis and experimentation. This dual system ensures steady technological progress while allowing for sudden game-changing innovations that can disrupt established tactical doctrines and force military adaptation. - -65. MacroEntity Engine responsibility: Entities (companies, states), diplomacy, administration points - Context: The MacroEntity Engine manages all large-scale entities and their interactions, including AI companies with their features and behaviors, nation-states with their policies and capabilities, diplomatic relationships and agreements, and the administration point system that limits how many actions entities can take each day. This engine provides the political and economic framework within which all other systems operate. -66. MacroEntity Engine company features, relations, commercial policies - Context: The engine manages the complex web of company characteristics (Metal, Tank, Quality, etc.) that define their capabilities, tracks diplomatic and commercial relationships between entities, and implements commercial policies like trade agreements, sanctions, and market access restrictions. These features create emergent behaviors where companies develop distinct personalities and strategic approaches based on their capabilities and relationships. - -67. MacroEntity Engine administration points system for companies and states - Context: Administration points represent the bureaucratic and organizational capacity of entities to take actions. Companies start with 1000 base points daily while states have variable pools based on their size and governmental efficiency. This system prevents unrealistic rapid-fire decision making and forces entities to prioritize their actions, creating more realistic pacing for diplomatic, economic, and military decisions. - -68. MacroEntity Engine actions costing admin: research, commerce, diplomacy, production, military - Context: All major entity actions consume administration points: launching research projects, negotiating trade deals, conducting diplomacy, scaling up production, and military mobilization. The costs vary based on action complexity and entity characteristics. This creates strategic resource management where entities must balance immediate needs against long-term investments, making their decision-making more realistic and strategic. - -69. MacroEntity Engine autonomy: Entity behaviors, feature evolution, daily admin pool management - Context: The engine independently simulates entity decision-making, manages the evolution of company features over time (companies can gain or lose capabilities based on success/failure), and handles daily administration point allocation and renewal. This autonomy ensures that the political and economic world continues evolving even when other engines are unavailable. - -70. MacroEntity Engine communication: Commands to Economy, restrictions to all engines - Context: The engine sends high-level directives to the Economy Engine (policy changes, trade restrictions, production priorities) and broadcasts restriction updates to all engines (embargos, war declarations, alliance changes). This communication ensures that political decisions have real economic and military consequences throughout the game world. - -71. MacroEntity Engine daily company pools (1000 base) and states (variable by size) - Context: Administration points refresh daily with companies receiving a standard 1000 points (modified by features and context), while states receive variable amounts based on population, governmental efficiency, and current circumstances. Larger, more developed states have more administrative capacity, while smaller or less organized entities must be more selective with their actions. - -72. MacroEntity Engine actions blocked if admin exhausted (no queue, immediate refusal) - Context: When entities run out of administration points, further actions are immediately refused rather than queued for later. This hard limit forces entities to prioritize and creates meaningful trade-offs between different types of actions. It also prevents entities from over-committing and creates realistic delays in response to changing circumstances. - -73. MacroEntity Engine modifiers via company features and context (war, recession) - Context: Administration point costs and availability are modified by entity features (Quality companies spend more points per action but get better results) and current context (wartime increases military action costs but reduces diplomatic options, recession limits economic actions). These modifiers create dynamic responses to changing world conditions. - -74. MacroEntity Engine light calculations, batch processing, low rhythm adapted to macro gameplay - Context: The engine is optimized for macro-scale gameplay with deliberate batch processing and lower update frequencies compared to real-time engines. Daily administration point renewal, periodic feature evolution, and batch diplomatic processing match the strategic timescale of entity decision-making rather than trying to simulate every action in real-time. - -75. Map Engine responsibility: Map management, streaming, generation - Context: The Map Engine handles all terrain-related functionality including procedural generation of local terrain chunks, streaming optimization to load/unload map sections based on player and AI activity, memory management to prevent excessive usage, and providing terrain data to other engines for combat calculations, factory placement, and logistical planning. - -76. Map Engine scope: Chunks, FOW, navigation, procedural terrain - Context: The engine manages the chunk-based terrain system (64x64 tiles per chunk), implements fog-of-war at chunk granularity for each company independently, handles navigation mesh generation for different movement types (ground, air, naval), and runs the procedural terrain generation system using the budget-based element placement with regional tendencies. - -77. Map Engine autonomy: On-demand generation, memory optimization - Context: The engine can generate new terrain chunks on-demand when players or AI entities explore new areas, automatically unload unused chunks to optimize memory usage, and maintain its own terrain database with persistence for modified areas. This autonomy ensures that map functionality continues regardless of other engine availability and scales efficiently with world size. - -78. Map Engine communication: Terrain data to Combat and Factory Engines - Context: The engine provides real-time terrain data for combat calculations (line of sight, movement modifiers, defensive positions) and factory placement validation (terrain suitability, resource availability, construction constraints). This data is served via fast HTTP endpoints for real-time needs and through Redis for batch updates when terrain is modified. - -79. Combat Engine responsibility: Tactical auto-battler with embedded stocks - Context: The Combat Engine handles real-time tactical combat simulation using an auto-battler approach where players provide strategic guidance but AI handles tactical execution. It maintains embedded logistics with ammunition and fuel stocks in vehicles and tactical depots, manages local supply (within 3km radius), and operates autonomously with persistent battle state even if communication with other engines is interrupted. - -80. Combat Engine real-time battles with ~500 active units simultaneously - Context: The engine is designed to simulate large-scale battles with hundreds of units active simultaneously, using adaptive tick rates (60 TPS normally, down to 15 TPS under heavy load) to maintain real-time performance. Battles naturally span multiple map chunks and can persist for extended periods, creating dynamic frontlines that evolve over time as units maneuver and engage across large geographic areas. -81. Combat Engine last meter logistics (trucks, local depots, 3km radius) - Context: The Combat Engine manages short-range supply operations including supply trucks moving between tactical depots and combat units, local ammunition and fuel distribution within a 3km radius of supply points, and emergency resupply operations during active combat. This "last meter" logistics represents the final stage of the supply chain where materials reach individual units at the tactical level. - -82. Combat Engine ammunition/fuel stocks in vehicles and tactical depots - Context: The engine tracks individual ammunition and fuel stocks for every combat vehicle and tactical supply depot, managing consumption rates during combat, resupply operations when stocks run low, and the tactical implications of supply shortages (reduced fire rates, mobility limitations). This granular tracking ensures that logistics have real tactical consequences during battles. - -83. Combat Engine trigger zones for automatic defense - Context: Units can be assigned to automatically defend specific geographical areas, engaging enemies that enter predefined trigger zones without requiring explicit orders. This system allows for realistic defensive operations where units respond to threats based on standing orders, maintaining operational tempo even when higher-level command communication is interrupted. - -84. Combat Engine self-contained with own stocks and command rounds - Context: The Combat Engine operates independently with its own embedded logistics systems and command structure, allowing battles to continue even when communication with other engines is disrupted. Units maintain their own ammunition and fuel stocks, follow standing orders, and make tactical decisions based on their current situation and embedded AI behaviors. - -85. Combat Engine units act with last received orders if communication cut - Context: When communication with the Operation Engine or player is lost, individual units and formations continue executing their last received orders rather than stopping or becoming inactive. This creates realistic military behavior where units maintain mission execution despite communication disruptions, though they may not adapt optimally to changing circumstances. - -86. Combat Engine autonomous short-distance logistics management - Context: The engine independently manages tactical-level supply operations including routing supply trucks to units needing resupply, balancing ammunition and fuel distribution among units, and prioritizing resupply based on tactical importance and urgency. This autonomy ensures that tactical logistics continue functioning even during communication disruptions. - -87. Combat Engine raw situation reports to Operation Engine (pull by waves) - Context: Rather than streaming constant updates, the Combat Engine provides situation reports to the Operation Engine in periodic "waves" when requested. These reports include unit positions, engagement status, supply levels, and battle outcomes. This pull-based approach prevents message spam and allows the Operation Engine to request updates at its own pace. - -88. Combat Engine building intel to Intelligence Engine - Context: During combat operations, the engine identifies and reports buildings, defensive positions, and infrastructure to the Intelligence Engine for intelligence database updates. This includes newly discovered structures, damage assessments of known targets, and tactical intelligence about enemy positions and capabilities gathered during combat operations. - -89. Combat Engine resupply requests to Logistic Engine (long distance) - Context: When local tactical supplies are insufficient, the Combat Engine sends requests to the Logistic Engine for long-distance resupply operations from regional depots or production facilities. These requests specify required materials, urgency levels, and delivery locations, allowing the Logistic Engine to plan convoy routes and resource allocation. - -90. Combat Engine Economy Engine updates post-battle (acceptable delay ~1 minute) - Context: After battles conclude, the Combat Engine sends economic updates to the Economy Engine including equipment losses, ammunition consumption, and infrastructure damage. These updates can tolerate delays of a minute or more since they affect economic planning rather than immediate tactical decisions, allowing for efficient batch processing. - -91. Operation Engine responsibility: Military decision AI and organizational coordination - Context: The Operation Engine serves as the strategic military command, analyzing battlefield situations, making high-level military decisions, coordinating multiple theaters and units, and adapting strategies based on changing conditions. It represents the command structure above tactical level, making decisions about resource allocation, strategic objectives, and operational planning. - -92. Operation Engine analysis of War Engine reports to "understand" situations (method TBD) - Context: The engine must process raw battlefield data from the Combat Engine and extract meaningful strategic insights about battle progress, enemy capabilities, tactical effectiveness, and strategic implications. The specific methodology for this analysis is still to be determined but will likely involve pattern recognition, tactical assessment algorithms, and strategic evaluation frameworks. - -93. Operation Engine generation of tactical and strategic orders - Context: Based on strategic objectives and battlefield analysis, the engine generates specific orders for military units including attack objectives, defensive positions, movement orders, and resource allocation priorities. These orders bridge the gap between high-level strategic goals and tactical execution, providing clear direction for field commanders. - -94. Operation Engine coordination with policy via Economy Engine - Context: Military operations must coordinate with political objectives and economic constraints communicated through the Economy Engine. This includes respecting political restrictions on military action, operating within budgetary constraints, and ensuring that military operations support broader political and economic goals rather than operating in isolation. - -95. Operation Engine differentiated military doctrines by nation/company - Context: Different nations and military organizations operate with distinct doctrines reflecting their military philosophy, technological capabilities, and strategic culture. The engine implements these differences through varied decision-making algorithms, tactical preferences, and strategic priorities that create recognizable and realistic military behavior patterns for different factions. - -96. Operation Engine true military AI (analysis, understanding, decision) - Context: The engine implements sophisticated military AI that goes beyond simple rule-following to include genuine situational analysis, strategic understanding of complex military situations, and intelligent decision-making under uncertainty. This AI must demonstrate military competence comparable to professional military officers rather than just executing predetermined scripts. - -97. Operation Engine can create realistic decision latency (France 1940) - Context: The engine can model realistic command delays and decision-making latency that reflect historical patterns of military command, such as the slow French response during the 1940 German offensive. This includes modeling communication delays, bureaucratic friction, and the time required for complex military organizations to process information and make decisions. - -98. Operation Engine battle order management (test → attack → exploitation) - Context: The engine manages the progression of military operations through realistic phases: initial probing and reconnaissance (test), main assault operations (attack), and follow-up operations to exploit success (exploitation). This sequenced approach reflects real military doctrine and ensures that operations develop logically rather than jumping directly to full-scale assaults. - -99. Operation Engine learning effective tactics by context/terrain/vehicles - Context: The engine incorporates machine learning capabilities that allow it to identify effective tactical approaches based on terrain types, available vehicles and weapons, and historical performance. This learning enables the AI to improve its tactical decision-making over time and adapt to new technologies and battlefield conditions. - -100. Operation Engine feedback per general with influence on national models (doctrines) - Context: Individual AI generals learn from their experiences and provide feedback that influences broader national military doctrines. Successful generals' approaches are gradually incorporated into national military models, while failures lead to doctrinal adjustments. This creates realistic military evolution where doctrine adapts to battlefield experience. -101. Operation Engine slow doctrinal evolution vs rapid general learning - Context: The system models the realistic difference between individual learning and institutional change - generals can adapt quickly to new tactics based on recent battlefield experience, but broader military doctrines change slowly through institutional processes. Individual AI generals learn and improve their performance within months, while national military doctrines require years to incorporate new lessons and change fundamental approaches. This creates authentic military realism where tactical innovation happens faster than strategic doctrine evolution. -102. Operation Engine convergence resistance through semi-random tech/weapons diversity - Context: To prevent all AI factions from converging on identical optimal strategies, the system introduces controlled randomness in technology development and weapon availability that forces diverse tactical approaches. Different nations and companies have access to different technological paths and equipment types, ensuring that successful doctrines remain faction-specific rather than universally optimal. This diversity maintains strategic interest and prevents the game from solving to a single dominant strategy. -103. Operation Engine receives strategic objectives from politics (Economy Engine) - Context: Military operations must serve broader political and economic goals communicated through the Economy Engine, which represents the political decision-making apparatus. These objectives include territorial control goals, resource protection priorities, alliance obligations, and economic interests that shape military strategy. The Operation Engine must balance military effectiveness with political constraints and ensure that military actions support broader national interests rather than purely military considerations. -104. Operation Engine politics can override military directions - Context: Political authorities can override military recommendations and force suboptimal military decisions for political reasons, reflecting real-world civil-military relations. This includes preventing militarily sound operations for diplomatic reasons, forcing attacks that serve political rather than military goals, and imposing rules of engagement that limit military effectiveness. This system ensures that military AI must operate within realistic political constraints rather than pursuing pure military optimization. -105. Operation Engine military adaptation to political constraints - Context: When faced with political limitations, the Operation Engine must adapt its military strategies to work within imposed constraints rather than simply accepting failure. This includes developing alternative approaches when preferred tactics are politically forbidden, finding military solutions that satisfy political requirements, and balancing military effectiveness with political acceptability. The adaptation process models how real military organizations work within political frameworks. -106. Operation Engine receives reports from War Engine - Context: The Operation Engine receives detailed situation reports from the Combat Engine (also called War Engine) including battle outcomes, unit status, enemy capabilities, and tactical intelligence. These reports are pulled in waves rather than streamed continuously to prevent information overload and allow for strategic analysis rather than micro-management. The reports provide the foundation for strategic decision-making and operational planning. -107. Operation Engine sends orders to War Engine - Context: The Operation Engine provides strategic and operational orders to the Combat Engine including attack objectives, defensive priorities, movement directives, and resource allocation decisions. These orders bridge the gap between high-level strategic goals and tactical execution, providing clear guidance while allowing tactical flexibility. The communication is designed to minimize command latency while maintaining strategic coherence. -108. Operation Engine receives strategic objectives from Economy Engine - Context: This reinforces the political control mechanism where the Economy Engine (representing government decision-making) provides strategic objectives that military operations must serve. These objectives include economic protection goals, resource security requirements, market access priorities, and diplomatic constraints that shape military strategy. The system ensures that military actions serve broader national interests and political goals. -109. Operation Engine intel requests to Intelligence Engine - Context: The Operation Engine can request specific intelligence collection on targets, threats, or areas of interest from the Intelligence Engine to support operational planning. These requests include reconnaissance missions, enemy capability assessments, terrain analysis, and threat evaluations. The Intelligence Engine responds with available data and can prioritize new collection efforts based on operational requirements, creating a realistic intelligence cycle. -110. Intelligence Engine responsibility: Reconnaissance, espionage, fog of war, economic metrics - Context: The Intelligence Engine manages all information warfare and reconnaissance activities including satellite surveillance, human intelligence gathering, electronic intelligence collection, and economic data analysis. It maintains each company's fog of war state, processes intelligence requests from other engines, and provides analytical products that support decision-making. The engine operates with realistic intelligence delays and uncertainty, ensuring that information warfare remains strategically important. -111. Intelligence Engine scope: Satellites, intel gathering, information warfare, economic data collection - Context: This encompasses satellite reconnaissance systems with varying resolution and coverage, human intelligence networks providing ground truth and insider information, electronic intelligence gathering from communications intercepts, and comprehensive economic intelligence on market conditions, company capabilities, and resource flows. The engine coordinates multiple intelligence disciplines to provide comprehensive situational awareness while modeling realistic intelligence limitations and delays. -112. Intelligence Engine autonomy: Intelligence collection and analysis, economic data aggregation - Context: The Intelligence Engine operates collection programs independently, analyzing gathered information to produce intelligence products, aggregating economic data from multiple sources, and maintaining comprehensive databases of enemy capabilities and intentions. This autonomy allows intelligence operations to continue even when communication with other engines is disrupted, though effectiveness may be reduced without coordination with operational requirements. -113. Intelligence Engine communication: Intel to Operation and Company Engines - Context: The Intelligence Engine provides processed intelligence products to operational commanders and economic entities including threat assessments, capability estimates, economic intelligence reports, and tactical intelligence for immediate operations. Communication includes both scheduled intelligence summaries and event-driven alerts about significant developments. The engine also responds to specific intelligence requests from other engines with targeted collection and analysis. -114. Intelligence Engine multiplayer metrics: Adaptive scaling by number of companies, intelligent data sharing - Context: In multiplayer scenarios, the Intelligence Engine adapts its data collection granularity based on the number of active companies to maintain performance while providing relevant intelligence. Intelligence sharing between allied companies is managed realistically with delays, processing time, and potential information security concerns. The system prevents unrealistic total information sharing while allowing realistic intelligence cooperation between allies. -115. Event Engine responsibility: Random events, crises, disruptions - Context: The Event Engine generates unpredictable developments that disrupt normal gameplay patterns including economic crises, technological breakthroughs, political upheavals, and military emergencies. These events are contextually appropriate - more likely during certain game states but never entirely predictable. The engine ensures that no strategy becomes completely safe and that players must adapt to changing circumstances rather than following predetermined optimal paths. -116. Event Engine scope: Wars, breakthroughs, economic crashes, endgame crisis - Context: Events range from local disruptions to global crises including regional conflicts that disrupt supply chains, major technological breakthroughs that change game balance, economic crashes that affect all market prices, and late-game crisis scenarios that challenge established players. Events are scaled to remain significant challenges regardless of player progress, ensuring that the game maintains tension and unpredictability throughout all phases of play. -117. Event Engine autonomy: Context-driven event triggering and management - Context: The Event Engine independently monitors game state across all engines to identify conditions that warrant event generation, triggers appropriate events based on current context and historical patterns, and manages event duration and consequences. Events are more likely during periods of instability or success concentration, ensuring that the system responds organically to gameplay patterns rather than following predetermined schedules. -118. Event Engine communication: Trigger events to concerned engines - Context: When events occur, the Event Engine notifies all affected engines with specific event parameters and expected consequences including market disruptions to the Economy Engine, military crises to the Operation and Combat Engines, and technological breakthroughs to the Designer Engine. Events are communicated with sufficient detail for engines to respond appropriately while maintaining event unpredictability and challenge. - -119. Redis Pub/Sub: Asynchronous event communication (pull by waves) - Context: The game uses Redis Pub/Sub messaging for non-critical, asynchronous communication between engines including economic updates, intelligence reports, and status changes that can tolerate delays. The "pull by waves" approach means engines request batches of updates periodically rather than processing individual messages in real-time, which prevents message spam and allows for efficient batch processing. This architecture choice optimizes performance while maintaining eventual consistency across the distributed engine system. -120. HTTP REST: Synchronous queries and commands - Context: Time-critical operations requiring immediate responses use direct HTTP REST API calls between engines, including combat terrain queries, real-time factory validation, and urgent command transmission. These synchronous operations are kept minimal to prevent blocking and include circuit breaker patterns to handle engine overload. HTTP REST provides reliable, standardized communication with clear request/response semantics for operations that require immediate feedback. -121. JSON: Uniform exchange format - Context: All inter-engine communication uses standardized JSON formatting to ensure consistency, readability, and ease of debugging across the distributed system. JSON provides human-readable message formats that facilitate development and troubleshooting while maintaining sufficient performance for game requirements. This standardization is crucial for AI-assisted development where consistent data formats enable better automated analysis and development of engine components. -122. TCP: Reliability for critical data - Context: Critical operations that cannot tolerate message loss use TCP-based communication to ensure reliable delivery, including command orders, financial transactions, and state persistence operations. TCP provides guaranteed delivery and ordering for operations where data loss could cause gameplay inconsistencies or corruption. The reliable transport layer is essential for maintaining game state integrity across the distributed engine architecture. -123. War Engine: Self-contained, pulls by waves (avoids message spam) - Context: The Combat Engine (War Engine) operates autonomously and requests updates from other engines in periodic batches rather than receiving continuous streams, preventing performance degradation from excessive messaging. This design allows the Combat Engine to maintain real-time combat simulation without being overwhelmed by external communications. The wave-based pulling ensures that combat operations continue smoothly while still receiving necessary updates for strategic coordination. -124. Assumed Latency: Logistics delays integrated into gameplay (realism) - Context: Rather than hiding network latency, the game incorporates realistic military communication and logistics delays into the gameplay mechanics, making technical limitations feel like authentic military constraints. Supply convoys take time to travel, orders require time to transmit and process, and intelligence reports have realistic collection and analysis delays. This design choice turns potential technical limitations into gameplay features that enhance military realism. -125. Engine Autonomy: Continue functioning with last received data - Context: Each engine maintains sufficient local state and cached data to continue operating when communication with other engines is interrupted, using the most recent information available for decision-making. This graceful degradation ensures that temporary network issues or engine failures don't bring down the entire game system. Engines can detect when they're operating with stale data and adjust their behavior accordingly, maintaining gameplay continuity while signaling reduced reliability. -126. Non-Real-Time Reports: Economy updates accept delays 1+ minute - Context: Economic and strategic updates are designed to tolerate significant delays since they affect long-term planning rather than immediate tactical decisions, allowing for efficient batch processing and reducing system load. Market price updates, company status changes, and strategic intelligence can be processed with delays of a minute or more without affecting gameplay quality. This tiered approach to update urgency allows the system to prioritize real-time needs while handling non-critical updates efficiently. -127. Factory Engine publishes factory:production_complete → Economy, Logistic - Context: When the player's factories complete production of items, the Factory Engine broadcasts completion events to both the Economy Engine (for market impact and pricing updates) and the Logistic Engine (for transport and distribution planning). These events include details about produced items, quantities, and production location to enable immediate follow-up actions. The broadcast ensures that production completions trigger appropriate economic and logistical responses throughout the game system. -128. Factory Engine publishes factory:shutdown → Logistic, Map - Context: When factories shut down due to resource shortages, damage, or player decisions, the Factory Engine notifies the Logistic Engine (to cancel supply deliveries and reroute transport) and the Map Engine (to update facility status and visibility). Factory shutdowns have cascading effects on supply chains and regional economic activity that must be communicated promptly to prevent wasted logistics operations and maintain accurate intelligence about industrial capacity. -129. Factory Engine publishes factory:resource_request → Logistic, Economy - Context: When factories need raw materials or components, the Factory Engine sends resource requests to the Logistic Engine (for transport and delivery) and the Economy Engine (for market sourcing and pricing). These requests include specific material types, quantities, urgency levels, and delivery locations to enable efficient procurement and delivery. The dual notification ensures that both supply sourcing and transport logistics are coordinated for effective factory operations. -130. Factory Engine publishes factory:blueprint_test → Designer - Context: When players test vehicle blueprints in factory systems, the Factory Engine sends test results to the Designer Engine including production feasibility, component compatibility, and manufacturing constraints. This feedback loop allows the Designer Engine to improve its procedural generation algorithms and validate design assumptions against actual production capabilities. The communication ensures that designer tools remain aligned with manufacturing realities. -131. Factory Engine subscribes economy:price_update ← Economy - Context: The Factory Engine receives price updates from the Economy Engine to adjust production decisions, component sourcing, and factory efficiency calculations based on current market conditions. Price changes affect which materials to use, whether to buy or produce components internally, and production scheduling priorities. This economic awareness allows factories to respond dynamically to market conditions and maintain cost-effective operations. -132. Factory Engine subscribes logistic:resource_available ← Logistic - Context: The Factory Engine receives notifications from the Logistic Engine about resource deliveries, supply availability, and transport capacity to plan production schedules and adjust factory operations. These updates include delivery confirmations, supply shortages, and transport delays that affect production planning. The communication enables factories to adapt to supply chain realities and maintain optimal production flow despite logistics constraints. -133. Factory Engine subscribes designer:blueprint_ready ← Designer - Context: The Factory Engine receives new blueprints and design updates from the Designer Engine to enable production of new vehicle types and component configurations. Blueprint notifications include production requirements, component specifications, and manufacturing complexity assessments that help factories prepare for new product lines. This communication ensures that factory capabilities remain synchronized with available designs and player requirements. -134. Economy Engine publishes economy:price_update → Factory, Combat, Logistic - Context: The Economy Engine broadcasts price changes to all engines that make economic decisions including factory production costs (Factory Engine), equipment procurement costs (Combat Engine), and transport economics (Logistic Engine). Price updates include current market values, supply/demand trends, and regional variations that affect decision-making across all game systems. This centralized price distribution ensures economic consistency throughout the game. -135. Economy Engine publishes economy:market_crash → ALL - Context: Major economic disruptions like market crashes are broadcast to all engines since they affect every aspect of gameplay from factory operations to military procurement to logistical costs. Market crash events include severity levels, affected regions, duration estimates, and recovery projections that allow all engines to adjust their operations appropriately. This system-wide notification ensures that economic crises have realistic widespread effects across all game systems. -136. Economy Engine publishes economy:company_bankrupt → MacroEntity, Map - Context: When AI companies fail financially, the Economy Engine notifies the MacroEntity Engine (to update company status and market capacity) and the Map Engine (to update facility ownership and industrial capacity markers). Company bankruptcies affect regional industrial capacity, employment, and economic activity that ripple through multiple game systems. The notifications enable appropriate cleanup of company assets and adjustment of regional economic modeling. -137. Economy Engine publishes economy:resource_shortage → Factory, Logistic - Context: Critical resource shortages are communicated to the Factory Engine (to adjust production plans and seek alternatives) and the Logistic Engine (to prioritize scarce resource transport and reroute supplies). Shortage notifications include affected materials, severity levels, expected duration, and alternative supply sources. This early warning system allows factories and logistics to adapt before shortages become critical and disrupt operations. -138. Economy Engine subscribes factory:production_complete ← Factory - Context: The Economy Engine receives production completion notifications from the Factory Engine to update market supply calculations, adjust pricing models, and track industrial output for economic analysis. Factory production affects local and global market dynamics, regional economic activity, and supply chain modeling. This data feeds into sophisticated economic simulations that determine market prices and economic conditions throughout the game world. -139. Economy Engine subscribes combat:battle_result ← Combat - Context: Battle outcomes significantly impact economic conditions through equipment losses, infrastructure damage, resource disruption, and market confidence changes that the Economy Engine must incorporate into its calculations. Major battles can cause regional economic disruption, affect defense contractor stock prices, and create demand for replacement equipment. The economic impact of military operations creates realistic feedback loops between warfare and economic stability. -140. Economy Engine subscribes logistic:transport_complete ← Logistic - Context: Successful transport operations affect regional supply availability, market accessibility, and economic integration that the Economy Engine uses to model regional price variations and supply chain efficiency. Transport completions confirm that goods have reached their markets, enabling price adjustments and supply calculations. Failed or delayed transports have corresponding negative economic impacts that the Engine must track and model. -141. Economy Engine subscribes company:order_placed ← MacroEntity - Context: The Economy Engine receives order notifications from the MacroEntity Engine representing company and state procurement decisions that drive demand-side economics and market activity. Large orders from governments or corporations can significantly impact market prices and supply chains, creating realistic market dynamics. The Engine uses order data to predict demand trends and adjust production priorities across AI companies. -142. Combat Engine publishes combat:battle_start → Economy, Map, Intelligence - Context: When battles begin, the Combat Engine notifies multiple engines about the conflict including the Economy Engine (for economic impact assessment), the Map Engine (for terrain damage tracking), and the Intelligence Engine (for intelligence collection opportunities). Battle initiation triggers cascading effects across multiple game systems, requiring coordinated response from economic, territorial, and intelligence systems to maintain realistic consequences. -143. Combat Engine publishes combat:battle_result → Economy, Map, Intelligence, Operation - Context: Battle conclusions generate comprehensive reports distributed to multiple engines including economic impacts (equipment losses, infrastructure damage), territorial changes (Map Engine), intelligence gains (captured equipment, tactical lessons), and strategic assessment (Operation Engine). These battle results drive the strategic narrative and have lasting consequences across economic, territorial, intelligence, and military planning systems. -144. Combat Engine publishes combat:unit_destroyed → Economy, Logistic - Context: Individual unit losses are reported to the Economy Engine (for replacement cost calculations and market demand increases) and the Logistic Engine (to cancel supply deliveries and reallocate transport capacity). Unit destruction events create immediate economic demand for replacements and free up logistical capacity previously allocated to destroyed units. This granular tracking ensures that combat losses have realistic economic and logistical consequences. -145. Combat Engine publishes combat:resource_consumed → Economy, Logistic - Context: Ammunition and fuel consumption during combat is reported to the Economy Engine (for market demand calculations) and the Logistic Engine (for resupply planning and resource allocation). Combat consumption drives ongoing demand for military supplies and affects regional resource availability. This tracking ensures that sustained combat operations have realistic economic costs and logistical requirements. -146. Combat Engine subscribes economy:price_update ← Economy - Context: The Combat Engine receives price updates to adjust equipment procurement decisions, ammunition usage priorities, and cost-effectiveness calculations for different tactical approaches. Price changes can make certain tactics more or less economically viable, influencing AI decision-making about equipment usage and tactical priorities. This economic awareness ensures that military decisions consider resource costs and economic constraints. -147. Combat Engine subscribes logistic:supply_delivered ← Logistic - Context: The Combat Engine receives supply delivery confirmations to update unit ammunition and fuel stocks, enabling continued combat operations and tactical planning. Supply deliveries directly affect combat capability and operational tempo, with units becoming less effective as supplies dwindle. This real-time supply tracking ensures that logistics have immediate tactical consequences and drives realistic operational planning. -148. Combat Engine subscribes operation:battle_order ← Operation - Context: The Combat Engine receives strategic orders from the Operation Engine including attack objectives, defensive priorities, unit assignments, and tactical constraints that guide AI decision-making during battles. These orders provide strategic context for tactical decisions and ensure that battles serve broader operational goals. The communication bridges strategic planning and tactical execution while allowing combat AI flexibility in implementation methods. -149. Combat Engine subscribes intelligence:enemy_spotted ← Intelligence - Context: The Combat Engine receives enemy detection reports from the Intelligence Engine to update tactical awareness, adjust defensive positions, and plan engagement priorities. Intelligence updates provide critical situational awareness that affects tactical decision-making and battle outcomes. The integration of intelligence and combat systems ensures that reconnaissance and surveillance have direct tactical value and influence combat effectiveness. - -150. Scale 1: World (1:50,000,000 - Diplomatic) - Context: The world scale represents the highest strategic level of gameplay focusing on international relations, global trade, and geopolitical strategy using a heavily abstracted view of Earth. At this scale, players and AI entities make decisions about international alliances, global trade agreements, strategic resource control, and diplomatic relations. The 1:50,000,000 scale means that each hex represents roughly 100km of real-world distance, appropriate for modeling continental-scale strategic decisions and international relationships. -151. World scale use: Diplomatic relations, global strategy - Context: World scale gameplay focuses on high-level strategic decisions that affect entire nations and regions including international treaties, trade agreements, alliance formation, and global resource competition. Players at this scale make decisions about which markets to enter, which nations to support militarily, and how to position themselves in the global geopolitical landscape. The scale is appropriate for decisions that affect entire continents and global supply chains. -152. World scale grid: 100km hexagons covering Earth - Context: The entire Earth is divided into approximately 100km hexagons providing a manageable grid for global strategic gameplay while maintaining sufficient resolution for meaningful territorial control and resource distribution. This hexagonal grid system allows for realistic modeling of global transportation networks, resource distribution, and territorial control without overwhelming computational or interface complexity. The hex system provides natural geographical boundaries and strategic chokepoints. -153. World scale elements: Countries, major cities, strategic resources - Context: At world scale, the map displays only the most strategically significant features including national boundaries, major population centers, critical infrastructure nodes, and strategic resource deposits that affect global economics and military planning. Minor details are abstracted away to focus attention on elements that matter for continental-scale decision-making. Strategic resources include rare earth deposits, major oil fields, critical manufacturing centers, and key transportation hubs. -154. World scale interaction: Diplomatic decisions, trade agreements - Context: Player interaction at world scale involves high-level diplomatic and economic decisions including negotiating international trade agreements, forming military alliances, establishing economic sanctions, and competing for strategic resource access. These interactions have long-term consequences that affect all lower-scale operations and regional activities. World scale decisions create the framework within which regional and local operations must function. -155. World scale FOW: Country-level intelligence - Context: Fog of war at world scale operates at the national level with intelligence about entire countries rather than specific locations, including overall military capability assessments, economic conditions, political stability, and general resource availability. Players gain intelligence about national intentions, alliance relationships, and major military movements but not tactical details. This abstract intelligence level is appropriate for strategic decision-making and diplomatic planning. -156. Scale 2: Regional (1:1,000,000 - Logistics) - Context: Regional scale focuses on logistical and operational planning within areas roughly the size of large countries or major military theaters, using a scale appropriate for supply chain management and operational-level military planning. At this scale, players manage transportation networks, supply distribution, regional industrial capacity, and operational military movements. The 1:1,000,000 scale provides sufficient detail for realistic logistics while maintaining manageable complexity for theater-level operations. -157. Regional scale use: Supply chains, major operations - Context: Regional scale gameplay emphasizes logistical planning and operational coordination including supply chain management, transportation route optimization, regional industrial capacity planning, and operational-level military campaigns. Players at this scale coordinate supply convoys, manage regional production distribution, and plan operational movements that span multiple local areas. This scale bridges strategic world-level decisions with tactical local implementation. -158. Regional scale grid: 2km hexagons in regions of interest - Context: Active regions use 2km hexagons providing detailed resolution for logistical planning and operational movement while remaining computationally manageable for real-time gameplay. This grid resolution allows for realistic modeling of transportation networks, regional supply chains, and operational military movements without excessive detail that would overwhelm regional-scale decision-making. Only regions with active player or AI interest are rendered at this detail level. -159. Regional scale elements: Cities, infrastructure, supply routes - Context: Regional maps display infrastructure elements critical for logistics and operations including population centers, transportation networks, industrial facilities, supply depots, and communication infrastructure. These elements directly affect supply chain efficiency, operational movement speeds, and regional economic capacity. The level of detail is sufficient for planning convoy routes, identifying supply bottlenecks, and assessing regional industrial capacity. -160. Regional scale interaction: Logistics planning, operational movement - Context: Player interaction at regional scale involves logistical coordination and operational planning including convoy routing, supply depot placement, transportation capacity allocation, and operational unit movement coordination. These decisions affect the efficiency and reliability of supply chains that support local operations. Regional coordination is essential for maintaining effective supply lines and operational capability across multiple local areas. -161. Regional scale FOW: Regional intelligence, satellite coverage - Context: Regional fog of war provides intelligence appropriate for operational planning including satellite reconnaissance, signals intelligence, and regional military activity monitoring with resolution sufficient for logistical and operational decision-making. Intelligence includes transportation network status, regional military movements, industrial activity levels, and supply flow patterns. This intelligence level supports effective operational planning without tactical micromanagement. -162. Scale 3: Local (1:20,000 - Factory) - Context: Local scale provides the detailed view necessary for factory management, base construction, and tactical positioning using a scale that shows individual buildings and detailed terrain features. At this scale, players manage Factorio-style industrial operations, construct and optimize production facilities, and plan tactical defensive positions. The 1:20,000 scale offers sufficient detail for precise factory layout optimization while maintaining playable scope for base management and local tactical considerations. -163. Local scale use: Factory management, base construction - Context: Local scale gameplay focuses on detailed industrial management and base development including factory construction and optimization, resource extraction setup, defensive position preparation, and local infrastructure development. This scale provides the Factorio-like gameplay experience with precise control over production line layout, resource flow optimization, and factory efficiency improvement. Local scale also handles tactical base defense and local resource management. -164. Local scale grid: 40m hexagons for detailed operations - Context: The 40-meter hex grid provides detailed resolution for precise factory layout, building placement, and tactical positioning while maintaining hex-based consistency with larger scales. This resolution allows for detailed optimization of production lines, precise resource extraction planning, and tactical defensive preparation. The hex system maintains strategic consistency while providing sufficient detail for complex industrial and defensive construction projects. -165. Local scale elements: Buildings, production facilities, defenses - Context: Local maps display detailed infrastructure including individual buildings, production equipment, defensive installations, resource extraction points, and local transportation infrastructure. This level of detail supports precise factory optimization, defensive planning, and resource management decisions. Elements include assembly lines, storage facilities, power generation, defensive turrets, and local transportation connections to regional networks. -166. Local scale interaction: Factory construction, resource management - Context: Player interaction at local scale involves detailed industrial management including factory construction, production line optimization, resource extraction management, and defensive installation placement. This scale provides the primary Factorio-like gameplay experience with hands-on industrial optimization and base building. Players can directly manipulate production systems, optimize resource flows, and prepare defensive positions for local security. -167. Local scale FOW: Local reconnaissance, ground intelligence - Context: Local fog of war provides tactical intelligence including ground reconnaissance, local patrol reports, and detailed surveillance of immediate area with resolution sufficient for tactical defensive planning and industrial security. Intelligence includes local threat assessment, resource availability confirmation, and detailed terrain analysis for construction planning. This intelligence level supports precise tactical and industrial decision-making. -168. Scale 4: Detail (1:400 - Combat) - Context: Detail scale provides the most precise view for tactical combat resolution and detailed unit positioning using a scale that shows individual vehicles, soldiers, and precise terrain features. At this scale, the game resolves individual combat engagements, manages precise unit positioning, and handles detailed tactical interactions. The 1:400 scale provides sufficient detail for realistic combat simulation while maintaining computational feasibility for real-time tactical resolution. -169. Detail scale use: Tactical combat, precise control - Context: Detail scale gameplay handles precise tactical combat including individual unit positioning, detailed terrain utilization, precise weapon engagement ranges, and tactical coordination between units. This scale provides the resolution necessary for realistic combat simulation while maintaining the auto-battler approach that emphasizes strategic oversight rather than micromanagement. Detail scale ensures that tactical decisions have precise consequences without requiring player micromanagement. -170. Detail scale grid: 1m×1m squares for combat resolution - Context: The 1-meter square grid provides maximum precision for combat resolution, unit positioning, and tactical interaction while maintaining computational feasibility for real-time combat simulation. This resolution allows for realistic modeling of weapon ranges, terrain effects, unit positioning, and tactical interactions between individual vehicles and soldiers. The square grid at detail scale provides the precision necessary for authentic tactical combat simulation. -171. Detail scale elements: Individual units, terrain features, obstacles - Context: Detail scale maps display individual vehicles, soldiers, terrain features like rocks and trees, defensive obstacles, and precise battlefield elements that affect tactical combat. This level of detail supports realistic combat simulation including line-of-sight calculations, cover effects, terrain movement modifiers, and precise weapon engagement ranges. Elements include individual buildings, vehicle hulks, natural and artificial obstacles, and detailed terrain variations that affect combat outcomes. -172. Detail scale interaction: Tactical combat, unit positioning - Context: While players provide strategic guidance, the detail scale handles precise tactical interactions including automatic unit positioning, optimal firing positions, cover utilization, and tactical coordination between units. The auto-battler system manages these detailed interactions to provide realistic tactical outcomes without requiring player micromanagement. Detail scale interactions focus on tactical effectiveness rather than manual control, letting players observe and learn from tactical execution. -173. Detail scale FOW: Line of sight, unit detection - Context: Detail scale fog of war uses realistic line-of-sight calculations, unit detection ranges, and sensor capabilities to determine what each unit can observe and engage. This includes terrain masking effects, electronic detection ranges, visual identification limits, and sensor integration that affects tactical awareness. The precise FOW system ensures that tactical positioning, stealth, and reconnaissance have realistic effects on combat outcomes and situational awareness. -174. Complete procedural system with 218+ distinct terrain elements each with specific properties - Context: The procedural terrain generation system includes over 218 unique terrain elements ranging from basic terrain types to complex strategic features, each with specific gameplay properties affecting movement, construction, resource availability, and tactical considerations. These elements combine algorithmically to create millions of possible terrain combinations while maintaining balanced gameplay through the budget scoring system. Each element has defined effects on combat, construction, logistics, and economic activities. -175. Budget System: Each element has score from -10 to +10 - Context: The budget system ensures balanced terrain generation by assigning numerical values to each terrain element from -10 (major disadvantages) to +10 (major advantages), with most elements falling in the -3 to +3 range for subtle effects. The system aims for approximately neutral total scores (around 0) for each generated area, preventing overly advantageous or disadvantageous terrain while allowing for interesting local variations. This mathematical approach ensures fair and balanced terrain despite the complexity of having 218+ distinct elements. -176. Negative Elements (-10 to -1): Obstacles, difficult terrain, hazards - Context: Negative-budget elements create challenges and constraints including impassable obstacles that block movement and construction, difficult terrain that slows operations and increases costs, environmental hazards that damage units or equipment, and defensive disadvantages that favor attackers. These elements include minefields, contaminated zones, unstable ground, dense forests, and steep terrain that significantly impede military and industrial operations while providing tactical complexity. -177. Neutral Elements (0): Standard terrain, basic features - Context: Neutral-budget elements provide baseline terrain with no significant advantages or disadvantages including standard plains, basic hills, normal forests, and typical terrain features that serve as the foundation for balanced gameplay. These elements constitute the majority of generated terrain and provide stable, predictable conditions for construction and operations. Neutral elements ensure that players can find viable locations for development without overwhelming challenges or unfair advantages. -178. Positive Elements (+1 to +10): Resources, advantages, strategic points - Context: Positive-budget elements provide benefits and opportunities including valuable resource deposits that enhance economic activity, strategic defensive positions that favor defenders, natural advantages that reduce operational costs, and logistical benefits that improve supply chain efficiency. These elements include ore deposits, defensive ridgelines, natural harbors, strategic chokepoints, and favorable terrain that provides significant operational advantages to those who control them. -179. Generation target budget: 0 (balanced) - Context: The terrain generation algorithm aims for a total budget score of zero across each generated area, ensuring that positive elements (advantages) are balanced by negative elements (challenges) to maintain fair and competitive gameplay. This balanced approach prevents any area from being overwhelmingly advantageous or disadvantageous while still allowing for local variations and strategic terrain features. The zero-sum approach ensures that advantages must be earned through strategic positioning rather than random generation luck. -180. Generation allows variation: -3 to +3 for variety - Context: While targeting zero balance, the generation system allows for controlled variation between -3 and +3 in total budget scores to create interesting terrain diversity and strategic decisions. Areas with slightly positive scores offer modest advantages that may be worth competing for, while slightly negative areas require extra effort to develop but may offer hidden benefits. This variation range provides strategic interest without creating overwhelming advantages or insurmountable disadvantages. -181. Generation ensures interesting combinations while maintaining balance - Context: The algorithmic generation system creates compelling terrain combinations by ensuring that high-value positive elements are paired with appropriate challenges, and that terrain tells coherent geographical stories while maintaining gameplay balance. For example, valuable resource deposits might be located in defensively challenging terrain, or strategic positions might require overcoming logistical difficulties. This approach creates meaningful strategic decisions about where to locate operations and how to allocate resources. -182. Terrain Base: Plains, hills, mountains, valleys - Context: Fundamental terrain types provide the geographical foundation for all other elements and significantly affect movement speeds, construction costs, defensive values, and visibility ranges. Plains offer easy construction and movement but limited defensive value, hills provide defensive bonuses with moderate construction challenges, mountains offer strong defensive positions but high logistical costs, and valleys create natural supply corridors with potential chokepoint vulnerabilities. These base types interact with other elements to create complex tactical environments. -183. Water Features: Rivers, lakes, swamps, coasts - Context: Water features create significant movement barriers, logistical challenges, and strategic opportunities that fundamentally shape operational planning and tactical possibilities. Rivers serve as natural defensive barriers requiring bridging or amphibious operations, lakes provide water supply and defensive positions, swamps create difficult terrain that slows operations, and coastal areas enable naval logistics while creating amphibious vulnerability. Water features often become critical terrain that shapes entire campaign strategies. -184. Vegetation: Forests, jungles, grasslands - Context: Vegetation affects visibility, movement, construction, and tactical concealment with different vegetation types providing varying levels of concealment, movement impediment, and construction challenges. Forests provide moderate concealment with some movement restriction, jungles offer excellent concealment but significant movement penalties, and grasslands provide easy movement and construction with minimal concealment. Vegetation impacts both tactical combat through line-of-sight effects and strategic operations through movement and logistics modifications. -185. Resources: Ore deposits, oil fields, rare materials - Context: Resource deposits drive economic competition and strategic positioning by providing raw materials essential for industrial production and military equipment manufacturing. Ore deposits supply metals for vehicle construction, oil fields provide fuel for operations and chemical feedstocks, and rare materials enable advanced technology production. Resource control often determines industrial capacity and military capability, making resource-rich areas high-priority targets for control and defense. -186. Infrastructure: Roads, bridges, settlements - Context: Existing infrastructure significantly affects movement speeds, supply chain efficiency, and operational tempo by providing established transportation networks and logistical support capabilities. Roads enable rapid movement and efficient supply transport, bridges provide critical crossing points that can become chokepoints, and settlements offer population centers for recruitment and economic activity. Infrastructure often determines feasible operational approaches and becomes critical terrain that must be captured or defended. -187. Strategic: Chokepoints, defensive positions - Context: Strategic terrain features provide significant tactical and operational advantages that can determine the outcome of military campaigns through their inherent defensive or logistical value. Chokepoints force attackers into predictable approaches that favor defenders, defensive positions provide natural fortification advantages that multiply defensive effectiveness, and strategic heights offer observation and fire control benefits. These features often become the focus of entire military campaigns due to their decisive tactical value. -188. Hazards: Minefields, contamination, unstable ground - Context: Environmental and artificial hazards create ongoing operational challenges that persist beyond initial generation and affect all units and operations in affected areas. Minefields deny area access and channel movement into predictable patterns, contamination zones require special equipment and create health risks for personnel, and unstable ground prevents heavy construction and degrades vehicle performance. Hazards add persistent tactical complexity that influences long-term operational planning. -189. Chunk Size: 64×64 tiles (1m×1m each) - Context: The fundamental map organization uses 64×64 meter chunks as the basic unit for memory management, streaming, and fog-of-war calculation, providing a balance between detail and computational efficiency. Each chunk contains 4,096 individual tiles at 1-meter resolution, sufficient for detailed tactical operations while remaining manageable for real-time processing. The chunk system enables efficient streaming of large game worlds by loading only active areas while maintaining precise tactical resolution where needed. -190. Streaming: On-demand loading/unloading - Context: The map streaming system dynamically loads chunks as players and AI entities approach them and unloads unused chunks to manage memory consumption, enabling large game worlds without prohibitive memory requirements. Streaming is predictive, loading nearby chunks before they're needed to prevent loading delays, and maintains persistence for modified chunks. This system scales gracefully from small local operations to continental-scale campaigns without sacrificing tactical detail. -191. Persistence: Chunk modifications saved - Context: All changes to terrain chunks including construction, destruction, resource depletion, and terrain modification are permanently saved to ensure that player and AI actions have lasting consequences on the game world. This persistence maintains continuity across game sessions and ensures that industrial development, military fortifications, and battle damage remain part of the evolving game world. Persistent modifications create a living world that reflects the history of player and AI actions. -192. Memory Management: Automatic cleanup of unused chunks - Context: The system automatically identifies and unloads chunks that are no longer actively needed based on player and AI activity patterns, preventing memory consumption from growing unbounded as the game world expands. Cleanup algorithms prioritize retaining frequently accessed chunks and recently modified areas while releasing distant, unchanged terrain. This automatic management ensures consistent performance regardless of how much of the world has been explored or developed. -193. FOW Granularity: Chunk-level (64×64 tiles) - Context: Fog of war operates at chunk granularity meaning that each 64×64 tile area is either entirely visible or entirely hidden for each company, simplifying fog-of-war calculations while maintaining sufficient tactical resolution. This approach prevents micromanagement of reconnaissance while ensuring that tactical intelligence has meaningful scope and impact. Chunk-level FOW enables efficient calculation of visibility for hundreds of companies simultaneously while maintaining strategic intelligence value. -194. Company-Specific: Each company has independent FOW - Context: Every AI company and player maintains separate fog-of-war state reflecting their unique intelligence capabilities, reconnaissance efforts, and information sharing agreements with allies. Companies can have vastly different intelligence pictures of the same areas based on their capabilities and activities. This independent FOW system enables realistic intelligence asymmetries and ensures that information warfare and reconnaissance provide genuine strategic advantages in competitive scenarios. -195. Intelligence Levels: Buildings → Factories → Company-specific - Context: Intelligence collection operates in tiers with basic satellite reconnaissance identifying buildings and general activity, improved intelligence revealing factory types and production capabilities, and detailed intelligence providing company-specific information about capabilities and intentions. This tiered system reflects realistic intelligence limitations where general information is easier to obtain than specific details. Higher intelligence levels require greater investment but provide more actionable intelligence for strategic planning. -196. Satellite Reconnaissance: Graduated intelligence levels - Context: Satellite systems provide the foundation for strategic intelligence with varying resolution and capability levels that determine the quality and detail of intelligence available to different companies. Basic satellite coverage reveals general terrain and large structures, while advanced systems can identify specific vehicle types and activity patterns. Satellite intelligence provides wide-area coverage but with delays and resolution limits that create opportunities for tactical surprise and deception. - -197. Pick & Place: Click component in side inventory, drag to grid, click to place - Context: The vehicle design interface uses intuitive drag-and-drop mechanics where players select components from a categorized inventory panel, drag them to the vehicle chassis grid, and click to confirm placement. This approach provides immediate visual feedback during placement and allows for easy experimentation with different configurations. The interface supports rapid iteration and design refinement while maintaining precision for optimal component placement and vehicle optimization. -198. Automatic Snap: Automatic grid alignment with visual feedback - Context: Components automatically align to the chassis grid system with clear visual indicators showing valid placement positions, grid boundaries, and component orientation. The snap system ensures precise component alignment while providing visual feedback about placement viability before confirmation. Automatic snapping reduces placement errors and maintains consistent component alignment while allowing players to focus on design optimization rather than precise mouse positioning. -199. Rotations: A/E to rotate components (PC gaming standard) - Context: Component rotation uses the widely adopted PC gaming standard of A and E keys for counter-clockwise and clockwise rotation respectively, providing familiar controls for experienced gamers. This rotation system works during placement preview and allows for optimal component orientation to maximize chassis utilization and design efficiency. The standardized controls reduce learning curve and enable rapid design iteration for players familiar with PC gaming conventions. -200. Snap Toggle: R to disable/enable grid alignment - Context: Players can toggle grid snapping on and off using the R key to enable both precise grid-aligned placement and freeform positioning for maximum design flexibility. Disabling snap allows for precise manual positioning when grid constraints are too limiting, while enabling snap ensures consistent alignment for most components. This toggle provides the flexibility needed for both conventional designs and experimental configurations that might require non-standard component positioning. -201. Forbidden Zones: Red visual feedback for impossible placements - Context: The interface provides immediate visual feedback through red highlighting when component placement violates design constraints such as insufficient space, weight limits, power requirements, or chassis restrictions. This real-time validation prevents invalid designs and helps players understand design limitations while experimenting with different configurations. Red zone feedback educates players about design constraints while preventing frustrating invalid designs that would fail later validation. -202. Templates: Pre-made designs and recommended patterns - Context: The design system includes libraries of proven vehicle templates and recommended component patterns to assist players with design fundamentals and provide starting points for new designs. Templates include historical vehicle recreations, optimized configurations for specific roles, and pattern libraries for efficient component arrangements. This template system reduces design complexity for new players while providing reference designs that demonstrate effective design principles. -203. Real-time Validation: Constraints (weight, energy, etc.) verified during placement - Context: The design interface continuously validates all design constraints including weight distribution, power consumption, heat generation, and structural integrity while players make changes, providing immediate feedback about design viability. Real-time validation prevents accumulation of design errors and helps players understand the interdependencies between different vehicle systems. This continuous checking ensures that all completed designs are functional and prevents late-stage design failures. -204. "Griffon" Chassis (tracked medium) example with grid layout - Context: The Griffon chassis represents a conventional tracked medium vehicle platform with a standardized 7x10 grid layout that demonstrates typical chassis design principles and component placement options. This chassis serves as a reference example for players learning the design system and illustrates how different chassis zones affect component placement and vehicle performance. The Griffon example provides a baseline for understanding chassis design while offering sufficient flexibility for diverse vehicle roles. -205. X = Dead zone (unusable) - Context: Dead zones represent areas of the chassis grid that cannot accommodate components due to structural limitations, drive train requirements, or chassis shape constraints, forcing players to work around these limitations in their designs. These restrictions create design challenges that mirror real-world vehicle engineering constraints and prevent unrealistic component placement. Dead zones ensure that chassis design reflects authentic engineering limitations while creating interesting design puzzles for players to solve. -206. ● = Standard zone - Context: Standard zones represent normal chassis areas where components can be placed without special restrictions or bonuses, providing the baseline placement options for most vehicle components. These zones offer reliable component placement with standard protection and accessibility characteristics. Standard zones form the majority of most chassis layouts and provide the foundation for conventional vehicle designs while serving as the reference point for special zone effects. -207. O = Overload zone possible - Context: Overload zones are special chassis areas that can accommodate components beyond standard weight or size limits through reinforced construction or special mounting systems, but at increased cost or complexity. These zones provide design flexibility for players who need to exceed normal limitations for specific performance requirements. Overload capabilities enable specialized high-performance designs while maintaining resource trade-offs that prevent overload from becoming the default solution. -208. ▲ = Central zone (critical) - Context: Central zones represent the most protected and critical areas of the chassis where essential components like engines, main computers, and critical systems should be placed for maximum survivability. These zones typically offer enhanced protection from damage and optimal weight distribution but may have limited space or special requirements. Central zone placement is crucial for vehicle survivability and represents the strategic heart of vehicle design where the most important systems belong. -209. ■ = Flank zone (vulnerable) - Context: Flank zones represent areas of the chassis that are more exposed to enemy fire and receive a 50% damage bonus when hit, making them unsuitable for critical components but acceptable for less essential systems. These vulnerable areas reflect realistic vehicle design where flanks are naturally less protected than central areas. Flank zone penalties force players to make strategic decisions about component placement and create trade-offs between space utilization and survivability. -210. ╬ = Disconnected zone - Context: Disconnected zones are chassis areas that are separated from the main hull by structural gaps or design elements, preventing placement of large components that require continuous mounting surfaces. These zones can only accommodate smaller components that fit within individual disconnected sections. Disconnected areas create unique design challenges and opportunities while reflecting realistic chassis designs where structural requirements create isolated mounting areas. -211. "Viper" Modular Chassis (wheels) example with disconnected zones - Context: The Viper chassis demonstrates advanced modular design principles with deliberately disconnected sections that enable flexible reconfiguration and specialized component placement while creating unique design constraints. This wheeled platform illustrates how disconnected zones can be used strategically for modular vehicle designs that can be reconfigured for different missions. The Viper serves as an example of innovative chassis design that trades conventional layout for tactical flexibility. -212. Disconnected zones → Components 3x3+ impossible - Context: Large components requiring 3x3 grid spaces or larger cannot be placed in disconnected zones due to the lack of continuous mounting surface, forcing players to use smaller components or place large systems in connected areas. This limitation reflects realistic engineering constraints where large components require substantial structural support. The size restriction creates meaningful trade-offs between modular flexibility and the ability to mount large, powerful components. -213. Each block autonomous - Context: Disconnected chassis zones operate as independent mounting areas with their own weight limits, power distribution, and component integration requirements, enabling modular design approaches but requiring careful system integration. Each disconnected block must be self-sufficient for basic functions while maintaining connection to vehicle-wide systems. This autonomy enables innovative modular designs while creating engineering challenges that mirror real-world modular vehicle development. -214. Central Zone: Critical components (engine, main AI) - Context: Central zones are specifically designed for the most essential vehicle systems including primary propulsion, main computer systems, power generation, and critical life support that must be protected for vehicle survival. These systems represent the core functionality without which the vehicle cannot operate effectively. Central zone placement provides maximum protection for these vital systems while establishing the vehicle's fundamental capabilities and survivability characteristics. -215. Flank Zones: +50% damage if hit, avoid vital components - Context: Components placed in flank zones receive 50% additional damage when the vehicle is hit in those areas, making these locations inappropriate for critical systems but acceptable for redundant or less essential components. This damage modifier reflects realistic vehicle vulnerability patterns where side armor is typically thinner than frontal protection. Players must balance space utilization against survivability when deciding what components can be placed in these vulnerable positions. -216. Dead Zones: Cases blocked by chassis shape - Context: Dead zones exist due to inherent chassis design limitations including drive train components, structural requirements, fuel tanks, and aerodynamic considerations that prevent component placement in certain areas. These constraints reflect realistic vehicle engineering where not every area can be utilized for component mounting. Dead zones force players to work within authentic design limitations while creating interesting spatial puzzles that mirror real vehicle design challenges. -217. Overload Zones: Only places where overload possible - Context: Overload zones are the exclusive locations where components can exceed normal weight or size restrictions through reinforced mounting, special structural support, or advanced engineering techniques that enable exceptional performance at increased cost. These zones represent the vehicle's maximum performance potential areas where engineering compromises can be made for specific advantages. Overload capability enables specialized high-performance designs while maintaining resource constraints that prevent exploitation. -218. Disconnected Zones: Isolated blocks, limit component sizes - Context: Disconnected zones consist of structurally isolated mounting areas that can only accommodate components small enough to fit within individual disconnected sections, typically 2x2 or smaller configurations. These limitations reflect modular design approaches where flexibility comes at the cost of mounting large integrated systems. Disconnected zones enable innovative modular designs while creating authentic engineering trade-offs between flexibility and component integration capabilities. - -219. Gen 1 (1960-1980): Robust, simple, field-repairable - Context: First-generation vehicles emphasize mechanical reliability, simple maintenance procedures, and field repair capability over advanced features, reflecting the technology and military doctrine of the 1960s-1980s era. These vehicles use proven mechanical systems, basic electronics, and robust construction that can be maintained with limited technical support. Gen 1 designs prioritize durability and maintainability over performance optimization, creating vehicles that are less capable but more reliable in challenging operational environments. -220. Gen 2 (1980-2000): Basic electronics, emerging modularity - Context: Second-generation vehicles introduce basic electronic systems, early modular design concepts, and improved materials while maintaining emphasis on reliability and ease of maintenance. These vehicles represent the transition period where electronics begin to supplement mechanical systems without overwhelming them. Gen 2 designs balance traditional reliability with emerging technological capabilities, creating vehicles that are more capable than Gen 1 while remaining maintainable with standard military logistics. -221. Gen 3 (2000-2020): Digitization, composites, stealth - Context: Third-generation vehicles fully embrace digital technology, advanced composite materials, and stealth capabilities while introducing complex integrated systems that require specialized maintenance. These vehicles represent modern military technology with sophisticated sensors, digital communications, and advanced materials that provide superior performance at the cost of maintenance complexity. Gen 3 designs prioritize capability and technological advantage over simplicity. -222. Gen 4 (2020+): Integrated AI, advanced materials, hybrid/electric - Context: Fourth-generation vehicles represent cutting-edge technology with integrated artificial intelligence, revolutionary materials, hybrid or electric propulsion, and autonomous capabilities that fundamentally change vehicle operation and maintenance requirements. These vehicles embody the latest technological advances but require sophisticated support infrastructure and specialized technical expertise. Gen 4 designs push the boundaries of capability while creating new logistics and maintenance challenges. -223. "Sloped" Chassis (Soviet-inspired) - Context: Sloped chassis design reflects Soviet armored vehicle philosophy emphasizing deflection of incoming projectiles through angled armor surfaces, compact profiles, and optimized weight distribution for enhanced survivability. This design approach prioritizes ballistic protection and battlefield survivability over crew comfort and internal space efficiency. Sloped chassis represent a specific engineering philosophy that trades internal volume for enhanced protection through geometric advantages. -224. Sloped Chassis Diamond Grid: 7x10 but inclined shape - Context: The sloped chassis uses a specialized diamond-shaped grid pattern that reflects the angled hull geometry while maintaining the standard 7x10 component placement grid, requiring players to work within the unique geometric constraints of sloped armor design. This grid system captures the spatial limitations and opportunities created by sloped armor while maintaining compatibility with the standard component system. The inclined shape creates unique placement challenges and opportunities that mirror real sloped armor design constraints. -225. Sloped Chassis Bonus: -20% chance to be hit, +15% ricochet - Context: Sloped chassis provide significant survivability advantages through reduced target profile (-20% hit chance) and increased projectile deflection (+15% ricochet chance), reflecting the real-world ballistic advantages of sloped armor design. These bonuses make sloped chassis particularly effective in direct combat situations where survivability is paramount. The survival bonuses compensate for the spatial limitations and complexity of working within sloped armor constraints. -226. Sloped Chassis Penalty: Reduced interior space, difficult ergonomics - Context: The geometric requirements of sloped armor create internal space limitations and awkward component arrangements that reduce overall internal volume and create ergonomic challenges for crew and equipment. These penalties reflect realistic trade-offs where ballistic protection comes at the cost of internal space efficiency and operational convenience. Players must balance the survivability advantages against the practical limitations of reduced internal capacity. -227. Sloped Chassis Example: Gen2 sloped tracked chassis - Context: The Gen 2 sloped tracked chassis serves as a reference implementation demonstrating how Soviet-inspired design philosophy integrates with second-generation technology to create vehicles that prioritize battlefield survivability over operational convenience. This example illustrates the design trade-offs and capabilities typical of Cold War-era Soviet armored vehicles. The chassis provides a baseline for understanding how design philosophy influences both capabilities and limitations. -228. "Boxy" Chassis (Western-inspired) - Context: Boxy chassis design reflects Western armored vehicle philosophy emphasizing internal space efficiency, crew comfort, maintenance accessibility, and modular upgrade capability over pure ballistic optimization. This design approach prioritizes operational efficiency and long-term adaptability over minimum profile and maximum deflection. Boxy chassis represent a engineering philosophy that optimizes for sustained operations and technological evolution. -229. Boxy Chassis Standard Rectangular Grid: 8x12 optimized - Context: The boxy chassis employs a straightforward rectangular grid system that maximizes usable internal space and simplifies component placement through regular geometric patterns that optimize space utilization. This grid design reflects Western emphasis on internal volume efficiency and ease of configuration. The rectangular layout enables efficient component arrangement and provides maximum flexibility for varied component configurations and upgrade paths. -230. Boxy Chassis Bonus: +20% usable space, easy maintenance - Context: Boxy chassis provide significant operational advantages through increased internal volume (+20% usable space) and improved maintenance accessibility that reduces repair time and logistical complexity. These bonuses reflect the practical advantages of Western design philosophy that prioritizes operational efficiency over pure combat optimization. The space and maintenance advantages enable more complex systems and easier field support but at the cost of reduced ballistic protection. -231. Boxy Chassis Penalty: Higher profile, blind spots - Context: The regular geometry and space optimization of boxy chassis creates a larger target profile and potential blind spots that increase vulnerability to enemy detection and targeting compared to more optimized combat shapes. These penalties reflect the trade-offs where operational convenience comes at the cost of tactical concealment and survivability. Players must balance operational advantages against increased battlefield vulnerability when choosing boxy chassis designs. -232. Boxy Chassis Example: Gen3 boxy wheeled chassis - Context: The Gen 3 boxy wheeled chassis demonstrates how Western design philosophy integrates with third-generation technology to create vehicles that prioritize operational flexibility, technological integration, and sustained operations over pure combat optimization. This example illustrates the capabilities and trade-offs typical of modern Western military vehicles that emphasize technological superiority and operational versatility. The chassis serves as a baseline for understanding Western military design priorities. -233. "Hexagonal" Chassis (experimental) - Context: Hexagonal chassis represent experimental design approaches that use six-sided geometric principles to optimize component placement, damage distribution, and structural efficiency through advanced geometric design principles. This innovative approach attempts to combine the advantages of both sloped and boxy designs while introducing new possibilities for component integration. Hexagonal designs represent cutting-edge engineering that pushes beyond conventional design limitations. -234. Hexagonal Chassis Grid: Alternative component placement - Context: The hexagonal grid system uses six-sided placement patterns that create unique component arrangement possibilities and enable novel approaches to vehicle optimization through geometric innovation. This alternative grid system requires players to think differently about component placement while potentially enabling configurations impossible with conventional rectangular or sloped grids. The hexagonal approach represents advanced design thinking that challenges conventional vehicle design assumptions. -235. Hexagonal Chassis Bonus: 6-face synergies, optimal damage distribution - Context: Hexagonal chassis provide advanced capabilities through six-sided component synergies that enable optimal damage distribution across multiple faces, creating superior survivability through geometric optimization and component interaction bonuses. The six-face design distributes incoming damage more evenly while enabling component synergies impossible with conventional layouts. These advanced bonuses reflect the potential advantages of innovative geometric approaches to vehicle design. -236. Hexagonal Chassis Penalty: +30% production cost, assembly complexity - Context: The innovative geometry and advanced engineering required for hexagonal chassis significantly increases production cost (+30%) and assembly complexity, reflecting the real-world costs of implementing revolutionary design approaches. These penalties ensure that advanced geometric benefits come with substantial resource costs and technical challenges. The cost increase represents the expense of developing and implementing non-standard design approaches that require specialized manufacturing and assembly processes. -237. Hexagonal Chassis Breakthrough Required: "Advanced Geometry Manufacturing" - Context: Hexagonal chassis availability requires a specific technological breakthrough representing the advanced manufacturing techniques, design tools, and engineering knowledge necessary to implement complex geometric vehicle designs. This breakthrough requirement ensures that advanced design options become available through technological progress rather than being immediately accessible. The breakthrough system gates advanced capabilities behind appropriate technological development while maintaining game progression and balance. -238. "Modular Block" Chassis (futuristic) - Context: Modular block chassis represent futuristic design concepts where vehicles are constructed from completely independent structural modules that can be reconfigured, replaced, or upgraded independently of each other. This revolutionary approach enables unprecedented flexibility in vehicle configuration and mission adaptation while creating new engineering challenges and tactical possibilities. Modular designs represent the pinnacle of flexible military vehicle engineering. -239. Modular Block Chassis Segmented Grid: 4 blocks of 3x3 non-connected - Context: The modular block system divides the vehicle into four completely independent 3x3 component blocks that can be configured separately and potentially recombined in different arrangements for mission-specific optimization. Each block operates as an autonomous unit with its own power, control, and support systems while maintaining the ability to coordinate with other blocks. This segmentation enables unprecedented design flexibility while creating unique engineering constraints and opportunities. -240. Modular Block Chassis Bonus: Rapid field reconfiguration - Context: Modular block chassis enable rapid field reconfiguration where vehicle modules can be swapped, replaced, or rearranged in the field to adapt to changing mission requirements without returning to major maintenance facilities. This capability provides unmatched tactical flexibility and enables vehicles to adapt to diverse mission profiles with the same basic platform. Field reconfiguration represents the ultimate in military vehicle adaptability and operational flexibility. -241. Modular Block Chassis Penalty: Weak points at junctions, components >2x2 impossible - Context: The modular design creates structural vulnerabilities at module junction points that can be targeted by enemies, and the segmented nature prevents installation of any components larger than 2x2 grid spaces due to module boundaries. These limitations reflect the engineering compromises required for maximum modularity where flexibility comes at the cost of structural integrity and large component integration. Players must design around these constraints while leveraging modularity advantages. -242. Modular Block Chassis Constraint: Each block isolated → components must fit in one block - Context: The complete isolation of modular blocks means that all components must be contained entirely within a single 3x3 block, preventing cross-block component installation and requiring careful planning to ensure each block has necessary capabilities. This constraint forces designers to think in terms of self-contained functional modules rather than integrated systems. Each block must be designed as a complete functional unit while maintaining coordination with other blocks. -243. Modular Block Chassis Special: Can change configuration per mission but loses cohesion - Context: Modular block chassis can be reconfigured between missions to optimize for specific tactical requirements, but frequent reconfiguration reduces overall vehicle cohesion and integration efficiency compared to purpose-built designs. This special capability enables mission-specific optimization while creating trade-offs between flexibility and peak performance. The cohesion penalty reflects the reality that frequently reconfigured systems never achieve the integration efficiency of dedicated designs. -244. "Organic" Chassis (bio-inspired) - Context: Organic chassis represent revolutionary bio-inspired design approaches that use curved, natural forms and adaptive structures that can respond dynamically to environmental conditions and battle damage. These designs incorporate biological principles of growth, adaptation, and self-repair into military vehicle engineering. Organic chassis represent the fusion of biotechnology and military engineering to create vehicles that behave more like living organisms than traditional machines. -245. Organic Chassis Curved Grid: Irregular natural forms - Context: The organic chassis uses flowing, curved grid patterns that follow natural biological forms rather than geometric regularity, creating unique component placement opportunities and challenges that require new approaches to vehicle design. These irregular patterns reflect biological optimization principles and enable component arrangements impossible with conventional geometric grids. The curved grid system challenges traditional design thinking while enabling bio-inspired optimization approaches. -246. Organic Chassis Bonus: Partial self-repair, terrain adaptation - Context: Organic chassis provide revolutionary capabilities including limited self-repair functionality that can heal minor damage over time and dynamic terrain adaptation that adjusts vehicle characteristics based on environmental conditions. These bio-inspired capabilities enable unprecedented operational endurance and environmental flexibility. Self-repair and adaptation represent the ultimate integration of biological principles with military technology, creating vehicles that can evolve and adapt in real-time. -247. Organic Chassis Penalty: Non-standard component integration, high complexity - Context: The curved, biological design of organic chassis creates significant challenges for integrating standard military components and requires extremely sophisticated design and manufacturing processes that increase complexity and cost. These penalties reflect the difficulties of implementing bio-inspired designs with conventional military technology and manufacturing. The complexity penalties ensure that revolutionary capabilities come with appropriate technological and resource costs. - -248. Player: Initial company with technological advantage (Factorio-like) - Context: The player begins with a unique technological advantage in the form of Factorio-style automated production capabilities that provide superior manufacturing efficiency compared to AI companies that rely on conventional workforce-based production. This advantage gives players a competitive edge in manufacturing cost and efficiency while requiring them to leverage this advantage strategically against AI competitors who have other strengths. The Factorio-style advantage reflects the player's role as an innovative industrial newcomer disrupting established markets. -249. Multinationals: Thales, Dassault, Lockheed Martin, etc. - Context: Major real-world defense contractors serve as established AI competitors with significant resources, existing market relationships, established production capabilities, and political influence that players must compete against or collaborate with. These multinationals represent the established defense industry order with existing contracts, proven technologies, and substantial competitive advantages. Players must find ways to compete with or complement these industry giants while leveraging their own unique capabilities. -250. AI Competitors: Generated companies with automated production - Context: AI-generated companies provide dynamic competition with procedurally created capabilities, features, and production methods that create a diverse competitive landscape beyond just historical multinationals. These competitors evolve over time, adapt to market conditions, and develop their own strategic approaches to market competition. Generated companies ensure that no two games have identical competitive landscapes while providing realistic business competition that responds to player actions and market changes. -251. Operational Costs: Workers + salaries for AI companies vs electricity only for player - Context: AI companies must pay ongoing worker salaries and operational costs for human-based manufacturing, while the player's Factorio-style automated production only requires electricity costs, providing a significant operational cost advantage that improves profitability and competitiveness. This cost difference represents the player's technological edge in automation and provides a clear mechanical advantage for the player's industrial approach. The cost differential grows more significant at scale, rewarding players for expanding their automated production capabilities. -252. Company Feature System principle: Each AI company has 2-4 features defining its capabilities and specializations - Context: Every AI company is defined by 2-4 feature combinations that determine their production capabilities, market focus, design philosophy, and strategic behavior, creating distinct corporate identities and competitive positioning. These features interact synergistically to create unique company profiles that influence everything from product design to market strategy. The feature system ensures that each AI company has distinct strengths and weaknesses rather than being generic competitors, creating a diverse and interesting competitive landscape. -253. Metal: Metallurgy, alloys, metal structures - Context: The Metal feature represents expertise in metallurgy, advanced alloys, metal processing, and structural engineering that enables superior armor production, chassis manufacturing, and structural component development. Companies with Metal features produce stronger, lighter, and more durable metallic components while having advantages in heavy construction and armored vehicle development. This feature is fundamental for companies focused on armored vehicles, heavy equipment, and structural systems. -254. Electronic: Circuits, sensors, processors, advanced systems - Context: The Electronic feature encompasses all electronic systems including circuitry, sensors, processors, communication systems, and advanced digital technologies that enable sophisticated vehicle control, targeting, and intelligence systems. Companies with Electronic features excel at producing advanced sensors, fire control systems, communication equipment, and digital integration technologies. This feature is essential for modern military systems and enables advanced capabilities like electronic warfare and precision targeting. -255. Tank: Armored vehicles, ground combat systems - Context: The Tank feature represents specialization in armored vehicle design, ground combat systems, heavy weapons integration, and battlefield survivability technologies that enable superior main battle tank and armored fighting vehicle production. Companies with Tank features understand armor placement, weapon systems integration, mobility requirements, and survivability design principles specific to ground combat vehicles. This feature enables production of effective armored vehicles and ground combat systems. -256. Plane: Aeronautics, avionics, flying systems - Context: The Plane feature encompasses aeronautical engineering, avionics systems, flight control technology, and aircraft design expertise that enables production of fixed-wing aircraft, helicopters, and aerial vehicles. Companies with Plane features understand aerodynamics, flight systems, aviation electronics, and aerial combat requirements that are essential for effective aircraft development. This feature enables companies to compete in aerial vehicle markets and aerial warfare systems. -257. Wood: Forestry, wood products, organic derivatives - Context: The Wood feature represents expertise in forestry, wood processing, organic materials, and bio-derived products that enable production of specialized components, bio-materials, and organic-based technologies. While seemingly less relevant to military production, Wood features can enable bio-composite materials, specialized organic components, and sustainable production approaches. This feature creates interesting niche capabilities and alternative material approaches for specialized applications. -258. Food: Agro-food, bio-resources - Context: The Food feature encompasses agricultural technology, bio-resources, food production, and biological systems that can enable specialized life support systems, bio-based materials, and sustainability technologies. Though not directly military-focused, Food features can create synergies with other capabilities and enable specialized niche products. Companies with Food features may struggle in pure military markets but can find success in support systems and specialized biological applications. -259. Engine: Motors, propulsion, mechanical systems - Context: The Engine feature represents expertise in propulsion systems, mechanical engineering, power generation, and drive train technology that enables superior vehicle mobility, power systems, and mechanical reliability. Companies with Engine features excel at producing powerful, efficient, and reliable propulsion systems that directly affect vehicle performance and operational capability. This feature is fundamental for vehicle mobility and enables competitive advantages in speed, range, and mechanical reliability. -260. Cannon: Direct weapons, artillery, ballistic systems - Context: The Cannon feature encompasses direct-fire weapons, artillery systems, ballistic technology, and kinetic weapons that enable superior firepower production and weapons integration capabilities. Companies with Cannon features understand ballistics, weapon systems, ammunition design, and fire control requirements that are essential for effective offensive capability. This feature enables companies to produce competitive weapons systems and integrate firepower effectively into vehicle designs. -261. Missile: Guided weapons, rockets, navigation systems - Context: The Missile feature represents expertise in guided weapons, rocket technology, navigation systems, and precision strike capabilities that enable advanced offensive systems with beyond-line-of-sight engagement capability. Companies with Missile features understand guidance systems, propulsion, warhead design, and precision engagement technology that enables sophisticated strike systems. This feature enables production of advanced guided weapons and precision engagement systems. -262. Quality: High-end production, precision, durability - Context: The Quality feature represents commitment to precision manufacturing, durability, reliability, and high-end production standards that result in superior component performance and longevity at increased cost. Companies with Quality features produce equipment that performs better and lasts longer than competitors but at premium prices and with longer production times. This feature creates competitive advantages in markets where performance and reliability are more important than cost. -263. Quantity: Mass production, volume efficiency - Context: The Quantity feature encompasses mass production capabilities, manufacturing efficiency, volume optimization, and economies of scale that enable competitive pricing and rapid production at potentially reduced individual unit quality. Companies with Quantity features can produce large numbers of units quickly and cheaply, making them competitive in markets where volume and cost matter more than premium performance. This feature enables market dominance through volume and pricing advantages. -264. Speed: Rapid production, short delays - Context: The Speed feature represents rapid production capabilities, short development cycles, quick response to market demands, and fast delivery that enables competitive advantages in time-sensitive markets and rapid adaptation to changing requirements. Companies with Speed features can respond quickly to new demands, adapt to market changes, and deliver products faster than competitors. This feature is valuable in dynamic markets where timing and responsiveness provide competitive advantages. -265. Cost: Economic production, price optimization - Context: The Cost feature encompasses cost optimization, economic production methods, price competitiveness, and budget-focused manufacturing that enables market competition through superior pricing and cost efficiency. Companies with Cost features can compete effectively in price-sensitive markets and provide budget alternatives to premium products. This feature enables market penetration through aggressive pricing while maintaining profitability through cost optimization. -266. Modularity: Modular designs, adaptability, standardization - Context: The Modularity feature represents expertise in modular design, standardized interfaces, adaptable systems, and flexible architecture that enables products to be easily reconfigured, upgraded, and adapted for different missions and requirements. Companies with Modularity features create systems that can evolve and adapt over time, providing long-term value and flexibility. This feature enables competitive advantages through system adaptability and upgrade potential. -267. Innovation: R&D focus, breakthrough technologies, experimentation - Context: The Innovation feature encompasses research and development focus, experimental technologies, breakthrough development, and cutting-edge advancement that enables companies to develop revolutionary technologies and game-changing capabilities before competitors. Companies with Innovation features invest heavily in R&D and are more likely to achieve technological breakthroughs that provide temporary competitive advantages. This feature enables technological leadership but requires significant investment. -268. Stealth: Stealth, reduced signature, camouflage - Context: The Stealth feature represents expertise in signature reduction, camouflage technology, low-observable design, and detection avoidance that enables production of vehicles and systems with reduced detectability and enhanced survivability through concealment. Companies with Stealth features understand radar reduction, thermal management, acoustic dampening, and visual camouflage technologies that provide tactical advantages. This feature enables competitive advantages in scenarios where detection avoidance is critical. -269. Repair: Maintenance, reconstruction, field durability - Context: The Repair feature encompasses maintenance technology, reconstruction capability, field durability, and serviceability design that enables production of systems that are easier to maintain, repair, and keep operational in challenging field conditions. Companies with Repair features understand maintenance requirements, field service needs, and durability design that reduces operational burden. This feature provides competitive advantages in sustained operations where maintenance support is limited. -270. Transport: Logistics, mobility, transport capacity - Context: The Transport feature represents expertise in logistics systems, mobility solutions, transport capacity, and movement technology that enables superior logistics vehicles, transport systems, and mobility solutions for military operations. Companies with Transport features understand logistics requirements, movement constraints, and transport optimization that are essential for sustained military operations. This feature enables competitive advantages in logistics and mobility support systems. -271. Communication: Networks, coordination, electronic warfare - Context: The Communication feature encompasses communication networks, coordination systems, electronic warfare, and information systems that enable superior command and control, intelligence sharing, and electronic dominance capabilities. Companies with Communication features understand network technology, signal processing, encryption, and electronic warfare that are essential for modern military coordination. This feature enables competitive advantages in command, control, and information warfare systems. - -272. "Metal, Plane, Quantity, Electronic" product: Mass metal aircraft with embedded electronics - Context: This feature combination creates companies that specialize in mass-produced military aircraft with advanced electronic systems and superior metallurgical construction, combining volume production with sophisticated technology integration. The synergy between Metal and Electronic features enables advanced electronic-metal integration, while Plane and Quantity features enable efficient aircraft mass production. This combination creates competitive advantages in producing large numbers of technologically advanced aircraft cost-effectively. -273. "Metal, Plane, Quantity, Electronic" advantages: Volume, complete integration, optimized costs - Context: Companies with this feature combination excel at producing large quantities of fully integrated aircraft where electronic and structural systems are optimally combined during mass production, achieving cost advantages through volume while maintaining sophisticated integration. The feature synergies enable competitive pricing on complex systems while ensuring high-quality integration between structural and electronic components. This advantage makes them formidable competitors in large military aircraft contracts. -274. "Metal, Plane, Quantity, Electronic" weaknesses: Perhaps less refinement than quality specialist - Context: While excellent at volume production of integrated systems, companies with this combination may lack the precision and refinement of specialized Quality-focused competitors, potentially producing aircraft that are capable but not cutting-edge in performance or durability. The focus on quantity and integration may come at the expense of ultimate performance optimization or premium features. This creates competitive vulnerabilities in markets where maximum performance matters more than cost-effectiveness. -275. "Tank, Quality" product: High-end tanks, precision assembly - Context: This feature combination creates companies that specialize in premium armored vehicles with exceptional build quality, precision engineering, and superior performance characteristics that command premium prices in markets where performance matters more than cost. The synergy between Tank expertise and Quality focus enables production of exceptionally capable armored vehicles that outperform mass-market alternatives. This combination creates competitive advantages in high-end military markets where performance justifies premium pricing. -276. "Tank, Quality" limits: Must buy electronics on external markets - Context: Companies focused on Tank and Quality features lack internal Electronic capabilities, forcing them to purchase electronic components from external suppliers, which increases costs, creates supply chain dependencies, and potentially limits their ability to integrate the most advanced electronic systems. This limitation creates competitive vulnerabilities where electronic integration is crucial and makes them dependent on suppliers for critical capabilities. The external dependency can be exploited by competitors or disrupted by market conditions. -277. "Tank, Quality" dependencies: Complex supply chain for non-mastered components - Context: The lack of certain internal capabilities forces these companies to develop complex supply relationships for components outside their expertise, creating logistical complexity, potential quality control issues, and vulnerability to supply chain disruption. Supply chain management becomes a critical competency that can affect overall product quality and delivery schedules. These dependencies create strategic vulnerabilities that competitors can exploit through supply chain disruption or by offering superior integration. -278. Features → Research paths: Capabilities strongly influence R&D directions - Context: Company features heavily influence which research paths are available and prioritized, with Metal companies focusing on metallurgy research, Electronic companies pursuing digital advancement, and Tank companies developing armor and weapons technology. Research directions align with existing capabilities to build on company strengths rather than diversifying into unrelated areas. This creates realistic corporate development patterns where companies deepen their expertise rather than pursuing random technological advancement. -279. Tech synergies: "Metal + Tank" unlock specialized armor research - Context: Companies with complementary features can pursue specialized research paths unavailable to single-feature companies, such as Metal + Tank combinations unlocking advanced armor research that requires both metallurgical and armored vehicle expertise. These synergies reward feature diversity and create incentives for companies to develop complementary capabilities. Synergistic research paths enable more advanced technologies while requiring broader corporate capabilities. -280. No strict exclusions: Features coexist, synergies via research - Context: The feature system allows any combination of features to coexist within companies, with synergies and conflicts emerging through research possibilities and market performance rather than hard restrictions. Companies can theoretically combine any features, but some combinations work better together while others create internal conflicts or inefficiencies. This flexible approach enables creative company development while letting market forces and research synergies determine optimal feature combinations. -281. Company mortality: Companies can disappear (example: "Food + Tank" = fatal dispersion) - Context: Companies with poorly synergistic feature combinations or those that fail to compete effectively in their markets can fail and disappear from the game, with extreme examples like Food + Tank combinations representing fatal strategic dispersion that makes companies uncompetitive in any market. Company failure creates dynamic market evolution where ineffective combinations are eliminated while successful strategies proliferate. This mortality system ensures that only viable company strategies survive long-term market competition. -282. Company birth: New companies according to contextual needs - Context: New companies emerge in response to market gaps, technological opportunities, or regional needs, with their initial features determined by the specific market conditions and opportunities that create demand for new capabilities. Company birth is contextual rather than random, ensuring that new entrants fill actual market needs or exploit emerging opportunities. This dynamic company generation creates evolving competitive landscapes that respond to changing game conditions and player actions. -283. Feature changes: Possible randomly during financial decline - Context: Companies experiencing financial stress may undergo random feature changes as they restructure, pivot to new markets, or lose capabilities due to budget constraints, creating dynamic evolution in company capabilities and market positioning. Financial pressure can force companies to abandon unprofitable features or acquire new capabilities through desperate strategic changes. This mechanism creates realistic corporate evolution where struggling companies must adapt or fail, adding unpredictability to long-term competitive relationships. -284. Acquisition: Random events allow gaining new features - Context: Companies can randomly gain new features through acquisition events, merger opportunities, or technological breakthroughs that expand their capabilities and potentially change their market position and competitive strategy. Acquisition events create opportunities for companies to expand beyond their original limitations while introducing unpredictability in competitive evolution. These events can dramatically change market dynamics by creating new competitive threats or opportunities. -285. Loss: Events if >4 features (overflow) - Context: Companies that accumulate more than 4 features through acquisitions or expansion face overflow events that may force them to lose features, representing the realistic limitation that companies cannot effectively maintain unlimited diverse capabilities simultaneously. Feature overflow creates natural limits to corporate expansion and forces strategic choices about which capabilities to maintain. This mechanism prevents companies from becoming overwhelmingly capable while maintaining focus and strategic trade-offs. -286. Capacity per state: Number of companies according to national economy - Context: Each nation can support a limited number of companies based on its economic capacity, population, and industrial development level, preventing unrealistic proliferation of companies in small economies while enabling large industrial nations to support more diverse corporate ecosystems. Economic capacity limits create realistic constraints on corporate development and ensure that company distribution reflects real-world economic realities. This mechanism prevents small nations from supporting unrealistically large numbers of major defense contractors. -287. Shared resources: Large companies consume economic capacity - Context: Successful companies that grow large consume more of their nation's economic capacity, reducing the space available for other companies and potentially forcing smaller competitors out of the market through resource competition. Large companies create economic pressure that can prevent new entrants or force consolidation of smaller competitors. This resource competition creates realistic market dynamics where success breeds market dominance but also creates opportunities for innovation in underserved markets. -288. Emerging advantage: Weak states = innovation possible (no internal monopolies) - Context: Smaller or economically weaker nations may lack dominant established companies, creating opportunities for new companies to emerge and innovate without facing entrenched competition from established monopolies. Weak economic environments can enable entrepreneurial innovation and new company development that would be impossible in markets dominated by established players. This creates realistic opportunities for emerging markets to develop competitive advantages through innovation rather than established industrial capacity. -289. Critical need: Lack of electronics → birth of Electronic company (poor quality) - Context: When markets lack essential capabilities like electronics, new companies emerge to fill these gaps even if their initial quality is poor, representing desperate market responses to critical shortages that accept substandard solutions over complete unavailability. These emergency companies start with poor capabilities but can improve over time while providing essential functions that the market desperately needs. Critical need companies enable market self-correction while creating opportunities for gradual capability development. -290. Substitution: Better than nothing > total external dependence - Context: Markets prefer domestic companies with poor capabilities over complete dependence on external suppliers, even when the domestic alternative is significantly inferior, representing realistic preferences for supply security and economic independence over pure performance optimization. This substitution principle drives demand for local companies and creates market opportunities for inferior but independent suppliers. The preference for domestic alternatives creates protectionist market dynamics that support local industry development. -291. Price explosion: Shortage → development of local alternatives - Context: When critical shortages drive prices to extreme levels, markets respond by developing local alternative suppliers even if they initially produce inferior products, representing realistic market responses to supply crises that prioritize availability over quality. Price explosions create powerful incentives for local development and innovation that can overcome significant quality disadvantages. These crisis-driven developments often lead to long-term domestic capabilities that persist after the initial crisis resolves. -292. Design constraints: Local electronics = larger components on grid - Context: Domestically produced electronic components from new or inferior companies typically require more physical space on vehicle design grids compared to advanced imported alternatives, representing the realistic trade-offs between supply security and technical efficiency. Local components create design constraints that force vehicle designers to work around larger, less efficient systems while maintaining supply independence. These constraints create interesting design challenges that balance performance optimization against supply security. -293. Excessive heat: More overheating, additional radiators required - Context: Inferior local electronic components typically generate more waste heat than advanced alternatives, requiring additional cooling systems and radiators that consume vehicle space and weight while addressing thermal management challenges. Heat generation creates cascading design requirements that affect vehicle layout, power consumption, and overall performance while representing realistic penalties for using inferior technology. Thermal constraints force designers to balance domestic supply advantages against performance penalties. -294. Design variations: Vehicle adaptation to available components - Context: Vehicle designs must adapt to the specific characteristics and limitations of available components, with domestic alternatives requiring different design approaches than imported components, creating regional variation in vehicle designs based on supply chain capabilities. Component limitations drive design innovation and create distinctive regional design characteristics that reflect local industrial capabilities. These adaptations create authentic variation in vehicle designs that reflect real-world supply chain constraints. -295. Learning curve: Progressive improvement toward international standards - Context: Domestic companies that emerge to fill market gaps typically improve their capabilities over time through experience, investment, and learning, gradually approaching international quality standards while maintaining local supply advantages. The learning curve creates realistic capability development that starts poor but improves with market experience and investment. This progression enables long-term domestic capability development while maintaining realistic timeframes for quality improvement. -296. Trade-offs: Autonomy vs optimal performance - Context: Markets must balance supply autonomy and security against optimal performance, with domestic alternatives providing independence at the cost of technical efficiency, creating strategic decisions about acceptable performance penalties for supply security. These trade-offs represent realistic strategic decisions that prioritize different values based on strategic context and risk assessment. The autonomy versus performance balance creates meaningful strategic choices for nations and companies. -297. Total freedom: Player not constrained by company system - Context: Unlike AI companies that are limited by their feature combinations and capabilities, players have complete freedom to develop any technologies and production capabilities they choose, representing their unique position as an innovative newcomer unconstrained by existing corporate limitations. This freedom gives players strategic flexibility to exploit market gaps, develop unexpected capabilities, and pursue innovative approaches that established companies cannot match. Player freedom creates opportunities to disrupt established market patterns through creative strategic approaches. -298. Natural gameplay choices: Specialization emerges from decisions - Context: While players have theoretical freedom to pursue any development path, practical resource limitations and strategic focus naturally encourage specialization that emerges from player decisions rather than imposed constraints. Resource limitations and opportunity costs guide players toward focused development strategies that mirror realistic business specialization. Natural specialization creates emergent strategic choices without artificial restrictions on player freedom. -299. Factorio advantage: Flexibility vs fixed AI models - Context: The player's Factorio-style production system provides inherent flexibility to adapt and change production focus rapidly compared to AI companies with fixed feature sets and established production patterns, creating adaptive advantages in dynamic markets. This flexibility enables players to respond quickly to market opportunities, develop new capabilities, and pivot strategies in ways that established AI companies cannot match. The adaptability advantage compensates for the player's initial lack of established market position. -300. Efficiency competition: "Tank, Quantity, Cost" = challenge but surmountable - Context: AI companies with optimal efficiency combinations like Tank + Quantity + Cost create significant competitive challenges for players in specific markets, but player flexibility and innovation capabilities provide alternative approaches to compete effectively despite efficiency disadvantages. These challenging competitors force players to find creative solutions, develop superior technologies, or target different market segments where efficiency advantages are less decisive. Competitive pressure creates interesting strategic challenges while maintaining player viability through alternative approaches. -301. Component recovery: Disassembly for spare parts - Context: Players and AI companies can disassemble damaged or obsolete vehicles to recover usable components for reuse in new designs or repairs, creating a circular economy that reduces waste and provides alternative sources for scarce components. Recovery operations enable cost-effective access to components that might otherwise be unavailable or expensive, while damaged vehicles retain some value even when beyond repair. This system creates realistic military practices where equipment is cannibalized for parts when replacement is impractical. -302. Circular economy: Reuse in case of shortage - Context: Component recovery becomes particularly valuable during supply shortages when new components are unavailable or prohibitively expensive, enabling continued operations through recycling and reuse of existing materials. The circular economy provides resilience against supply chain disruptions and creates alternative supply sources that reduce dependence on primary manufacturers. This system rewards salvage operations and creates economic incentives for battlefield recovery and equipment recycling. -303. Backup strategy: Alternative to broken supply chains - Context: Component recovery and recycling serve as critical backup strategies when primary supply chains are disrupted by warfare, economic sanctions, or political restrictions, enabling continued operations despite supply constraints. This backup capability provides strategic resilience and reduces vulnerability to supply chain attacks or disruptions. Recovery operations become essential strategic capabilities that enable sustained operations when conventional supply sources are compromised. - -304. AI uses grid: Same design system as player - Context: AI companies use the identical grid-based vehicle design system as players, ensuring consistency in design constraints, component placement rules, and chassis limitations that create fair competition and realistic AI behavior. This shared system means that AI designs are subject to the same physical and engineering constraints as player designs, preventing unrealistic AI advantages while ensuring that AI designs can be understood and analyzed by players. The uniform design system creates authentic competition where success depends on design decisions rather than system advantages. -305. Computational complexity: Design generation = expensive - Context: Procedural vehicle design generation requires significant computational resources to evaluate component placement, validate design constraints, calculate performance characteristics, and ensure design viability, making it impractical to generate designs continuously in real-time. The computational expense necessitates careful management of design generation frequency and prioritization of design requests to maintain system performance. This limitation creates realistic constraints on AI design capability that mirror real-world resource limitations in engineering development. -306. Real-time performance: Impossible if AI thinks like human - Context: If AI companies attempted to design vehicles with the same thorough, iterative approach that human designers use, the computational requirements would be prohibitive for real-time gameplay, necessitating simplified but effective design algorithms. The system must balance design authenticity with computational feasibility, using efficient algorithms that produce realistic results without overwhelming system resources. This constraint drives the development of intelligent design shortcuts that capture essential design principles without full simulation complexity. -307. Temporal distribution: 1-2 designs per tick globally (total worldwide, all companies combined) - Context: The entire global AI system produces only 1-2 new vehicle designs per game tick across all companies worldwide, distributing the computational load over time while ensuring steady design evolution without overwhelming system resources. This global rate limit ensures that design generation remains computationally feasible while providing sufficient design innovation to maintain technological evolution. The distribution across all companies creates realistic competitive innovation rates that mirror real-world defense industry development speeds. -308. Thousands of ticks: Designs emerge progressively - Context: New designs emerge gradually over thousands of game ticks, creating realistic development timescales where technological progress happens slowly and incrementally rather than in sudden bursts. This progressive emergence mirrors real-world military development where new vehicle designs require months or years to develop and refine. The gradual pace ensures that players have time to observe, analyze, and respond to AI design innovations while maintaining technological dynamism. -309. Invisible background: Design process not visible to player - Context: AI design generation happens behind the scenes without exposing the internal design process to players, maintaining the mystery and unpredictability of AI innovation while preventing players from gaming the design algorithms. The invisible process creates surprise and discovery when new AI designs appear while maintaining immersion in the competitive environment. This approach focuses player attention on design results rather than process mechanics. -310. Modification of existing designs: T-72 → T-80 → T-90 (Russian style) - Context: AI design evolution favors incremental improvement of successful existing designs rather than clean-sheet development, mirroring real-world military procurement patterns like the Soviet T-72 to T-80 to T-90 progression where each generation builds on proven predecessors. This evolutionary approach is more computationally efficient than creating entirely new designs while producing more realistic technological development patterns. Incremental evolution enables meaningful improvement while maintaining design lineage and proven concepts. -311. Faster and more realistic: Companies IRL evolve designs - Context: Real-world defense companies typically evolve existing successful designs rather than starting from scratch for each new requirement, making incremental evolution both computationally faster and more authentic than attempting to simulate clean-sheet design processes. This approach captures realistic corporate behavior where proven designs are refined and improved rather than abandoned for entirely new concepts. Evolution-based design enables both computational efficiency and authentic military development patterns. -312. Historical accuracy: Authentic technological progression - Context: The incremental design evolution system produces technological progression patterns that match historical military development, where successful designs spawn families of related vehicles that gradually incorporate new technologies and improvements. This approach creates believable technology trees and design lineages that feel authentic to players familiar with military history. Historical accuracy in design evolution enhances immersion while providing predictable but varied technological development. -313. Features as filters: Tank without weapon = invalid design - Context: Company features act as design validation filters that reject obviously invalid designs, such as preventing Tank-focused companies from creating armored vehicles without weapons systems or Electronic companies from designing systems without electronic components. These filters ensure that AI designs align with company capabilities and create sensible products rather than random component combinations. Feature-based validation maintains design coherence while preventing absurd or impossible vehicle configurations. -314. Basic rules: Guidelines for AI (tank = chassis + engine + weapon) - Context: AI design generation follows basic rules that define minimum requirements for different vehicle types, such as tanks requiring chassis, engine, and weapon components, ensuring that all generated designs meet functional minimums for their intended roles. These rules provide structure for AI design decisions while preventing non-functional designs that lack essential components. Basic rules create consistent design standards that produce viable vehicles while allowing creativity within functional constraints. -315. Coherence validation: Features influence design acceptance - Context: Design validation processes check whether proposed designs align with company features and capabilities, rejecting designs that don't match company strengths or that require capabilities the company lacks. This validation ensures that AI companies produce designs consistent with their established capabilities and market positioning. Coherence validation maintains realistic corporate behavior where companies focus on their areas of expertise rather than producing random designs. -316. "Innovation" = more attempts: Not fixed timing, more tries - Context: Companies with Innovation features get more design generation attempts per time period rather than faster design completion, representing their greater willingness to experiment with new concepts and higher R&D investment in design exploration. Innovation doesn't guarantee faster results but provides more opportunities to develop breakthrough designs through increased experimentation. This approach reflects realistic R&D where innovation comes from trying more approaches rather than working faster. -317. Realistic responsiveness: Companies IRL take 6+ months to react - Context: AI companies respond to market changes and competitive pressures with realistic delays of months rather than immediate reactions, reflecting the time required for real defense companies to assess markets, develop strategies, and implement new designs. This delayed responsiveness prevents instant competitive reactions and creates opportunities for players to exploit temporary advantages before competitors adapt. Realistic timing maintains strategic depth by ensuring that successful innovations provide meaningful temporary advantages. -318. Market dynamics: Player cannot respond to all demands simultaneously - Context: The combination of realistic AI response times and limited design generation capacity means that no single entity, including the player, can address all market opportunities simultaneously, creating strategic choices about which markets to enter and which to abandon. This limitation forces prioritization and strategic focus while creating opportunities for multiple competitors to coexist by serving different market segments. Market dynamics ensure that success requires strategic choice rather than attempting to dominate all markets simultaneously. -319. Multiple influences: Companies, generals, tactics and economic choices - Context: AI design decisions are influenced by multiple factors including company features and culture, AI general tactical preferences, effective battlefield tactics, and economic constraints, creating complex decision-making that produces varied and interesting design choices. This multi-factor influence system ensures that designs reflect realistic military decision-making where technological, tactical, economic, and cultural factors all contribute to final design choices. Multiple influences create design diversity and prevent convergence on single optimal solutions. -320. Transmission: New entities inherit national tendencies - Context: When new companies or military organizations are created, they inherit the cultural and technological tendencies of their parent nation, ensuring that national character influences continue to shape development patterns across generations of entities. This inheritance mechanism maintains cultural consistency while allowing for gradual evolution and adaptation over time. National tendency transmission creates persistent cultural differences that influence long-term strategic development patterns. -321. Adjusted probabilities: Bonuses/penalties according to cultural affinity - Context: National cultural characteristics modify the probability of companies developing certain features, with each nation having higher likelihood of producing companies aligned with their cultural military and industrial traditions. These probability adjustments create realistic national industrial patterns without absolute restrictions, allowing for cultural variation while maintaining some possibility for unexpected developments. Cultural influence creates authentic national differences in industrial development and military philosophy. -322. USA dominant features: "Quality", "Electronic", "Innovation" - Context: American companies are more likely to develop Quality, Electronic, and Innovation features reflecting real-world US defense industry characteristics of high-tech solutions, precision manufacturing, and heavy R&D investment. These dominant features create recognizable American approaches to military technology that emphasize technological superiority and advanced capabilities over cost efficiency. The feature bias produces authentic American military industrial characteristics while allowing for some variation and evolution. -323. USA companies: +60% chance Quality/Electronic, -40% chance Speed/Cost - Context: American companies receive significant bonuses for developing Quality and Electronic features while having reduced probability of Speed and Cost features, reflecting US industry preferences for high-tech, high-quality solutions over rapid or economical production. These probability modifiers create distinctly American corporate characteristics that align with real-world US defense contractor approaches. The strong bias ensures that most American companies follow recognizable patterns while allowing some variation. -324. USA generals: Tech-intensive tactics, air support, heavy logistics - Context: American AI generals prefer tactical approaches that emphasize technological solutions, extensive air support, and sophisticated logistics systems, reflecting real-world US military doctrine that leverages technological advantages and logistical superiority. These tactical preferences influence design requirements and create demand for high-tech, electronically sophisticated military systems. American tactical doctrine shapes market demand toward advanced, technology-intensive solutions. -325. USA economy: R&D preference, long-term investments, high-tech - Context: The American economic model favors research and development investment, long-term technology development projects, and high-technology solutions that create market demand for innovative, advanced systems rather than simple, economical alternatives. This economic preference supports companies with Innovation and Quality features while creating market conditions that reward technological advancement. The R&D-focused economy enables and rewards technological leadership while accepting higher costs. -326. France dominant features: "Speed", "Modularity", "Innovation" - Context: French companies are more likely to develop Speed, Modularity, and Innovation features reflecting real-world French defense industry characteristics of rapid adaptation, flexible modular designs, and innovative technical solutions. These features create recognizable French approaches that emphasize adaptability and clever engineering solutions over brute force approaches. The feature bias produces authentic French military industrial characteristics while maintaining gameplay variety. -327. France companies: +50% chance Speed/Modularity, -30% chance Quantity - Context: French companies receive bonuses for Speed and Modularity features while having reduced probability of Quantity features, reflecting French industry preferences for adaptable, rapidly developed solutions over mass production approaches. These modifiers create distinctly French corporate characteristics that emphasize flexibility and innovation over volume production. The bias ensures French companies maintain their characteristic approach to military technology development. -328. France generals: Flexible doctrines, combined arms, mobility - Context: French AI generals prefer tactical approaches emphasizing flexible, adaptable doctrines, sophisticated combined arms coordination, and mobility-focused operations that can adapt quickly to changing battlefield conditions. These tactical preferences create demand for modular, adaptable systems that can be reconfigured for different missions and requirements. French doctrine shapes market demand toward flexible, rapidly deployable solutions. -329. France economy: Short cycles, adaptability, diversified export - Context: The French economic model favors shorter development cycles, rapid adaptation to market changes, and diversified export markets that create demand for flexible, quickly developed systems that can be adapted for multiple customers. This economic approach supports companies with Speed and Modularity features while creating market pressures for rapid innovation and adaptation. The adaptable economy rewards flexibility and speed over long-term specialization. -330. Company inheritance: Each company inherits design culture + national doctrine - Context: New companies inherit both their parent company's design culture and their nation's military doctrine, creating layered cultural influences that shape design decisions and company behavior patterns. This dual inheritance ensures that companies maintain both corporate traditions and national characteristics while allowing for evolution and adaptation over time. Cultural inheritance creates persistent design philosophies that influence long-term development patterns and competitive approaches. -331. Russian "Tank, Quantity": T-34 style (low profile, sloped armor) - Context: Russian companies with Tank and Quantity features produce designs emphasizing the classic Soviet approach of low-profile, sloped armor vehicles that prioritize battlefield survivability and mass production over crew comfort or advanced electronics. This combination creates distinctively Russian design characteristics that reflect historical Soviet tank design philosophy and production methods. The cultural influence produces recognizable Russian military vehicle characteristics while maintaining competitive viability. -332. German "Tank, Quality": Leopard style (modular, precision) - Context: German companies with Tank and Quality features produce designs emphasizing precision engineering, modular construction, and high-quality components that reflect German military industrial traditions of excellent engineering and manufacturing quality. This combination creates distinctively German design characteristics that prioritize performance and reliability over cost optimization. German cultural influence produces vehicles that exemplify engineering excellence and technological sophistication. -333. American "Tank, Electronic": Abrams style (high-tech, digital) - Context: American companies with Tank and Electronic features produce designs emphasizing advanced electronics, digital systems, and high-technology integration that reflect US military preferences for technological superiority and electronic dominance. This combination creates distinctively American design characteristics that prioritize advanced capabilities and electronic sophistication over simplicity or cost. American cultural influence produces vehicles that exemplify technological leadership and digital integration. -334. States hybrid status: States = specialized companies with own production - Context: Nation-states function as specialized companies with their own production capabilities, market policies, and strategic objectives, but also have unique governmental powers including sanctions, embargos, and political restrictions that regular companies cannot implement. This hybrid status enables states to compete directly in markets while also shaping market conditions through policy decisions. State participation creates additional complexity in competitive dynamics beyond pure corporate competition. -335. States capabilities: Production, orders, commercial restrictions - Context: States can produce their own military equipment, place large orders that influence market dynamics, and implement commercial restrictions that affect competitor access to markets and resources. These capabilities give states significant influence over market conditions and competitive dynamics beyond what private companies can achieve. State capabilities create political dimensions to economic competition that reflect real-world defense market complexity. -336. States policy: Sanctions, embargos, trade agreements - Context: States can implement political policies including economic sanctions against competitors, trade embargos that restrict market access, and preferential trade agreements that favor allied companies, creating political dimensions to market competition. These policy tools enable states to shape competitive conditions and support preferred companies while restricting access for competitors. Political policies add strategic complexity beyond pure economic competition. -337. States example: Ukrainian state produces + orders but does not requisition - Context: The Ukrainian state serves as an example of state participation where the government maintains its own production capabilities and places orders in the market but does not requisition private property or override market mechanisms, representing a market-oriented state approach. This example illustrates how states can participate in markets without completely controlling them, maintaining both state capabilities and private market dynamics. The Ukrainian model balances state involvement with market freedom. - -338. National: Market per country (e.g., Ukrainian market) - Context: National markets operate within individual countries with local supply chains, domestic preferences, regulatory requirements, and pricing that may differ from global markets, creating opportunities for local companies and challenges for foreign competitors. National markets enable protectionist policies, local sourcing preferences, and market access restrictions that reflect real-world trade patterns. These markets provide strategic depth and create multiple competitive environments with different characteristics and opportunities. -339. Company-specific: Private markets between companies - Context: Companies can establish exclusive trading relationships, private markets, and specialized supply agreements that bypass broader market mechanisms, creating strategic partnerships and competitive advantages through preferential access. Company-specific markets enable long-term relationships, technology sharing, and exclusive access arrangements that provide competitive differentiation. These private markets add complexity to competitive dynamics beyond simple supply and demand. -340. Multinational blocs: EU, NATO, etc. - Context: Multinational economic and military blocs create shared markets with preferential trading terms, technology sharing agreements, and coordinated procurement that provide advantages to member companies while restricting access for non-members. These blocs represent political and economic alliances that create larger, more integrated markets with specific access rules and preferences. Bloc membership becomes strategically significant for market access and competitive positioning. -341. Global: Open world market - Context: The global market represents unrestricted international trade where any company can compete for any contract based purely on commercial terms without political restrictions or preferential access, creating the most competitive but also most accessible market environment. Global markets provide the largest opportunities but also the most intense competition from all worldwide competitors. Success in global markets requires pure competitive advantage rather than political or regulatory protection. -342. Double locks: Blockages possible by companies AND states - Context: Market access can be blocked by either company decisions (refusing to sell) or state policies (trade restrictions), creating dual veto power where both commercial and political approval may be required for transactions. This double-lock system reflects real-world complexity where commercial relationships must align with political policies and strategic interests. The dual approval requirement creates multiple points of potential restriction and negotiation. -343. France blocks Thales sales → player - Context: The French government can block Thales from selling to the player through export controls, strategic technology restrictions, or political decisions, even if Thales would otherwise be willing to sell commercially. This example illustrates how state policy can override commercial preferences and create political barriers to market access. Government restrictions add political dimensions to commercial competition that reflect real-world defense trade complexity. -344. Thales directly blocks → player - Context: Thales can independently choose to refuse sales to the player based on commercial considerations, competitive threats, or strategic decisions, even when government policy would allow such sales. This example illustrates how companies maintain commercial autonomy and can create their own access restrictions based on business strategy. Company-level blocks enable strategic business decisions that may differ from government policy. -345. Ukraine blocks imports → competitor - Context: Ukraine can block competitor imports through trade policies, security restrictions, or protectionist measures that favor domestic or allied suppliers while restricting access for competing companies. This example illustrates how importing countries control market access and can shape competitive dynamics through policy decisions. Import restrictions create protected markets and strategic advantages for preferred suppliers. -346. Market scope: Industrial materials, production goods, consumption (electricity, steel) - Context: Markets encompass the full range of industrial and production inputs including raw materials, intermediate goods, finished products, and consumption items like electricity and steel that support military production and operations. This comprehensive scope ensures that economic dynamics affect all aspects of military industrial activity from basic materials to final products. The broad market scope creates realistic economic interdependencies and supply chain complexity. -347. Supply/Demand: Classic market economics mechanisms - Context: Market prices respond to fundamental supply and demand dynamics where scarcity increases prices while abundance reduces them, creating realistic economic feedback loops that affect production decisions and strategic planning. These classic economic mechanisms ensure that market conditions reflect underlying resource availability and consumption patterns. Supply and demand dynamics create economic incentives that guide resource allocation and investment decisions. -348. Military events: Conflicts modify prices based on proximity/impact - Context: Military conflicts create economic disruptions that affect market prices based on geographic proximity to fighting, supply chain disruption, and direct impact on production facilities and transportation networks. Nearby conflicts create more severe economic effects than distant ones, while major conflicts have broader economic impact than minor skirmishes. Military events create realistic economic consequences that reflect the economic costs and disruptions of warfare. -349. Shortages: Price function of estimated resolution duration ("2 months" vs "5 years") - Context: Market prices for scarce resources reflect estimated shortage duration, with temporary shortages creating moderate price increases while long-term shortages drive extreme price escalation as markets adjust expectations for extended scarcity. The duration sensitivity creates realistic market behavior where short-term disruptions are weathered while long-term constraints drive fundamental market restructuring. Price responses reflect market intelligence about likely shortage resolution timelines. -350. Adaptive production: Adjustment according to market signals - Context: Companies adapt their production priorities and resource allocation based on market price signals, shifting toward high-value products and reducing production of low-demand items to maximize profitability and market responsiveness. This adaptive behavior creates realistic market dynamics where production responds to economic incentives and changing demand patterns. Adaptive production ensures that markets self-correct toward equilibrium while creating opportunities for strategic market positioning. -351. Massive battle → armor component shortage → price x3 - Context: Large-scale battles that destroy significant numbers of armored vehicles create immediate demand spikes for replacement armor components, driving prices to triple normal levels as supply chains struggle to meet sudden increased demand. This example illustrates how military events create cascading economic effects that ripple through supply chains and affect market conditions. Battle-driven shortages create economic opportunities for suppliers while imposing costs on equipment operators. -352. Ukrainian victory → economic confidence → investments - Context: Ukrainian military victories boost economic confidence in the region, leading to increased investment in industrial capacity, infrastructure development, and military production capabilities as markets anticipate continued success and stability. Victory creates positive economic feedback loops that strengthen the economic foundation for continued military operations. Military success generates economic benefits that can be reinvested in further military capability development. -353. Russian embargo → specific metal scarcity → alternatives sought - Context: Russian trade embargos create scarcity in specific metals and materials where Russia has significant market share, driving prices up and forcing buyers to develop alternative supply sources and substitute materials. This example illustrates how political restrictions create economic disruptions that drive innovation and supply chain adaptation. Embargos create both challenges for dependent markets and opportunities for alternative suppliers. - -354. All game systems must be skippable: Core accessibility principle ensuring all systems can be automated for players who prefer different gameplay styles - Context: This fundamental design principle ensures that players can engage deeply with systems they enjoy while automating or skipping systems that don't interest them, maintaining accessibility across different player preferences and skill levels. The skippable design enables players to focus on industrial optimization, military strategy, or economic management according to their interests. This principle prevents any single system from becoming a mandatory barrier that blocks players from enjoying their preferred aspects of the game. -355. Assembly lines as core: Production line management central to gameplay - Context: Assembly line optimization serves as the fundamental gameplay mechanic that connects resource extraction, component manufacturing, and final product assembly through Factorio-style production management that rewards optimization and efficiency improvements. Assembly lines provide the core industrial gameplay that drives economic success and military capability while offering satisfying optimization challenges. This central mechanic ensures that industrial management remains engaging while supporting the broader military and economic systems. -356. Resource extraction: Simplified extraction mechanics - Context: Resource extraction is deliberately simplified to focus player attention on more interesting optimization challenges in manufacturing and military application rather than complex mining logistics and extraction management. Simplified extraction ensures that raw material availability doesn't become a frustrating bottleneck while maintaining strategic importance of resource control. This design choice shifts complexity toward more engaging industrial and military optimization challenges. -357. Energy management: Easy energy systems - Context: Energy generation and distribution are streamlined to avoid the complex electrical network management that can bog down factory optimization, ensuring that power systems support rather than complicate industrial operations. Easy energy management prevents power grid debugging from consuming time that could be spent on more strategically important optimization challenges. This simplification maintains energy as a resource constraint without creating micro-management burdens. -358. Factorio-inspired: Belt-based production systems - Context: The production system directly borrows Factorio's proven belt-based logistics and assembly line mechanics that provide satisfying optimization gameplay while maintaining clear visual feedback about production flows and bottlenecks. Belt-based systems enable complex production chains while providing intuitive visual representation of material flows and system efficiency. This proven mechanic ensures engaging industrial gameplay while maintaining accessibility for players familiar with similar systems. -359. Throughput optimization: Bottleneck identification and resolution - Context: Production optimization focuses on identifying and resolving throughput bottlenecks that limit overall production efficiency, providing clear optimization targets and measurable improvement opportunities that reward analytical thinking and systematic improvement. Bottleneck analysis creates satisfying problem-solving gameplay where players can identify specific limitations and implement targeted solutions. This optimization focus provides clear performance metrics and improvement pathways. -360. Layout efficiency: Optimal factory floor planning - Context: Factory layout optimization involves spatial planning, material flow optimization, and efficient organization of production equipment to maximize throughput while minimizing space and resource consumption. Layout planning provides spatial puzzle-solving gameplay that rewards efficient design and creative solutions to space constraints. This optimization challenge combines engineering thinking with spatial problem-solving for satisfying industrial design gameplay. -361. Automation levels: Manual → semi-auto → fully automated progression - Context: Production systems can be gradually automated from manual operation through semi-automated assistance to fully automated production, allowing players to choose their preferred level of direct involvement versus hands-off management. This progression enables players to maintain hands-on control where desired while automating routine operations that become tedious. Flexible automation accommodates different player preferences for direct control versus strategic oversight. -362. Modular design: Expandable production modules - Context: Production facilities are designed as modular systems that can be expanded, upgraded, and reconfigured to adapt to changing production requirements and technological advancement without complete reconstruction. Modular design enables incremental growth and adaptation while protecting previous investment in production infrastructure. This approach rewards long-term planning while maintaining flexibility to adapt to changing strategic requirements. -363. Player choice: Every system can be automated or micromanaged - Context: All production systems offer both detailed micromanagement options for players who enjoy optimization challenges and automated operation for players who prefer strategic oversight, ensuring that engagement level matches player preferences. This dual approach prevents forced micromanagement while rewarding detailed optimization for players who enjoy hands-on control. Player choice ensures that the game accommodates different play styles and attention preferences. -364. Accessibility: Complex systems with simple automation options - Context: While underlying systems maintain depth and complexity for engaged players, automation options provide simple operation for players who prefer to focus on other aspects of the game, ensuring accessibility without sacrificing depth. This approach maintains system sophistication while providing accessible entry points for all players. Accessibility design ensures that complexity doesn't become a barrier to enjoyment while preserving depth for interested players. -365. Depth preservation: Optimization rewards for engaged players - Context: Players who choose to engage deeply with production optimization are rewarded with superior efficiency, cost advantages, and production capabilities that provide competitive benefits while maintaining respect for players who prefer automation. Deep engagement provides meaningful advantages without making micromanagement mandatory for competitiveness. Optimization rewards create incentives for deep engagement while maintaining viable alternatives for different play styles. -366. No mandatory micro: All micro-management is optional - Context: Micromanagement is always a player choice rather than a requirement, ensuring that players can succeed through strategic decision-making and automation rather than being forced into detailed operational control that may not match their preferences. Optional micromanagement prevents gameplay from becoming tedious for players who prefer strategic oversight while maintaining detailed control for players who enjoy hands-on management. This principle ensures that strategic thinking remains more important than operational clicking speed. - -367. Auto-battler core: Tactical auto-battler with strategic oversight - Context: Combat operates as an auto-battler where players provide strategic guidance and observe tactical execution rather than controlling individual units, enabling realistic military simulation while maintaining strategic focus over micro-management. The auto-battler approach allows complex tactical interactions while keeping player focus on strategic decisions and doctrine development. This design enables authentic military simulation without overwhelming players with tactical details. -368. Player doctrine: Player develops own military doctrine - Context: Players discover and develop their own military doctrines through experimentation and battlefield experience rather than following predetermined strategies, creating personalized approaches to military operations that reflect player preferences and lessons learned. Doctrine development emerges from player choices and battlefield feedback rather than imposed strategic frameworks. This approach ensures that each player's military approach is unique and personally meaningful. -369. Employment doctrine: Emphasis on doctrine of employment concept - Context: The game emphasizes how military equipment is employed tactically and operationally rather than just its technical specifications, teaching players that effective military doctrine is about how forces are used rather than just what equipment is available. Employment doctrine focuses on tactical application, operational coordination, and strategic integration of military capabilities. This emphasis ensures that players understand that military success depends on effective employment of forces rather than just superior equipment. -370. Combat contemplation: Strategic observation of battles - Context: Combat is designed for contemplative observation where players watch their strategic and tactical decisions play out in realistic battle scenarios, enabling learning and strategic refinement through observation rather than frantic micromanagement. Contemplative combat allows players to analyze their doctrine effectiveness and learn from battle outcomes without being overwhelmed by real-time control demands. This approach enables strategic learning while maintaining the excitement of military operations. -371. AI feedback: AI provides competence/mediocrity feedback - Context: AI systems provide explicit feedback about their performance and decision-making quality, helping players understand what works well and what could be improved while building trust through transparency about AI capabilities and limitations. Honest AI feedback enables learning and improvement while preventing frustration with opaque AI decision-making. This transparency helps players make informed decisions about when to rely on AI and when to intervene personally. -372. Scale: Combat spanning multiple 64×64 tile chunks - Context: Battles naturally span multiple map chunks creating large-scale operations that involve significant geographic areas, complex terrain interactions, and realistic military distances that affect tactics, logistics, and strategic planning. Multi-chunk combat creates authentic military scale while maintaining detailed tactical resolution within the chunk-based map system. This scale enables realistic military operations while maintaining computational feasibility and clear territorial control. -373. Unit count: ~500 active units simultaneously - Context: Combat systems can handle approximately 500 active units in simultaneous combat operations, enabling large-scale military engagements while maintaining real-time performance and detailed tactical resolution for authentic military simulation. This scale enables realistic military formations and combined arms operations while maintaining computational feasibility for complex tactical interactions. The unit count supports authentic military operations without overwhelming system performance. -374. Persistent frontlines: Battle lines persist across sessions - Context: Military frontlines persist between game sessions, maintaining continuity of military operations and territorial control that creates lasting consequences for military actions and strategic decisions. Persistent frontlines ensure that military campaigns develop over time with lasting territorial and strategic consequences. This persistence creates meaningful military progression that rewards sustained strategic planning and military investment. -375. Dynamic fronts: Frontlines shift based on combat results - Context: Battle outcomes dynamically alter frontline positions, territorial control, and strategic situation based on tactical results and operational success, creating realistic military progression where success expands control while failure contracts it. Dynamic frontlines ensure that combat results have meaningful strategic consequences that affect future operations and territorial position. This system creates realistic military campaign progression where tactical success enables strategic advancement. -376. Local supply: Trucks, local depots, 3km radius - Context: Combat units receive supplies from local depots within a 3-kilometer radius through supply truck operations that provide ammunition, fuel, and maintenance support for sustained combat operations. Local supply systems create realistic logistics constraints that affect combat endurance and operational tempo while maintaining tactical authenticity. This supply model ensures that logistics have real tactical consequences without overwhelming players with detailed supply micromanagement. -377. Embedded stocks: Ammunition/fuel in vehicles and tactical depots - Context: Combat vehicles and tactical depots maintain detailed ammunition and fuel inventories that are consumed during operations and must be replenished through supply operations, creating realistic logistics constraints on sustained combat operations. Embedded stock tracking ensures that prolonged combat has realistic supply consequences while maintaining detailed resource management for authentic military simulation. This system creates meaningful supply planning without overwhelming tactical complexity. -378. Autonomous resupply: Short-distance logistics management - Context: Tactical-level resupply operations are managed autonomously by AI systems that coordinate supply trucks, prioritize urgent needs, and maintain combat effectiveness without requiring detailed player management of tactical logistics. Autonomous resupply ensures that tactical operations continue smoothly while maintaining realistic supply constraints and logistics challenges. This automation handles routine supply operations while allowing players to focus on strategic and operational decisions. -379. Trigger zones: Automatic defense zone setup - Context: Units can be assigned to defend specific geographical areas through trigger zones that automatically engage threats entering designated territories, enabling effective area defense without requiring constant player attention to defensive operations. Trigger zones create realistic defensive postures while reducing micromanagement burden for defensive operations. This system enables effective territorial defense while maintaining focus on strategic decision-making rather than tactical monitoring. -380. Strategic control: Player provides strategic guidance - Context: Players focus on providing strategic guidance including objectives, priorities, resource allocation, and operational goals while leaving tactical execution to competent AI systems that implement strategic direction through detailed tactical actions. Strategic control enables meaningful player influence over military operations while avoiding overwhelming tactical micromanagement. This approach ensures that players make important decisions while maintaining authentic tactical complexity. -381. Tactical automation: AI handles tactical decisions - Context: AI systems manage detailed tactical decisions including unit positioning, engagement priorities, movement coordination, and immediate tactical responses while following strategic guidance and operational objectives provided by players. Tactical automation enables complex realistic combat while keeping player focus on strategic decision-making and doctrine development. This division ensures authentic military simulation while maintaining engaging strategic gameplay. -382. Order persistence: Units continue with last orders if communication lost - Context: Military units continue executing their most recent orders when communication with higher command is disrupted, creating realistic military behavior where units maintain mission focus despite communication failures. Order persistence ensures that temporary communication disruptions don't paralyze military operations while creating authentic command and control challenges. This system maintains operational continuity while reflecting realistic military command limitations. -383. Real-time resolution: Fast-paced tactical combat - Context: Combat resolves in real-time with fast-paced tactical interactions that create exciting engagement while maintaining strategic pacing that allows for contemplation and learning from tactical outcomes. Real-time resolution ensures engaging combat while maintaining strategic focus through auto-battler mechanics that handle tactical complexity. This approach provides combat excitement while supporting strategic learning and doctrine development. - -384. Technology trees: Structured progression paths - Context: Technology development follows structured progression paths with clear prerequisites and advancement sequences that provide predictable technological development while requiring strategic choices about research priorities and resource allocation. Technology trees create clear advancement pathways that reward strategic planning and long-term investment in research and development. This structured approach enables meaningful technological progression while maintaining strategic choice in development priorities. -385. Prerequisites: Gated advancement requiring prior research - Context: Advanced technologies require completion of prerequisite research, creating realistic technological progression where complex capabilities build on fundamental knowledge and preventing unrealistic technological leaps. Prerequisites ensure that technological advancement follows logical progression while creating strategic choices about research priorities and development paths. This gating mechanism maintains technological realism while creating meaningful research planning decisions. -386. Resource investment: Research requires time and resources - Context: Technology research consumes significant time and resources that must be allocated strategically, creating trade-offs between immediate operational needs and long-term technological advancement that require careful strategic planning. Resource investment ensures that technological progress requires meaningful commitment while creating strategic tension between current needs and future capabilities. This investment requirement makes research decisions strategically significant and competitive. -387. Predictable progression: Known advancement paths - Context: Technology trees provide known advancement paths that enable strategic planning and long-term research investment strategies while maintaining uncertainty about timing and competitive advantage from technological development. Predictable progression enables strategic research planning while maintaining competitive uncertainty about technological development racing. This balance provides planning tools while preserving competitive dynamics in research and development. -388. Scrap analysis: Combat wreckage provides insights - Context: Analysis of battlefield wreckage and captured equipment provides technological insights and research directions that can lead to breakthrough discoveries, creating intelligence value for battlefield recovery and reverse engineering operations. Scrap analysis creates additional value for battlefield success while providing alternative research pathways that don't rely purely on systematic research progression. This mechanism rewards military success with technological opportunities while maintaining research diversity. -389. Unpredictable discovery: Breakthrough timing uncertain - Context: Breakthrough discoveries occur with unpredictable timing that cannot be planned precisely, creating technological surprises that can disrupt established strategic balance and create new opportunities or threats. Unpredictable timing ensures that breakthrough technologies create genuine strategic surprises while preventing players from timing breakthrough development precisely. This uncertainty maintains strategic tension and prevents technological development from becoming too predictable. -390. Reverse engineering: Captured technology integration - Context: Captured enemy equipment can be reverse engineered to discover new technologies and design approaches that may provide access to capabilities outside normal research progression, creating intelligence and strategic value for successful military operations. Reverse engineering provides alternative technological advancement paths that reward military success and intelligence gathering while creating technological cross-pollination between competing factions. This mechanism creates technological benefits for successful military and intelligence operations. -391. Multiple sources: Various breakthrough trigger mechanisms - Context: Breakthrough discoveries can be triggered through multiple mechanisms including systematic research, battlefield analysis, captured technology, and random scientific discovery, ensuring that technological advancement has multiple pathways and sources. Multiple sources prevent technological development from becoming too predictable while rewarding various strategic approaches including research investment, military success, and intelligence operations. This diversity ensures that breakthrough technologies can emerge from various strategic activities. -392. Event-driven: Breakthroughs triggered by game events - Context: Significant game events including major battles, economic crises, and political changes can trigger breakthrough discoveries as crisis situations drive innovation and technological development under pressure. Event-driven breakthroughs ensure that technological development responds to changing game conditions while creating unexpected technological opportunities during significant game developments. This mechanism creates dynamic technological evolution that reflects changing strategic circumstances. -393. Scrap data analysis: War Engine provides material for analysis - Context: The Combat Engine provides detailed data about destroyed equipment, weapon effectiveness, and battlefield performance that can be analyzed to discover new technologies and improve existing designs. Combat data analysis creates research value for battlefield engagement while providing feedback loops that enable technological improvement based on actual combat performance. This mechanism ensures that military experience contributes to technological advancement and design improvement. -394. Technology domains: Breakthroughs in specific tech areas - Context: Breakthrough discoveries occur within specific technological domains such as materials science, electronics, or propulsion, creating focused technological advancement that affects related technologies and applications. Domain-specific breakthroughs ensure that technological progress affects related technologies while maintaining clear technological progression within coherent research areas. This organization enables targeted research investment while creating technological synergies within domains. -395. Failure possibility: Not all analysis attempts succeed - Context: Analysis of scrap and captured technology does not guarantee successful reverse engineering or breakthrough discovery, creating uncertainty and resource risk in research activities while preventing guaranteed technological advancement. Failure possibility ensures that research investment involves genuine risk while preventing captured technology from becoming a guaranteed source of technological advancement. This uncertainty maintains research challenge while rewarding persistent investigation efforts. -396. Designer Engine: Breakthrough technologies enable new components - Context: Technological breakthroughs automatically enable new components and design capabilities in the Designer Engine, providing immediate practical applications for research discoveries while expanding design possibilities and competitive options. Breakthrough integration ensures that research discoveries have immediate practical value while expanding strategic options and competitive capabilities. This connection between research and design ensures that technological advancement creates tangible gameplay benefits. -397. Economy Engine: New production methods affect costs - Context: Breakthrough technologies in production methods can significantly alter manufacturing costs and efficiency, creating economic advantages for early adopters while disrupting established competitive relationships and market dynamics. Production breakthroughs ensure that technological advancement affects economic competition while creating opportunities for competitive advantage through efficient manufacturing. This economic integration ensures that technological progress has comprehensive gameplay effects. -398. All Engines: Breakthrough effects propagate system-wide - Context: Breakthrough discoveries affect multiple game engines simultaneously, ensuring that technological advancement has comprehensive effects across military, economic, industrial, and strategic systems rather than being isolated to specific gameplay areas. System-wide propagation ensures that breakthrough technologies have realistic broad impact while creating complex strategic consequences that affect multiple aspects of gameplay. This comprehensive integration maintains technological realism while creating rich strategic implications. - -399. AI Companies (1000) frequency: 1 point every 10min - Context: Each of the 1000 AI companies generates one data point every 10 minutes for metrics collection, creating a comprehensive but manageable data collection rate that provides detailed economic and industrial analytics without overwhelming system performance. This frequency provides sufficient granularity for economic analysis while maintaining computational feasibility for large-scale simulation. The data collection enables sophisticated economic modeling and competitive intelligence while maintaining system performance. -400. AI Companies (1000) resources: 10 products tracked per company - Context: The metrics system tracks 10 different product categories for each AI company, providing detailed visibility into company production capabilities, market focus, and competitive positioning while maintaining manageable data complexity. This tracking granularity enables sophisticated competitive analysis and market intelligence while preventing data overload. The product tracking provides strategic intelligence about competitor capabilities and market dynamics without overwhelming analytical complexity. -401. AI Companies (1000) volume: 1000 × 10 × (400h × 6 points/h) × 8 bytes = 192MB per game - Context: The total data storage for tracking all AI company metrics across a 400-hour game session amounts to 192MB, representing a manageable data volume that enables comprehensive economic analysis without excessive storage requirements. This calculation demonstrates the system's scalability and feasibility for long-term games while maintaining detailed economic tracking. The data volume is reasonable for modern systems while providing rich analytics for strategic decision-making and competitive intelligence. -402. States (50) frequency: 1 point every 10min - Context: Each of the 50 nation-states generates one data point every 10 minutes for comprehensive national economic and military tracking, providing strategic-level analytics about national capabilities, economic health, and military activities. This frequency captures national-level changes while maintaining computational feasibility for strategic analysis and intelligence assessment. The state-level data collection enables geopolitical analysis and strategic planning while maintaining reasonable system performance. -403. States (50) resources: 3000 resources per state - Context: The metrics system tracks 3000 different resource categories for each nation-state, providing comprehensive visibility into national economic capacity, resource flows, strategic reserves, and economic vulnerabilities that affect geopolitical decision-making. This detailed tracking enables sophisticated strategic analysis and intelligence assessment while supporting realistic economic modeling of national capabilities. The comprehensive resource tracking provides the foundation for realistic geopolitical and economic simulation. -404. States (50) volume: 50 × 3000 × (400h × 6 points/h) × 8 bytes = 2.9GB per game - Context: The total data storage for tracking all nation-state metrics across a 400-hour game session amounts to 2.9GB, representing the largest data component that enables comprehensive geopolitical and economic analysis while remaining manageable for modern systems. This substantial data volume reflects the complexity of national economic modeling while demonstrating the system's commitment to realistic strategic simulation. The data investment enables sophisticated strategic gameplay while maintaining technical feasibility. -405. Players solo/shared company: 1 point every 30sec = 120 points/h - Context: Player companies in solo mode or shared company scenarios generate detailed metrics every 30 seconds, providing high-resolution tracking of player industrial and economic performance for immediate feedback and optimization guidance. This high-frequency data collection enables responsive gameplay feedback while supporting detailed performance analysis and competitive intelligence. The frequent data collection ensures that players receive timely feedback about their strategic and tactical decisions. -406. Players adaptive multiplayer: Frequency reduced by number of companies - Context: In multiplayer scenarios, data collection frequency automatically adapts based on the number of active player companies to maintain total system performance while providing adequate tracking for competitive analysis and gameplay feedback. This adaptive approach ensures that multiplayer scenarios remain technically feasible while maintaining sufficient data granularity for strategic decision-making. The frequency adaptation balances performance with analytical capability as player count increases. -407. 1 company: 2 points/min (120 points/h) - Context: Single-company scenarios maintain maximum data collection frequency of 2 points per minute, providing detailed performance tracking and immediate feedback for optimization and strategic planning in smaller-scale competitive scenarios. This high-frequency collection enables responsive gameplay and detailed performance analysis when system resources are not constrained by multiple players. Maximum frequency ensures optimal player experience in low-complexity scenarios. -408. 5 companies: 0.4 points/min (24 points/h) - Context: Five-company multiplayer scenarios reduce data collection frequency to 0.4 points per minute per company, balancing system performance with adequate tracking granularity for competitive analysis and strategic planning in medium-scale multiplayer environments. This frequency provides sufficient data for strategic decision-making while maintaining system performance in moderately complex multiplayer scenarios. The reduced frequency maintains gameplay quality while accommodating increased computational complexity. -409. 10+ companies: 0.25 points/min minimum (15 points/h) - Context: Large multiplayer scenarios with 10 or more companies maintain a minimum data collection frequency of 0.25 points per minute per company, ensuring adequate strategic intelligence while preventing system performance degradation in complex multiplayer environments. This minimum frequency ensures that strategic gameplay remains viable even in the most complex multiplayer scenarios while maintaining technical feasibility. The minimum threshold balances competitive intelligence needs with system performance requirements. -410. Players resources: 40 products tracked - Context: Player companies have 40 different product categories tracked in their metrics, providing detailed visibility into production capabilities, market focus, and competitive positioning while maintaining manageable analytical complexity for strategic decision-making. This tracking granularity enables sophisticated business analysis and competitive intelligence while avoiding information overload that could overwhelm strategic planning. The product tracking provides comprehensive business intelligence while maintaining strategic clarity. -411. Players variable volume: 1 × 40 × (400h × points/h) × 8 bytes = 15MB to 3MB depending on config - Context: Player company data storage ranges from 3MB to 15MB per 400-hour game depending on multiplayer configuration, with solo players generating maximum data while large multiplayer scenarios generate reduced per-player data volumes. This variable storage approach ensures that data collection scales appropriately with multiplayer complexity while maintaining adequate strategic intelligence. The storage scaling enables both detailed solo analysis and feasible large multiplayer scenarios. -412. Total per game: ~3.1GB constant (data sharing + adaptive scaling) - Context: The complete game metrics system maintains approximately 3.1GB total data storage per 400-hour game regardless of player count through intelligent data sharing and adaptive frequency scaling that optimizes storage while maintaining analytical capability. This constant total volume demonstrates the system's scalability and efficiency in handling both solo and large multiplayer scenarios while maintaining comprehensive strategic intelligence. The constant volume enables predictable storage requirements while supporting varied gameplay scenarios. -413. Same company players: Shared dataset (no duplication) - Context: Players who share control of the same company use a single shared dataset rather than duplicating metrics for each player, reducing storage requirements while enabling collaborative analysis and decision-making within shared corporate entities. This data sharing approach enables efficient cooperative gameplay while maintaining complete strategic intelligence for shared decision-making. Shared datasets enable collaborative strategic planning while optimizing system resource usage. -414. Free-for-all: Reduced granularity maintains stable total volume - Context: Large free-for-all multiplayer scenarios automatically reduce data collection granularity to maintain stable total system data volume while ensuring that all players receive adequate strategic intelligence for competitive decision-making. This granularity reduction enables large-scale multiplayer competition while maintaining system performance and strategic gameplay quality. The stable volume approach ensures that multiplayer scalability doesn't compromise either performance or strategic depth. -415. Production rates: Manufacturing output per time period - Context: Production rate metrics track manufacturing output over various time periods, enabling analysis of industrial efficiency, capacity utilization, and production trends that inform strategic planning and competitive analysis. These metrics provide essential feedback for optimizing industrial operations while enabling competitive intelligence about rival production capabilities. Production rate tracking enables data-driven optimization of industrial systems and strategic planning. -416. Resource consumption: Raw material usage patterns - Context: Resource consumption metrics track raw material usage patterns that reveal industrial efficiency, supply chain optimization opportunities, and resource security vulnerabilities that affect strategic planning and competitive positioning. These metrics enable identification of optimization opportunities while providing intelligence about competitor resource requirements and vulnerabilities. Consumption tracking supports both operational optimization and strategic intelligence gathering. -417. Economic efficiency: Cost/benefit analysis metrics - Context: Economic efficiency metrics provide cost/benefit analysis across all company operations, enabling identification of profitable activities, cost optimization opportunities, and competitive positioning relative to market conditions and rival companies. These metrics support strategic business decisions while providing competitive intelligence about market dynamics and competitor performance. Efficiency tracking enables data-driven business optimization and strategic competitive analysis. -418. Market performance: Trading success and market share - Context: Market performance metrics track trading success, market share evolution, and competitive positioning across different market segments, enabling strategic analysis of business performance and market opportunities. These metrics provide essential feedback for market strategy development while enabling competitive intelligence about market dynamics and competitor performance. Market tracking supports strategic business development and competitive positioning decisions. -419. Combat effectiveness: Battle success rates and performance - Context: Combat effectiveness metrics track battle success rates, tactical performance, and military capability development that inform doctrine refinement, equipment optimization, and strategic military planning decisions. These metrics enable learning from military experience while providing intelligence about competitor military capabilities and tactical effectiveness. Combat tracking supports military doctrine development and strategic military planning through data-driven analysis. -420. Unit losses: Casualty tracking and replacement rates - Context: Unit loss metrics track casualty rates, equipment losses, and replacement requirements that inform military planning, logistics requirements, and cost analysis for sustained military operations. These metrics enable realistic military planning while providing intelligence about competitor military sustainability and operational costs. Loss tracking supports strategic military planning and logistical preparation for sustained operations. -421. Strategic success: Objective completion metrics - Context: Strategic success metrics track objective completion rates, mission effectiveness, and long-term strategic goal achievement that inform strategic planning and doctrine development decisions. These metrics enable evaluation of strategic effectiveness while providing intelligence about competitor strategic capabilities and success patterns. Strategic tracking supports high-level planning and strategic doctrine refinement through outcome analysis. -422. Doctrine effectiveness: Military doctrine performance analysis - Context: Doctrine effectiveness metrics analyze military doctrine performance across various scenarios, enabling refinement of tactical approaches, strategic planning, and military capability development based on empirical performance data. These metrics support evidence-based doctrine development while providing intelligence about competitor doctrine effectiveness and military philosophy. Doctrine tracking enables continuous improvement of military approaches through data-driven analysis. -423. Research progress: Technology advancement tracking - Context: Research progress metrics track technology advancement rates, research efficiency, and innovation success that inform research strategy, resource allocation, and competitive technology positioning decisions. These metrics enable optimization of research investment while providing intelligence about competitor research capabilities and technological development trajectories. Research tracking supports strategic technology planning and competitive positioning in innovation. -424. Breakthrough frequency: Innovation rate measurements - Context: Breakthrough frequency metrics measure innovation rates and technological discovery patterns that inform research strategy and enable prediction of technological development trajectories for strategic planning purposes. These metrics support research planning while providing intelligence about competitor innovation capabilities and technological advancement patterns. Innovation tracking enables strategic positioning for technological competition and breakthrough discovery. -425. Technology adoption: New tech integration success - Context: Technology adoption metrics track success rates for integrating new technologies into production systems, military operations, and business processes, enabling optimization of technology transition strategies and competitive advantage through superior adoption. These metrics support technology strategy while providing intelligence about competitor adaptation capabilities and technological integration effectiveness. Adoption tracking enables competitive advantage through superior technology integration strategies. -426. Design evolution: Vehicle design improvement metrics - Context: Design evolution metrics track vehicle design improvement rates, innovation patterns, and design effectiveness that inform design strategy, research priorities, and competitive positioning in military technology development. These metrics enable optimization of design development while providing intelligence about competitor design capabilities and technological advancement patterns. Design tracking supports strategic product development and technological competitive positioning through data-driven design strategy. - -427. Daily pools: Companies (1000 base) and states (variable by size) - Context: Administration point systems refresh daily with companies receiving standardized 1000-point pools while states receive variable point allocations based on their size, population, and governmental efficiency, creating realistic limitations on organizational action capacity. This daily refresh system creates strategic resource management where entities must prioritize their most important actions within available administrative capacity. The variable state pools reflect realistic differences in governmental capacity and organizational effectiveness. -428. Action costs: Research, commerce, diplomacy, production, military - Context: All major organizational actions consume administration points including research projects, commercial negotiations, diplomatic initiatives, production scaling, and military operations, forcing strategic prioritization and realistic organizational constraints. These costs reflect the reality that organizations have limited capacity to undertake multiple major initiatives simultaneously. Action costs create meaningful trade-offs between different strategic priorities and prevent unrealistic rapid-fire decision-making. -429. Exhaustion blocking: Actions blocked if admin exhausted (no queue, immediate refusal) - Context: When entities exhaust their administration points, further actions are immediately refused rather than queued, forcing careful resource management and creating realistic constraints on organizational responsiveness and capacity. This hard blocking prevents entities from overcommitting and creates authentic limitations on organizational capability. The immediate refusal system ensures that administrative capacity remains a meaningful strategic constraint throughout gameplay. -430. Modifiers: Via company features and context (war, recession) - Context: Administration point costs and availability are modified by company features (Quality companies spend more points but achieve better results) and contextual factors (wartime increases military costs while reducing diplomatic options). These modifiers create dynamic adaptation to changing circumstances while reflecting how organizational capabilities and constraints change with conditions. Contextual modification ensures that administration systems respond realistically to changing strategic environments. -431. Batch processing: Light calculations, low rhythm adapted to macro gameplay - Context: Administration point systems use batch processing with lighter calculations and slower update rhythms appropriate for strategic-level decision-making rather than real-time tactical management, optimizing performance while maintaining strategic authenticity. This processing approach matches the deliberate pace of strategic decision-making while ensuring system efficiency. Batch processing enables complex strategic simulation while maintaining computational feasibility for large-scale gameplay. -432. Resource limitation: Administration points limit action frequency - Context: Administration points serve as a fundamental resource limitation that prevents entities from taking unlimited actions simultaneously, creating realistic constraints on organizational capability and forcing strategic prioritization of most important activities. This limitation reflects authentic organizational constraints while creating meaningful strategic trade-offs. Resource limitation ensures that strategic success requires careful planning and prioritization rather than unlimited action capacity. -433. Strategic pacing: Prevents rapid micro-management - Context: Administration point limitations naturally enforce strategic pacing that prevents rapid micromanagement and encourages deliberate strategic decision-making appropriate for high-level organizational leadership and strategic planning. This pacing ensures that gameplay focuses on strategic thinking rather than rapid clicking or micro-management efficiency. Strategic pacing creates authentic leadership simulation while maintaining engaging decision-making without overwhelming tactical complexity. -434. Realistic delays: Models real-world bureaucratic constraints - Context: Administration point systems model realistic bureaucratic and organizational constraints that create authentic delays and limitations on organizational responsiveness, reflecting how real organizations must manage limited capacity and competing priorities. These constraints create realistic strategic environments while preventing unrealistic rapid organizational adaptation. Realistic delays ensure that strategic planning must account for authentic organizational limitations and response times. -435. Company scaling: Larger companies have different admin capacities - Context: Company administration point capacity scales with company size and success, with larger, more successful companies having greater organizational capacity to undertake multiple simultaneous initiatives while maintaining proportional cost increases. This scaling reflects realistic organizational development while creating progression incentives for business growth. Company scaling ensures that business success translates into enhanced strategic capability while maintaining proportional constraints and trade-offs. - -436. Base unit: 1m×1m tiles for maximum precision - Context: The fundamental map unit of 1-meter square tiles provides maximum precision for tactical combat, detailed construction, and precise positioning while maintaining computational feasibility for large-scale operations and realistic military simulation. This precision enables authentic tactical simulation while supporting detailed factory construction and military positioning. The 1-meter resolution balances tactical authenticity with computational performance for comprehensive military and industrial simulation. -437. Chunk organization: 64×64 tile chunks for memory management - Context: Map organization into 64×64 tile chunks provides efficient memory management and streaming capability while maintaining tactical detail and enabling large-scale operations without overwhelming system resources. This chunk system enables scalable world size while maintaining detailed tactical resolution where needed. Chunk organization balances memory efficiency with tactical detail for comprehensive strategic and tactical gameplay across large geographic areas. -438. Streaming system: On-demand chunk loading/unloading - Context: The map streaming system dynamically loads and unloads chunks based on activity and proximity, enabling large game worlds without prohibitive memory requirements while maintaining detailed tactical resolution where needed. Streaming enables continental-scale strategic gameplay while preserving tactical detail in active areas. The streaming system scales gameplay from local tactical operations to global strategic campaigns without compromising detail or performance. -439. Persistence: Modified chunks saved to disk - Context: All terrain modifications, construction, and damage are permanently saved to disk, ensuring that player and AI actions have lasting consequences on the game world that persist across sessions and affect future operations. Persistence creates a living world that reflects the cumulative impact of all military and industrial activities over time. Permanent modifications ensure that strategic investments and military actions have lasting significance and consequences. -440. Chunk-based: Memory organized around 64×64 chunks - Context: Memory management is organized around the 64×64 chunk system, optimizing performance and enabling efficient streaming while maintaining detailed tactical capability and supporting large-scale strategic operations. Chunk-based organization enables efficient resource allocation while maintaining tactical detail and strategic scope. This organization supports scalable gameplay from detailed tactical operations to continental strategic campaigns through efficient memory management. -441. Automatic cleanup: Unused chunks automatically unloaded - Context: The system automatically identifies and unloads chunks that are no longer needed based on activity patterns, preventing memory consumption from growing unbounded while maintaining performance as the explored world expands. Automatic cleanup ensures consistent performance regardless of exploration scope while maintaining immediate availability of active areas. This management enables unlimited exploration while maintaining system performance through intelligent resource management. -442. Streaming optimization: Predictive loading of nearby chunks - Context: The streaming system predictively loads nearby chunks based on movement patterns and activity trends, preventing loading delays and ensuring smooth gameplay as players and AI entities move through the world. Predictive loading provides seamless gameplay experience while optimizing system resources for anticipated needs. Streaming optimization enables smooth tactical and strategic movement without loading interruptions or performance degradation. -443. Memory limits: System designed for large-scale operations - Context: Memory management is specifically designed to support large-scale military and industrial operations spanning continental areas while maintaining detailed tactical resolution and real-time performance requirements. The system scales from local tactical operations to global strategic campaigns without compromising detail or responsiveness. Memory architecture enables comprehensive military simulation across all operational scales while maintaining technical feasibility. -444. 60fps target: Maintain real-time performance - Context: The system maintains a target of 60 frames per second for real-time tactical combat and responsive interface interaction while supporting large-scale strategic simulation and detailed industrial management. This performance target ensures smooth gameplay and responsive control during tactical operations while maintaining strategic simulation complexity. The 60fps target balances tactical responsiveness with strategic depth for comprehensive gaming experience. -445. 1000+ AI companies: System scales to massive numbers - Context: The economic and competitive simulation scales to support over 1000 AI companies simultaneously while maintaining realistic market dynamics, competitive intelligence, and strategic interaction complexity. This scale enables comprehensive economic simulation that captures the complexity of global defense markets while maintaining strategic gameplay significance. Large-scale company simulation creates realistic competitive environments with diverse strategic challenges and opportunities. -446. Large-scale battles: 500+ units in combat simultaneously - Context: Combat systems support simultaneous tactical simulation of over 500 active military units while maintaining real-time performance, detailed tactical resolution, and authentic military realism for comprehensive combined arms operations. This scale enables realistic military engagements while maintaining tactical detail and strategic significance. Large-scale combat simulation provides authentic military experience while supporting diverse tactical approaches and combined arms operations. -447. Real-time economy: Dynamic pricing with minimal latency - Context: Economic systems provide real-time price updates and market responses with minimal latency, enabling responsive strategic decision-making while maintaining realistic market dynamics and competitive intelligence for strategic planning. Real-time economics create dynamic strategic environments that reward rapid adaptation and strategic insight. Responsive economic systems enable meaningful market interaction while maintaining strategic complexity and competitive depth. - -448. Ukraine inspiration: Game pays homage to Ukrainian situation - Context: The game respectfully draws inspiration from the Ukrainian conflict situation, incorporating realistic modern military technology, geopolitical dynamics, and economic warfare patterns while honoring the real-world significance of ongoing events. This inspiration provides authentic context while creating meaningful gameplay that reflects contemporary military and economic realities. Ukrainian inspiration ensures relevance and authenticity while maintaining appropriate respect for real-world events and their significance. -449. Modern conflict: Contemporary military technology and doctrine - Context: The game focuses on contemporary military technology including modern weapons systems, electronic warfare, precision munitions, and current military doctrine that reflects recent developments in military science and technology. Modern conflict emphasis ensures relevance and authenticity while providing strategic gameplay based on current military capabilities and limitations. Contemporary focus creates realistic strategic challenges based on actual military technology and doctrine evolution. -450. Realistic geopolitics: Based on real-world military and economic patterns - Context: Geopolitical systems model realistic international relations, economic interdependence, alliance structures, and conflict patterns based on actual global political and economic dynamics rather than fictional abstractions. Realistic geopolitics create authentic strategic environments that reflect actual international relations complexity and constraints. Real-world patterns ensure that strategic gameplay reflects genuine geopolitical challenges and opportunities while maintaining strategic depth and authenticity. -451. Company dynamics: Multinational defense contractors and state actors - Context: The competitive environment includes both multinational defense contractors like Lockheed Martin and Thales alongside state actors, creating complex competitive dynamics that reflect the actual structure of global defense markets and military industrial complexes. This diversity creates realistic competitive challenges while reflecting the actual complexity of defense market competition. Mixed actor competition provides authentic strategic environments with diverse competitive approaches and capabilities. -452. Equipment progression: Realistic technology evolution (T-72 → T-80 → T-90) - Context: Military equipment evolution follows realistic technological progression patterns exemplified by Soviet tank development from T-72 through T-80 to T-90, where each generation builds incrementally on proven predecessors rather than making revolutionary leaps. This progression creates authentic technological development while providing predictable but varied advancement paths. Realistic evolution ensures that military technology development reflects actual defense industry patterns and constraints. -453. Doctrine evolution: Military thinking adaptation over time - Context: Military doctrine evolves gradually through battlefield experience, technological advancement, and strategic learning rather than sudden paradigm shifts, reflecting how real military organizations adapt their thinking over time. Doctrinal evolution creates authentic military development while providing strategic progression that reflects learning and adaptation. Gradual evolution ensures that military doctrine changes realistically while creating opportunities for strategic advantage through superior adaptation. -454. Economic realism: Market dynamics based on real defense industry - Context: Economic systems model realistic defense industry market dynamics including government procurement processes, international arms sales, technology transfer restrictions, and competitive bidding processes that reflect actual defense market operations. Economic realism creates authentic business environments while providing strategic challenges based on actual market constraints and opportunities. Realistic markets ensure that economic strategy reflects genuine defense industry dynamics and competitive patterns. -455. Cultural influences: National characteristics affect development - Context: National cultural characteristics significantly influence technological development, military doctrine, and industrial approaches, creating distinctive national patterns in military and economic development that reflect real-world cultural differences. Cultural influences create diverse strategic environments while reflecting authentic national approaches to military and industrial development. National characteristics ensure that different factions maintain distinctive approaches and capabilities based on cultural military traditions. - -456. RimWorld-inspired expansions: Additional complexity layers - Context: Future expansion possibilities draw inspiration from RimWorld's approach to adding complexity layers through modular expansion systems that introduce new mechanics, scenarios, and strategic challenges while maintaining core gameplay accessibility. RimWorld-inspired development enables gradual complexity increases while maintaining game accessibility and core appeal. Expansion approach provides long-term development pathways while preserving fundamental game design principles and player accessibility. -457. New theaters: Different geographical and conflict scenarios - Context: Expansion possibilities include new geographical theaters with different terrain challenges, climate conditions, and strategic considerations that create varied tactical and strategic environments for diverse military and industrial challenges. New theaters provide strategic variety while testing different military and industrial approaches under varied conditions. Geographic expansion creates diverse strategic challenges while maintaining core gameplay mechanics and strategic principles. -458. Advanced systems: More sophisticated simulation elements - Context: Future development may include more sophisticated simulation elements such as advanced logistics modeling, detailed political simulation, enhanced economic complexity, and expanded technological systems for players seeking greater depth. Advanced systems provide optional complexity increases for engaged players while maintaining accessibility for broader audiences. Sophisticated elements enable deeper engagement while preserving core gameplay accessibility and appeal. -459. Extended timeline: Earlier and later historical periods - Context: Timeline expansion possibilities include earlier historical periods (Cold War, post-WWII) and future scenarios (near-future military technology) that provide different technological contexts and strategic challenges while maintaining core gameplay mechanics. Extended timelines provide historical and speculative contexts while testing strategic principles across different technological periods. Timeline expansion creates varied strategic environments while maintaining core game design and mechanical foundations. -460. Enhanced AI: More sophisticated artificial intelligence - Context: AI enhancement possibilities include more sophisticated decision-making algorithms, improved strategic planning, enhanced learning capabilities, and more realistic military and economic behavior that increases competitive challenge and authenticity. Enhanced AI provides greater strategic challenge while improving simulation authenticity and competitive depth. AI improvements create more engaging competitive environments while maintaining game balance and player agency. -461. Expanded manufacturing: Additional production complexity - Context: Manufacturing expansion could include more detailed production processes, quality control systems, supply chain complexity, and industrial specialization that provide additional optimization challenges for players interested in industrial depth. Expanded manufacturing provides optional complexity for industrial optimization enthusiasts while maintaining accessibility for strategic-focused players. Production complexity creates additional optimization opportunities while preserving core accessibility and strategic focus. -462. Political systems: Deeper diplomatic and political mechanics - Context: Political expansion possibilities include more sophisticated diplomatic systems, detailed alliance management, political influence mechanics, and governance simulation that provide strategic depth for players interested in political and diplomatic gameplay. Political systems create strategic variety while adding diplomatic and political dimensions to military and economic competition. Enhanced politics provide strategic alternatives while maintaining core military and industrial gameplay foundations. -463. Economic expansion: More detailed economic simulation - Context: Economic expansion could include more sophisticated market modeling, financial systems, investment mechanics, and economic policy simulation that provide additional strategic depth for players interested in economic strategic gameplay. Economic expansion provides enhanced strategic options while maintaining accessibility for military and industrial focused players. Detailed economics create additional strategic dimensions while preserving core game accessibility and appeal. - -464. Most initial design contradictions (P1-P30) were resolved through clarification - Context: The initial 30 identified design contradictions were largely resolved through detailed clarification of system interactions, scope definitions, and implementation approaches rather than fundamental design changes, demonstrating the underlying coherence of the design vision. Resolution through clarification indicates that apparent contradictions were largely misunderstandings rather than fundamental design flaws. Successful resolution validates the overall design approach while highlighting the importance of detailed system specification. -465. Architecture scaling: Proper resource management enables large-scale operations - Context: The modular engine architecture successfully scales to support large-scale operations through intelligent resource management, distributed processing, and optimized communication patterns that maintain performance while enabling comprehensive simulation scope. Architectural scaling demonstrates technical feasibility while enabling ambitious simulation goals. Proper scaling ensures that technical architecture supports gameplay ambitions while maintaining development and operational feasibility. -466. Interface complexity: Standard for genre (comparable to Factorio, Tarkov inventory) - Context: Interface complexity levels are comparable to established games like Factorio's factory management and Escape from Tarkov's inventory systems, indicating that the complexity is within acceptable bounds for the target audience and gaming conventions. Complexity comparison validates design decisions while ensuring that interface demands are realistic for the target player base. Standard complexity ensures accessibility while maintaining sufficient depth for strategic gameplay. -467. Performance targets: Achievable with proper optimization - Context: Performance targets including 60fps operation, 1000+ AI companies, and 500+ unit combat are technically achievable with proper optimization techniques and efficient system architecture, validating the technical feasibility of design ambitions. Achievable targets ensure that gameplay ambitions are technically realistic while providing clear optimization goals. Realistic performance targets enable ambitious gameplay while maintaining technical feasibility and development practicality. -468. Remaining issues: Only P7 (engine responsibilities) requires further analysis - Context: After resolving most design contradictions, only the issue of precise engine responsibility boundaries requires additional analysis and clarification, indicating that the overall design is technically sound and implementable. Limited remaining issues demonstrate design maturity while identifying specific areas requiring additional development attention. Focused remaining work enables efficient development prioritization and resource allocation. -469. Technical feasibility: All major systems technically viable - Context: Comprehensive analysis confirms that all major game systems including the modular engine architecture, large-scale simulation, and complex gameplay mechanics are technically viable with current technology and development practices. Technical viability validates design ambitions while ensuring that development goals are realistic and achievable. Feasibility confirmation enables confident development planning and resource allocation for implementation. -470. Performance validation: Target metrics achievable - Context: Detailed performance analysis confirms that target metrics including real-time operation, large-scale simulation, and responsive gameplay are achievable through proper system design and optimization techniques. Performance validation ensures that gameplay ambitions are technically realistic while providing clear development targets. Achievable metrics enable confident technical planning while ensuring that player experience goals are realistic and attainable. -471. Gameplay coherence: All systems work together cohesively - Context: System analysis confirms that all gameplay elements including industrial management, military operations, economic competition, and strategic planning work together cohesively to create integrated strategic gameplay without conflicting mechanics or contradictory objectives. Gameplay coherence ensures unified player experience while validating design integration and system interaction design. Cohesive systems create seamless strategic gameplay while maintaining complexity and depth across multiple gameplay domains. -472. Implementation roadmap: Clear path from design to implementation - Context: The design analysis provides a clear implementation roadmap with defined development phases, technical requirements, and system integration approaches that enable systematic development from concept to playable game. Clear roadmap enables efficient development planning while ensuring that implementation progress is measurable and manageable. Implementation pathway provides development guidance while maintaining design integrity and technical feasibility throughout development process. -473. AI behavior refinement: Advanced AI decision-making patterns - Context: Future development opportunities include refinement of AI behavior patterns to create more sophisticated decision-making, realistic strategic thinking, and authentic competitive behavior that enhances gameplay challenge and simulation authenticity. AI refinement provides continuous improvement opportunities while enhancing competitive depth and strategic challenge. Advanced AI behavior creates more engaging strategic opponents while maintaining game balance and player agency. -474. Balance optimization: Fine-tuning of economic and military balance - Context: Ongoing development will include continuous balance optimization to ensure that economic and military systems provide engaging strategic challenges without overwhelming advantages or systematic exploitation opportunities. Balance optimization ensures long-term gameplay viability while maintaining strategic depth and competitive fairness. Fine-tuning creates sustainable strategic environments while preserving player agency and strategic variety. -475. User experience: Interface and accessibility improvements - Context: Continuous user experience improvement includes interface refinement, accessibility enhancement, and usability optimization that make complex strategic gameplay more accessible while maintaining depth and strategic authenticity. User experience focus ensures broad accessibility while preserving strategic complexity and gameplay depth. Interface improvements enable wider audience engagement while maintaining sophisticated strategic gameplay for dedicated players. -476. Multiplayer scaling: Large-scale multiplayer optimization - Context: Multiplayer system optimization enables large-scale competitive gameplay with multiple players while maintaining performance, strategic depth, and competitive balance across varied multiplayer scenarios and configurations. Multiplayer scaling provides scalable competitive environments while maintaining strategic gameplay quality. Large-scale optimization enables diverse multiplayer experiences while preserving core gameplay mechanics and strategic principles. -477. Content generation: Procedural content expansion systems - Context: Procedural content generation systems enable automatic creation of new scenarios, technologies, companies, and strategic challenges that maintain gameplay freshness while reducing manual content creation requirements. Content generation provides long-term gameplay variety while enabling sustainable development approaches. Procedural systems create diverse strategic environments while maintaining design coherence and strategic balance. -478. Engine responsibility boundaries: Clearer definition of engine interactions - Context: Further development requires clearer definition of precise engine responsibility boundaries to prevent overlap, ensure complete coverage, and optimize communication patterns between autonomous engines in the modular architecture. Boundary clarification enables efficient engine development while ensuring system integration and communication optimization. Clear responsibilities enable parallel development while maintaining system coherence and integration effectiveness. -479. Performance optimization: Real-world performance validation - Context: Performance optimization requires real-world testing and validation under actual gameplay conditions to ensure that theoretical performance targets are achievable in practice with realistic player loads and system stress. Real-world validation ensures that performance goals are practically achievable while identifying optimization opportunities and technical requirements. Performance testing validates technical assumptions while ensuring gameplay quality under actual operating conditions. -480. User testing: Gameplay validation with real players - Context: Comprehensive user testing with real players is essential to validate gameplay design, interface usability, strategic depth, and overall player experience to ensure that design goals translate into engaging and accessible player experiences. User validation ensures that design assumptions align with actual player experience while identifying improvement opportunities and design refinements. Player testing validates design decisions while ensuring that complex strategic gameplay remains engaging and accessible. -481. Technical implementation: Detailed technical architecture decisions - Context: Implementation requires detailed technical architecture decisions including specific technology choices, communication protocols, data structures, and optimization approaches that translate design concepts into functional technical systems. Technical implementation transforms design vision into working systems while ensuring performance, scalability, and maintainability. Detailed architecture provides development foundation while ensuring that technical decisions support design goals and gameplay requirements. - -*This document represents the complete compilation of ALL systems, mechanics, specifications, and design decisions from the entire Warfactory documentation suite. Every detail from every document has been included to provide a comprehensive reference for development and implementation.* \ No newline at end of file diff --git a/docs/README.md b/docs/README.md index f2278de..c6fb6ec 100644 --- a/docs/README.md +++ b/docs/README.md @@ -39,11 +39,8 @@ Référence technique et documentation de suivi - `questions-ouvertes.md` - Questions techniques en cours - `updates-long-terme.md` - Évolutions futures - `effets-attendus.md` - Effets émergents prédits -- `INTEGRATION-MASTER-LIST.md` - Catalogue 570 spécifications techniques - `content-integrated.md` - Suivi intégration contenu -### 🔍 Fichiers Spéciaux -- `DocToDispatch.md` - Compilation complète (1066 lignes, document de référence) ## 🎯 Points d'Entrée Recommandés @@ -55,16 +52,16 @@ Référence technique et documentation de suivi **Pour développer :** 1. `01-architecture/claude-code-integration.md` - Workflow développement IA 2. `03-implementation/testing-strategy.md` - Strategy tests -3. `04-reference/INTEGRATION-MASTER-LIST.md` - Spécifications complètes +3. `04-reference/coherence-problem.md` - Analyses techniques résolues **Pour la référence technique :** 1. `04-reference/arbre-technologique.md` - Tech tree complet 2. `04-reference/coherence-problem.md` - Analyses techniques -3. `DocToDispatch.md` - Document de référence exhaustif +3. `04-reference/effets-attendus.md` - Effets émergents prédits ## 📊 Statistiques -- **570+ spécifications techniques** cataloguées et priorisées +- **Architecture modulaire** révolutionnaire optimisée IA - **85% d'intégration** architecture modulaire complète - **Documentation ultra-dense** : 1 spécification toutes les 3.8 lignes - **Prêt pour développement** : Architecture production-ready