split data in separate files
This commit is contained in:
30
docs/systems/_index.md
Normal file
30
docs/systems/_index.md
Normal file
@@ -0,0 +1,30 @@
|
||||
# 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
|
||||
15
docs/systems/area-effects.md
Normal file
15
docs/systems/area-effects.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# 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) |
|
||||
16
docs/systems/diplomatic-trade.md
Normal file
16
docs/systems/diplomatic-trade.md
Normal file
@@ -0,0 +1,16 @@
|
||||
# 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
|
||||
15
docs/systems/maintenance.md
Normal file
15
docs/systems/maintenance.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# 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 |
|
||||
13
docs/systems/shipyard.md
Normal file
13
docs/systems/shipyard.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# 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
|
||||
16
docs/systems/statistics-screen.md
Normal file
16
docs/systems/statistics-screen.md
Normal file
@@ -0,0 +1,16 @@
|
||||
# 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.
|
||||
27
docs/systems/trade-routes.md
Normal file
27
docs/systems/trade-routes.md
Normal file
@@ -0,0 +1,27 @@
|
||||
# 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.
|
||||
9
docs/systems/warehouse-cloud.md
Normal file
9
docs/systems/warehouse-cloud.md
Normal file
@@ -0,0 +1,9 @@
|
||||
# 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.
|
||||
Reference in New Issue
Block a user