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# Game Systems
Core mechanics that govern how the game economy and logistics work.
## Trade & Logistics
- [Trade Routes](./trade-routes.md) - Automated ship loops between islands
- [Diplomatic Trade](./diplomatic-trade.md) - Passive buy/sell with AI via treaties
## Economy
- [Maintenance Model](./maintenance.md) - Building upkeep and workforce costs
- [Area Effects](./area-effects.md) - Proximity bonuses and penalties
- [Statistics Screen](./statistics-screen.md) - Production vs consumption diagnostics
## Infrastructure
- [Shipyard](./shipyard.md) - Ship construction system
- [Warehouse Cloud](./warehouse-cloud.md) - Shared island storage
## Key Concepts
### Maintenance
Nearly every building has ongoing gold + workforce maintenance:
- Fishing Hut: -6 gold/min, 4 Tier I workers
- Bakery: -14 gold/min, 3 Tier II workers
- Deleting buildings stops upkeep and frees workforce
### Area Effects
Buildings can give positive/negative proximity modifiers:
- Shown by green/red arrows on placement
- Spinner gives income boost near buildings
- Polluters (e.g., Charcoal Burner) decrease happiness/health

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# Area Effects
**Entity Type:** SystemEntity
## Rules
- Buildings can give positive/negative proximity modifiers
- Shown by green/red arrows on placement
## Examples
| Building | Effect |
|----------|--------|
| Spinner | Income boost near buildings |
| Charcoal Burner | Decreases happiness/health (polluter) |

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# Diplomatic Trade
**Entity Type:** SystemEntity
## Description
Passive buy/sell orders at Trading Post with AI via treaties.
## Configuration
Set fixed buy/sell orders, price, quantity.
## Usage Patterns
- Monetize surplus production
- Import hard-to-get goods

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# Maintenance Model
**Entity Type:** SystemEntity
## Rules
- Nearly every building has ongoing gold + workforce maintenance
- Deleting buildings stops upkeep and frees workforce
## Examples
| Building | Gold/min | Workforce |
|----------|----------|-----------|
| Fishing Hut | -6 | 4 Tier I |
| Bakery | -14 | 3 Tier II |

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# Shipyard
**Entity Type:** SystemEntity
## Description
Ships are constructed in a Shipyard; construction consumes resources and time.
## Rules
- Insufficient workforce slows ship construction
- Save up to 2 custom designs per hull per shipyard (6 total)
- Ships cannot be refitted after building

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# Statistics Screen
**Entity Type:** SystemEntity
## Description
Use statistics to compare production vs consumption; overproduction flagged.
## Diagnostic
- **Green bar high:** Overproduction - export/demolish/disable
- **White bar high:** Shortage - add buildings or fix logistics
## Examples
"Too much Sheep" warning indicates overproduction.

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# Trade Routes
**Entity Type:** SystemEntity
## Description
Automated ship loop moving goods between islands.
## Configuration
1. Select ship
2. Enable Trade Route
3. Assign goods per cargo slot
4. Assign islands for load/unload
## Rules
- Route loops indefinitely
- Used to supply production chains across islands
## Usage Patterns
Specialize islands (agricultural vs industrial) and route goods accordingly.
## Common Pitfalls
Under-shipping (not enough cargo throughput) leads to need flicker and income oscillation.

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# Warehouse Cloud
**Entity Type:** SystemEntity
## Description
Shared island storage accessible via connected warehouses/trading post.
All buildings within range of a warehouse share access to the island's stored goods.