Darts & Mines
Correct. **That means the resource economy hasn't been connected to the live simulation yet.** Building an Industry District should immediately affect production, and the player needs to see both the **current stockpile** and **real-time production/consumption rates**.
Don't rebuild the whole game. Give Base44 this next instruction:
```text
Fix the AEXODUST resource system.
Resources must be LIVE and update automatically during gameplay.
Use the existing rule:
1 cycle = 12 seconds.
The top resource bar must continuously display, for every resource:
RESOURCE | CURRENT STOCKPILE | +PRODUCTION RATE | -CONSUMPTION RATE | NET RATE
Resources:
Energy
Soylent Green
Gold
Palladium
Dark
Osmium
Rates must be shown in real time and derived from the active game state.
Every 12 seconds, execute one production cycle and update resource stockpiles.
When an Industry District is built:
1. Immediately register it in the colony.
2. Apply its resource production.
3. Display the increased production rate in the resource bar.
4. Continue producing every cycle.
5. Show the resulting stockpile increasing.
Example:
ENERGY 1,250 +25/cycle -5/cycle +20/cycle
SOYLENT 800 +10/cycle -0/cycle +10/cycle
GOLD 600 +15/cycle -5/cycle +10/cycle
The displayed rates must update whenever:
- a district is built
- a district is destroyed
- a fleet is built
- a fleet is destroyed
- resource consumption changes
- a technology changes production
- a colony changes state
- a faction modifier changes production
- a resource cap changes
Do not use static placeholder numbers.
Create one authoritative GameState.resourceState object and make the UI read directly from it.
The simulation must continue updating while the game is running.
Pause must stop resource production.
Resume must continue it.
Do not require the player to refresh the page.
Do not show CONFIGURATION REQUIRED.
Do not replace existing AEXODUST systems.
```
### One important distinction
I recommend displaying **both**:
**Stockpile**
> how much you currently have
and
**Rate**
> how quickly it is changing.
So if you have:
`Gold: 500 +20/cycle`
you know that after one 12-second cycle you'll have **520 Gold**.
If you're spending more than you're producing:
`Gold: 500 -15/cycle`
the stockpile falls by 15 every cycle.
That will make the economy **visible and understandable instead of happening invisibly in the background**.
- -Yes. The cleanest way is to make this a **single implementation patch** covering everything we've established: the new Counter-Culture interpretation of the old Special Districts, adaptive intelligence warfare, notification/downtime behavior, branching missions, the Starbase intelligence upgrade, and the new Tier-2 Gundam/mobile-suit branch.
Below is written as a **Base44 implementation request**, with explicit rules to prevent the previous mistake of turning Special Districts into buildings.
# AEXODUST — INTELLIGENCE / COUNTER-CULTURE / MOBILE SUIT IMPLEMENTATION PATCH
```text
PROJECT: AEXODUST
IMPLEMENT THIS AS AN UPDATE TO THE EXISTING GAME.
DO NOT REBUILD UNRELATED SYSTEMS.
MASTER TIME:
1 CYCLE = 12 SECONDS.
ALL SYSTEMS BELOW USE THE SAME GAME CYCLE.
============================================================
1. SPECIAL DISTRICT HARD OVERRIDE
============================================================
The existing Special District system was incorrectly implemented as
ordinary buildable districts.
FIX THIS.
SPECIAL DISTRICTS ARE NOT BUILDINGS.
DO NOT DISPLAY SPECIAL DISTRICTS IN THE NORMAL DISTRICT BUILD MENU.
DO NOT CONSUME NORMAL DISTRICT SLOTS.
DO NOT REQUIRE CONSTRUCTION.
DO NOT TREAT THEM AS RESOURCE-PRODUCTION BUILDINGS.
The legacy Special District data is retained for compatibility but is
reinterpreted as:
COUNTER-CULTURE / AUTONOMOUS STRATEGIC SCENARIOS.
Ordinary districts remain:
Industrial
Research Lab
Star Base
Biodome
Arcology
Secret Mine
Terraforming
Reactor
Dragonfly
Quarantine
Purification
Fort Knox
These remain physical buildable colony infrastructure.
Counter-Culture exists separately.
============================================================
2. COUNTER-CULTURE
============================================================
Counter-Culture represents autonomous social, political, scientific,
economic, military, activist, ideological, and strategic forces.
The player does not construct Counter-Culture.
It develops autonomously.
Counter-Culture can:
emerge
grow
stall
recover
radicalize
organize
cooperate
oppose government
generate intelligence
generate notifications
generate missions
alter Stability
alter Momentum
affect research
affect resources
create strategic crises
resolve independently
Counter-Culture is persistent.
It can continue developing while the player performs unrelated actions.
============================================================
3. STABILITY
============================================================
PRESERVE EXISTING SYSTEM.
BASE SPECIAL-STATE STABILITY = 80.
Stability is systemic coherence.
High Stability:
functional outcomes
cooperation
productive reform
successful projects
Low Stability:
unrest
conflict
sabotage
radicalization
dysfunction
project failures
Do not convert Stability into a simple happiness meter.
============================================================
4. MOMENTUM
============================================================
PRESERVE EXISTING MOMENTUM CONCEPT.
STARTING MOMENTUM = 0.
Momentum is directional scenario pressure.
FORWARD MOMENTUM:
functional development
organization
successful reform
productive activism
scientific progress
cooperation
BACKWARD MOMENTUM:
dysfunction
radicalization
sabotage
project stalls
internal conflict
destructive outcomes
Momentum is NOT a resource.
Momentum is NOT labor allocation.
Momentum is NOT a normal production modifier.
Momentum represents the direction in which an autonomous scenario is moving.
============================================================
5. COUNTER-CULTURE TYPES
============================================================
Possible autonomous movements include:
ANTI-NUCLEAR ACTIVISM
PRO-DEFENSE MOVEMENT
DISARMAMENT MOVEMENT
WEAPONS PROLIFERATION MOVEMENT
MILITARY HARDLINERS
SCIENTIFIC MOVEMENT
ANTI-MILITARY MOVEMENT
INDUSTRIAL MOVEMENT
ECONOMIC MOVEMENT
COLONIAL AUTONOMY MOVEMENT
REFORM MOVEMENT
RADICAL ACTIVIST MOVEMENT
TECHNOLOGICAL MOVEMENT
FACTION-SPECIFIC MOVEMENTS
These are not necessarily visible immediately.
The player discovers them through intelligence and notifications.
============================================================
6. NUCLEAR ARMS RACE / WMD SYSTEM
============================================================
PRESERVE THE EXISTING NUCLEAR ARMS RACE.
DO NOT REMOVE IT.
Reframe it as part of the:
WEAPONS OF MASS DESTRUCTION / ACTIVISM / ESCALATION SYSTEM.
This system represents:
nuclear development
weapons research
proliferation
deterrence
anti-nuclear activism
disarmament
weapons testing
espionage
counter-proliferation
arms treaties
clandestine programs
strategic fear
escalation
intelligence leaks
WMD intelligence
Possible WMD-related events:
suspected weapons research
weapons testing
missing research personnel
stolen technology
secret weapons program
arms negotiation
disarmament movement
weapons proliferation
false weapons report
false-flag operation
counter-proliferation operation
Do not automatically reveal the truth.
============================================================
7. ADAPTIVE INTELLIGENCE WARFARE
============================================================
INTELLIGENCE IS A CONTINUOUS WAR.
It is not a static mission list.
Both player and AI continuously:
observe
investigate
interpret
deceive
counter-deceive
hide
misdirect
adapt
respond
The AI learns from repeated player behavior.
If the player repeatedly scouts the same area:
increase patrols
increase counter-intelligence
deploy decoys
change movement patterns
If the player repeatedly intercepts communications:
increase encryption
generate false communications
change communication patterns
If the player repeatedly infiltrates:
increase security
deploy counter-spies
create false information
If the player ignores intelligence:
enemy operations can develop.
============================================================
8. INTELLIGENCE WEB
============================================================
Create an internal intelligence graph.
Each intelligence node can contain:
id
type
location
faction
importance
confidence
visibility
age
connections
falseConnections
possibleApproaches
enemyAwareness
playerAwareness
state
States:
UNKNOWN
SUSPECTED
PARTIALLY_CONFIRMED
CONFIRMED
MISLEADING
COMPROMISED
EXPOSED
RESOLVED
The player sees only discovered information.
============================================================
9. INTELLIGENCE SOURCES
============================================================
Support multiple intelligence approaches:
RECON
DEEP RECON
SURVEILLANCE
SIGNAL INTERCEPTION
INFILTRATION
SPY
COUNTER-INTELLIGENCE
DIPLOMATIC PROBE
ECONOMIC ANALYSIS
SCIENTIFIC ANALYSIS
CAPTURED PERSONNEL
CAPTURED TECHNOLOGY
SUPPLY TRACKING
FLEET OBSERVATION
WAIT / PASSIVE OBSERVATION
DECEPTION
Do not require one specific approach.
============================================================
10. UNORTHODOX INVESTIGATION
============================================================
A player may investigate the same situation through different systems.
Example:
UNUSUAL ACTIVITY IN H-9
Possible approaches:
send scout
send fleet
send spy
intercept communications
track supply shipments
question diplomatic contacts
analyze economic activity
analyze recovered technology
create a false signal
wait and observe
sabotage the target
follow an enemy fleet
Different approaches may reveal different parts of the same intelligence web.
============================================================
11. INTELLIGENCE UNCERTAINTY
============================================================
Reports must not always provide exact information.
Examples:
"Possible activity detected."
"Enemy presence suspected."
"Multiple capital signatures detected."
"Estimated fleet strength is uncertain."
"Evidence suggests weapons research."
"Source reliability is questionable."
Do not expose exact hidden confidence values during normal gameplay.
Internal confidence may use:
0-100.
============================================================
12. CONFLICTING INTELLIGENCE
============================================================
Different intelligence sources can disagree.
Example:
Scout:
"No enemy fleet detected."
Intercept:
"Enemy fleet ordered to H-9."
Diplomatic source:
"H-9 has been abandoned."
Do not automatically resolve the contradiction.
The player investigates.
============================================================
13. INTEL OPERATION DURATION
============================================================
Standard intelligence operations normally require:
15–30 CYCLES.
1 cycle = 12 seconds.
15 cycles = 3 minutes.
30 cycles = 6 minutes.
DO NOT DISPLAY A COUNTDOWN.
DO NOT DISPLAY:
17 cycles remaining
32% complete
02:14 remaining
Instead display operational states:
IN THE FIELD
AWAITING CHECK-IN
SIGNAL INTERMITTENT
REPORT DELAYED
CONTACT LOST
OPERATION COMPROMISED
INTELLIGENCE RECEIVED
TEAM RETURNING
TEAM OVERDUE
The actual duration remains hidden and simulated.
============================================================
14. INTEL OPERATIONS CAN CHANGE
============================================================
An operation may change while active.
Example:
RECON TEAM DEPLOYED
→ IN THE FIELD
→ unexpected signal detected
→ operation expands
→ new lead discovered
Or:
SPY INSERTED
→ SIGNAL LOST
→ SIGNAL RESTORED
→ "THEY KNOW WE ARE HERE."
The system can change the operation state dynamically.
============================================================
15. NOTIFICATION SYSTEM
============================================================
Create/use a persistent notification center.
Notifications do not automatically interrupt normal gameplay.
Priority levels:
CRITICAL
IMPORTANT
INTELLIGENCE
OPPORTUNITY
INFORMATION
BACKGROUND
Example:
INTELLIGENCE:
"Recon team has not checked in."
IMPORTANT:
"Special District scenario has stalled."
OPPORTUNITY:
"Unusual activity detected near an abandoned installation."
INFORMATION:
"Research complete."
The player can continue building and fighting.
============================================================
16. DOWNTIME
============================================================
When no active objective exists:
NO ACTIVE OBJECTIVES
REMAIN VIGILANT
Do not treat this as a tutorial state.
The world continues operating.
During downtime:
colonies produce
fleets move
research progresses
enemy AI acts
Counter-Culture evolves
intel operations continue
notifications accumulate
new leads may appear
new missions may emerge
Players can inspect intelligence when convenient.
============================================================
17. MISSION SYSTEM
============================================================
Missions are generated from the evolving world.
Do not create a fixed linear mission list.
Mission flow:
WORLD EVENT
→ INTELLIGENCE
→ LEAD
→ INVESTIGATION
→ DISCOVERY
→ MISSION
→ OUTCOME
→ CONSEQUENCE
→ NEW INTELLIGENCE
→ NEW BRANCH
Mission outcomes:
SUCCESS
FAILURE
PARTIAL_SUCCESS
SPECIAL_OUTCOME
CHOICE_A
CHOICE_B
Each can lead to different future content.
============================================================
18. MISSION BRANCHING
============================================================
A mission may produce multiple future missions.
Example:
MISSION:
Investigate H-9.
SUCCESS:
Recover technology.
PARTIAL:
Discover enemy involvement.
FAILURE:
Enemy captures the site.
SPECIAL:
Discover a hidden faction operation.
Each outcome changes future campaign state.
Failure does not automatically end the campaign.
============================================================
19. MISSION REPLAYABILITY
============================================================
Store campaign history:
missionID
attempt
outcome
score
casualties
resources
objectives
choices
factions affected
technology
branches unlocked
intel discovered
Different campaigns should expose different branches.
============================================================
20. SPECIAL DISTRICT / COUNTER-CULTURE INTELLIGENCE
============================================================
Counter-Culture events can generate intelligence.
Example:
"Research personnel have stopped checking in."
Possible responses:
OBSERVE
INVESTIGATE
SEND SPY
SEND RESEARCH TEAM
SEND FLEET
ISOLATE
SUPPORT
IGNORE
Do not automatically reveal the cause.
Possible results:
normal delay
successful research
scientific dispute
activist movement
sabotage
enemy infiltration
weapons research
false alarm
new technology
new mission
hidden branch
============================================================
21. STARBASE INTELLIGENCE UPGRADE
============================================================
ADD A STARBASE RESEARCH/UPGRADE NODE:
INTELLIGENCE OPERATIONS CENTER
Prerequisite:
STAR BASE.
Purpose:
Increase the effectiveness of intelligence operations.
The Starbase becomes a major intelligence coordination point.
Effects should improve:
intelligence operation reliability
report quality
recon effectiveness
signal interception
counter-intelligence
operation recovery
intel confidence
information persistence
Do NOT make this reveal all enemy information.
The upgrade improves the quality and reliability of information.
Example:
WITHOUT UPGRADE:
"Possible enemy activity."
WITH UPGRADE:
"Enemy activity highly probable."
ADVANCED LEVEL:
"Enemy fleet movement confirmed."
Do not expose exact hidden information automatically.
============================================================
22. STARBASE INTELLIGENCE UPGRADE LEVELS
============================================================
Use a research chain.
NODE 1:
INTELLIGENCE OPERATIONS CENTER
NODE 2:
ADVANCED SIGNAL ANALYSIS
NODE 3:
STRATEGIC INTELLIGENCE NETWORK
Each node requires the previous node.
Benefits should scale gradually.
INTELLIGENCE OPERATIONS CENTER:
basic operational coordination
ADVANCED SIGNAL ANALYSIS:
better communication intelligence
STRATEGIC INTELLIGENCE NETWORK:
stronger cross-sector intelligence and counter-intelligence
Keep exact numerical bonuses in the centralized balance data so they can
be adjusted without rewriting game logic.
============================================================
23. MOBILE SUIT / GUNDAM UNIT
============================================================
ADD MOBILE SUIT AS A TIER 2 UNIT.
It is NOT Tier 3.
It competes directly with the Battlecruiser as a Tier 2 strategic choice.
Tier 1:
Fighters
Corvettes
Tier 2:
Mobile Suit
Battlecruiser
Tier 3:
Star Destroyer
Super Star Destroyer
Death Star
Star Forge
Mobile Suit is NOT an upgrade to Battlecruiser.
Mobile Suit and Battlecruiser are parallel strategic choices.
============================================================
24. MOBILE SUIT ROLE
============================================================
MOBILE SUIT:
lower HP than Battlecruiser
lower sustained DPS than Battlecruiser
higher evasion
high mobility
high tactical value
high strategic importance
excellent precision attack
excellent interception
good disengagement capability
It should be able to trade with larger ships through mobility and evasion,
not raw durability.
Do not make it universally stronger than Battlecruisers.
============================================================
25. MOBILE SUIT EVASION
============================================================
Mobile Suit receives significantly higher base evasion than conventional
capital ships.
Use centralized balance data for exact values.
Recommended initial target:
25% base evasion.
Allow technology, stance, experience, and abilities to modify this.
Do not allow unlimited evasion stacking.
============================================================
26. MOBILE SUIT TACTICAL ABILITIES
============================================================
Support abilities such as:
INTERCEPT
PRECISION STRIKE
BREAK FORMATION
SCREEN
PURSUE
DISENGAGE
TACTICAL RECON
These should make Mobile Suits tactically distinct.
Do not require every faction to use identical abilities.
Faction-specific variants may modify them.
============================================================
27. MOBILE SUIT STRATEGIC VALUE
============================================================
Mobile Suits are high-value units.
Enemy intelligence should prioritize identifying them.
Losing one should matter.
They should not be disposable mass units.
Their value comes from:
mobility
evasion
precision
information
tactical disruption
============================================================
28. MOBILE SUIT INTELLIGENCE
============================================================
Mobile Suits can participate in intelligence operations.
They may provide:
tactical reconnaissance
target identification
enemy formation analysis
interception
high-value target tracking
However:
Mobile Suit ≠ dedicated spy.
They remain combat units with secondary intelligence capability.
============================================================
29. MOBILE SUIT RESEARCH UNLOCK
============================================================
ADD A DEDICATED RESEARCH NODE:
MOBILE SUIT DEVELOPMENT
This is required to unlock the Mobile Suit.
The Mobile Suit must NOT unlock merely because Tier 2 is reached.
The research node is the actual unlock.
Possible prerequisites:
Tier 2 research access
appropriate Starbase/research infrastructure
required technology prerequisites
Use existing research-resource rules.
Do not invent a new resource.
============================================================
30. MOBILE SUIT RESEARCH BRANCH
============================================================
After MOBILE SUIT DEVELOPMENT, allow specialized research:
MOBILITY SYSTEMS
→ increased mobility/evasion
ADVANCED TARGETING
→ improved precision
TACTICAL THRUST
→ improved disengagement
MECH ARMAMENT
→ improved combat output
ELECTRONIC WARFARE
→ improved tactical intelligence
ADVANCED ARMOR
→ improved survivability
Each upgrade is its own research node.
Do not unlock all upgrades automatically.
============================================================
31. MOBILE SUIT VS BATTLECRUISER
============================================================
BATTLECRUISER:
heavy
durable
high sustained DPS
less evasive
better prolonged combat
MOBILE SUIT:
lighter
more evasive
mobile
precision-oriented
high tactical impact
lower staying power when hit
Both are Tier 2.
Neither is a direct upgrade of the other.
============================================================
32. UI REQUIREMENTS
============================================================
NORMAL GAMEPLAY MUST SHOW:
RESOURCE STOCKPILE
NET RATE
Notif
AEXODUST — COMPACT MASTER IMPLEMENTATIONBUILD/UPDATE AEXODUST AS A FUNCTIONAL REAL-TIME 4X/RTS. DO NOT CREATE PLACEHOLDERS. ALL SYSTEMS MUST FUNCTION. MASTER CLOCK: 1 CYCLE=12 SECONDS. ALL CYCLE-BASED SYSTEMS USE THIS CLOCK. HIDE DEBUG VALUES UNLESS DEBUG CONSOLE IS ENABLED.
================================================== CORE ECONOMY ==================================================
Resources: Energy,Soylent,Gold,Palladium,Dark,Osmium.
UI always shows: STOCKPILE | NET RATE and updates every cycle.
Resources are real stockpiles. Production/consumption occur every cycle.
Soylent: 4 per 100 population/cycle.
Population: local to each colony. Adequate Soylent: +0.25% population/cycle. Insufficient Soylent: population declines. Growth uses diminishing returns near population capacity: 0-50% cap=100% 50-70%=80% 70-85%=60% 85-95%=40% 95-99%=20% 99-100%=5% 100%=0%.
Population production bonus uses diminishing returns: BONUS=100*((POP/10000)^0.80)%. 100 pop=+2.5%; 10000 pop=+100%. Apply to applicable colony/district production.
Population capacity comes from planet size, biome, districts, terraforming and applicable effects.
================================================== PLANETS / RESOURCE NODES ==================================================
Every resource node is a real colonizable planet.
Planet states: UNKNOWN→DISCOVERED→RESOURCE IDENTIFIED→COLONIZABLE→COLONIZED.
Planet data: id,sector,biome,size,resource,output,owner,population, capacity,stability,momentum,districtSlots,colonyState.
Biome resources: Archipelago=Gold Oceanic=Energy Desert=Gold Ice=Soylent Volcanic=Osmium Forest=Soylent Gas Giant=Palladium Radioactive=Dark.
AI and player use the same colonization requirements/rules.
================================================== COLONIES ==================================================
Colonies require the actual resources/capabilities defined by the central colony-requirement data.
Colonization is not instant: reach planet→meet requirements→found colony→develop colony.
Population is economic and defensive value.
================================================== PLANETARY DEFENSE ==================================================
Base Planet Defense HP=10% of population.
With Star Base=20% of population.
NO STARBASE: DefenseMax=Population*0.10
STARBASE: DefenseMax=Population*0.20
Defense is planet HP, NOT a resource or population pool.
Track: DefenseMax CurrentDefense
Combat damages CurrentDefense. Population determines DefenseMax.
Defense does not instantly regenerate from population changes. Use gradual recovery rules.
CurrentDefense<=0: COLONY SURRENDERS.
Surrender does not automatically destroy population/districts.
================================================== DISTRICTS ==================================================
NORMAL DISTRICTS consume normal district slots.
Normal district build times=45s or 90s unless a specific canonical district has another locked time.
SPECIAL DISTRICTS ARE NOT BUILDINGS.
Special Districts require no district slot.
Legacy Special Districts are reinterpreted as: COUNTER-CULTURE / AUTONOMOUS STRATEGIC SCENARIOS.
================================================== RESEARCH LAB ==================================================
Base Research Lab immediately functions: research generation research queue technology research research analysis.
QUARANTINE is a Research Lab upgrade/function, NOT a district.
Quarantine: reduces spread by 25% each; max 3 per colony; max 75% reduction.
PURIFICATION is a Quarantine state/function, NOT a building.
================================================== STAR BASE ==================================================
Base Star Base immediately provides: fleet construction fleet management fleet docking/support repair/support per existing rules strategic coordination planet-defense multiplier:10%→20%.
STARBASE INTELLIGENCE UPGRADES:
1. Intelligence Operations Center 2. Advanced Signal Analysis 3. Strategic Intelligence Network
These improve: intel reliability recon signal interception counter-intelligence report quality operation recovery cross-sector intelligence.
Do not reveal perfect information.
================================================== TERRAFORMING ==================================================
Base Terraforming District immediately functions: environmental modification habitability improvement planet-condition improvement permitted biome/environment modification.
Terraforming operates over cycles. Respect all canonical biome consequences.
================================================== ARCOLOGY ==================================================
Build time=135 seconds.
On completion: +25 population +1.25% production +1.5 Soylent/cycle consumption population grows at colony growth rate +25 population capacity.
NO independent defense.
Arcology population contributes to total colony population, which contributes to defense only through the colony defense formula.
================================================== COUNTER-CULTURE ==================================================
Counter-Culture is autonomous and never appears in the normal district construction menu.
It can: emerge,grow,stall,recover,radicalize,organize,oppose, cooperate,generate intel,generate missions,alter Stability, alter Momentum,affect research/resources and create crises.
Types: anti-nuclear activism pro-defense disarmament WMD proliferation military hardliners scientific anti-military industrial economic colonial autonomy reform radical activism technology movements faction-specific movements.
================================================== STABILITY / MOMENTUM ==================================================
Special-state base Stability=80. Starting Momentum=0.
Stability represents systemic coherence.
Momentum=-100..+100. Forward momentum=functional progression. Backward momentum=dysfunction/regression.
Momentum is not a resource and not labor.
================================================== WMD / NUCLEAR ARMS RACE ==================================================
Preserve nuclear arms race.
Integrate it into Counter-Culture/Intelligence.
Possible events: weapons research testing missing personnel stolen technology secret weapons program proliferation disarmament arms negotiation intelligence leak counter-proliferation false report false flag.
Truth is not automatically revealed.
================================================== INTELLIGENCE ==================================================
Intelligence is continuous/adaptive warfare.
Sources: recon deep recon surveillance signal interception infiltration spies counter-intelligence diplomatic probes economic analysis scientific analysis captured personnel captured technology supply tracking fleet observation passive observation deception.
Intel nodes contain: id,type,location,faction,importance,confidence,visibility,age, connections,falseConnections,approaches,enemyAwareness,playerAwareness,state.
States: UNKNOWN,SUSPECTED,PARTIAL,CONFIRMED,MISLEADING,COMPROMISED,EXPOSED,RESOLVED.
Player only sees discovered information.
Confidence is hidden.
================================================== INTEL OPERATIONS ==================================================
Normal operation duration=15–30 cycles.
DO NOT SHOW COUNTDOWN/TIMER.
Use: IN THE FIELD AWAITING CHECK-IN SIGNAL INTERMITTENT REPORT DELAYED CONTACT LOST COMPROMISED INTELLIGENCE RECEIVED TEAM RETURNING TEAM OVERDUE.
Operations may dynamically change.
Intel missions may investigate: planets,fleets,resource nodes,research,WMD,Counter-Culture, enemy expansion,communications and economic activity.
Different approaches can expose different information.
Conflicting reports are allowed.
================================================== NOTIFICATIONS / DOWNTIME ==================================================
Persistent notification center.
Priority: CRITICAL,IMPORTANT,INTELLIGENCE,OPPORTUNITY,INFORMATION,BACKGROUND.
Notifications do not interrupt normal play.
If no active objective: NO ACTIVE OBJECTIVES REMAIN VIGILANT
Downtime is valid gameplay.
World continues: production,fleets,research,AI,Counter-Culture,intel,events.
================================================== MISSIONS ==================================================
Missions are generated from world state/intelligence.
WORLD EVENT →INTEL →LEAD →INVESTIGATION →DISCOVERY →MISSION →OUTCOME →CONSEQUENCE →NEW INTEL →NEW BRANCH.
Outcomes: SUCCESS FAILURE PARTIAL_SUCCESS SPECIAL_OUTCOME CHOICE_A CHOICE_B.
Failure does not necessarily end campaign.
Mission history stores: id,attempt,outcome,choices,casualties,resources, factions,technology,branches.
Mission progression scales to later missions. Branching missions create replayability.
================================================== ADAPTIVE AI INTELLIGENCE ==================================================
AI adapts to repeated player behavior.
Repeated scouting→more patrols/decoys. Repeated interception→encryption/false signals. Repeated infiltration→security/counter-spies/false data.
AI does not know hidden information unless faction rules allow it.
================================================== AI ECONOMY / COLONIZATION ==================================================
AI continuously tracks: stockpile net rate consumption deficits surpluses colony requirements fleet requirements known resource nodes.
AI must actively seek resource nodes.
DO NOT: nearest planet→colonize.
DO: strategic goal →determine requirements →find missing resources →find resource nodes producing them →check distance/risk →obtain resources →build colonization capability →colonize →reevaluate.
Priority: 1 resources required for colony construction 2 resources required for fleet construction 3 critical infrastructure 4 absent resources 5 research requirements 6 redundancy 7 general expansion.
If AI produces Energy,Gold,Soylent but lacks Palladium: Palladium planets receive high priority.
If AI lacks Soylent and population is declining: Soylent planets receive increased priority.
AI must understand dependency chains:
COLONY →COLONIZATION CAPABILITY →FLEET →RESOURCES →RESOURCE PLANETS.
Example: Need Gas Giant/Palladium →need colonization fleet →lack Osmium →find Volcanic/Osmium planet →colonize it →produce Osmium →build fleet →colonize Gas Giant →continue expansion.
AI periodically reevaluates and abandons invalid plans.
AI cannot automatically know undiscovered nodes.
================================================== MOBILE SUIT / GUNDAM ==================================================
MOBILE SUIT is TIER 2.
Tier 1: Fighter, Corvette.
Tier 2: Mobile Suit, Battlecruiser.
Tier 3: Star Destroyer, SSD, Death Star, Star Forge.
Mobile Suit is NOT a Battlecruiser upgrade.
Mobile Suit and Battlecruiser are parallel Tier-2 choices.
BATTLECRUISER: heavy,durable,high sustained DPS,lower evasion.
MOBILE SUIT: lower HP lower sustained DPS high evasion high mobility precision tactical disruption disengagement high strategic value.
Suggested base evasion=25%; centralize value.
Abilities: INTERCEPT PRECISION STRIKE BREAK FORMATION SCREEN PURSUE DISENGAGE TACTICAL RECON.
Mobile Suits may provide tactical intelligence but are not dedicated spies.
================================================== MOBILE SUIT RESEARCH ==================================================
Every unit requires its own research node.
MOBILE SUIT DEVELOPMENT unlocks Mobile Suit.
Tier access alone does NOT unlock it.
Possible prerequisite chain:
MOBILE SUIT DEVELOPMENT →MOBILITY SYSTEMS →ADVANCED TARGETING →TACTICAL THRUST →MECH ARMAMENT →ELECTRONIC WARFARE →ADVANCED ARMOR.
Each node is individually locked until prerequisites are completed.
Research states: LOCKED,AVAILABLE,RESEARCHING,COMPLETED,MAXED.
All unit research remains individually gated.
================================================== GENERAL RESEARCH ==================================================
All buildable units have individual research nodes.
Research can include: units,economy,fleet,global upgrades,special systems.
No unit unlocks solely from reaching a tier.
Use existing recursive/combinatory research rules where applicable.
================================================== UNIT RULES ==================================================
Build time: 30s–120s in 15s increments unless an explicitly locked canonical exception exists.
Supply: 0.5–20.
Fleet supply: Tier1=70 Tier2=80 Tier3=100.
Combat DPS is damage per cycle.
Target priority: Fighters→Corvettes→Battlecruisers→Star Destroyers→SSD→Death Star→Star Forge.
Stances: Disperse=+7.5% evasion,-10% DPS Encircle=+12.5% DPS,-10% HP Siege=existing siege rules.
================================================== SPECIAL COMBAT RULES ==================================================
Cloak: hidden/low-detection state governed by detection and intelligence; cloaked units cannot be treated as normally visible; attacking/revealing/being detected ends or modifies cloak according to unit data.
Siege: specialized anti-colony stance; improves planetary/structure damage; reduces mobility/evasion as defined by balance data; cannot be treated as ordinary DPS stance.
Gravity Well: 25% chance per 50–100 cycles to destroy 25% fleet, minimum 5% HP floor.
Debris: -20% HP.
Radiation: -15% DPS.
Plasma Vortex: 10% self-impact chance.
================================================== RESOURCE / PRODUCTION RULE ==================================================
Population production modifier applies to applicable colony/district production.
Example: 500 population≈+11% production. 1000≈+16%. 5000≈+57%. 10000=+100%.
Do not apply population bonus indiscriminately to unrelated values.
================================================== REPAIR ==================================================
Repair sectors: 6 cycles. -25% global resource penalty. Fleet cannot leave while repairing.
================================================== SPECIAL WEAPONS ==================================================
Death Star: 15-cycle charge 15-cycle cooldown planet HP -25% planet Stability -30.
Star Forge: consumes planet in 125 cycles.
================================================== VICTORY ==================================================
Victory: capture/destroy all enemy capitals.
Defeat: player capital lost.
================================================== UI ==================================================
Main menu must exist.
Main gameplay must visibly show: resources STOCKPILE|NET RATE population population trend production bonus planet defense research status fleet status notifications intel access current objectives/downtime.
Do not show hidden timers, hidden confidence or AI reasoning normally.
================================================== DEBUG ==================================================
Debug console may expose: cycles hidden intel confidence operation duration Counter-Culture Stability Momentum mission graph AI stockpiles AI deficits AI target planet AI expansion plan dependency chains hidden objectives combat calculations population formulas defense values.
================================================== FAILSAFE ==================================================
Systems must fail safely.
Missing intel→INTELLIGENCE SYSTEM OFFLINE. Failed mission generation→continue simulation. Unresolved Counter-Culture→PENDING REVIEW.
Never crash the main simulation because a secondary system fails.
================================================== CENTRAL DATA ==================================================
Centralize: FactionData UnitData ResearchData PlanetData ResourceNodeData ColonyRequirementData DistrictData ResearchLabData StarBaseData TerraformingData QuarantineData ArcologyData PopulationData DefenseData CounterCultureData IntelData MissionData WMDData AIExpansionData BalanceData.
Do not hard-code balance values in UI/components.
================================================== NON-NEGOTIABLE ==================================================
12 seconds=1 cycle.
Resource nodes are colonizable planets.
AI seeks resources strategically.
AI prioritizes resources needed to build colonies.
AI understands multi-step resource dependencies.
Soylent=4/100 population/cycle.
Population growth=+0.25%/cycle when fed.
Population growth diminishes near capacity.
Production reaches +100% at 10,000 population with diminishing returns.
Base planetary defense=10% population.
Star Base raises defense to 20% population.
Defense is planet HP.
Defense reaches 0→colony surrenders.
Arcology: 135s build +25 population +1.25% production 1.5 Soylent/cycle same growth rate as colony +25 capacity no independent defense.
Research Lab has a functional base research role.
Quarantine/Purification are Research Lab functions, not districts.
Star Base has functional fleet/defense/intelligence roles.
Terraforming has a functional base environmental role.
Special Districts are NOT buildings. They are autonomous Counter-Culture scenarios.
Intelligence is adaptive, uncertain and persistent.
Intel operations=15–30 cycles but no visible countdown.
Downtime is valid gameplay.
Missions branch and evolve.
WMD/nuclear arms race remains.
Mobile Suit/Gundam=Tier 2.
Mobile Suit requires its own research node.
Mobile Suit and Battlecruiser are parallel strategic choices.
The game must function without requiring debug/configuration input.
AEXODUST — TOTAL IMPLEMENTATION1. CORE
RT 4X/RTS colony+fleet strategy. Always-running simulation.
CYCLE=12s MAP=13x13 SECTORS=planet/resource/dead/empty FACTIONS=Human/Insect/Reptilian/Syndicate
Victory: capture/destroy all enemy Capitals.
Defeat: own Capital lost.
No starting combat units.
2. RESOURCESENERGY SOYLENT GOLD PALLADIUM DARK OSMIUM
Biome production:
OCEANIC=Energy ARCHIPELAGO=Gold DESERT=Gold ICE=Soylent FOREST=Soylent VOLCANIC=Osmium GAS GIANT=Palladium RADIOACTIVE=Dark
Resource nodes are colonizable planets/resources. AI actively seeks them.
Priority:
needed-for-colony resources > surplus resources
Hoard delay: 4 cycles.
Spillover conversion: 5–10%.
3. COLONIZATION
AI understands colony requirements.
FIND RESOURCE → CHECK COLONY REQUIREMENTS → PRIORITIZE MISSING RESOURCES → SEND FLEET → COLONIZE → BUILD → EXPAND
Resource-producing colonies seek resources they lack, especially resources required for additional colonies.
4. PLANETS
Sizes:
SMALL=1 MEDIUM=2 LARGE=3 MASSIVE=5 CAPITAL=8 district slots
Normal districts use slots.
Special/Counter-Culture systems do not.
5. POPULATION
Colony begins at:
25 POP
Growth:
+0.25%/cycle
100 population consumes:
4 SOYLENT/cycle
No Soylent:
population declines
Production bonus begins at:
2.5%
and uses diminishing returns.
At 10,000 population:
100% production bonus
Population therefore provides a small economic advantage, not exponential production.
6. PLANET DEFENSE
Base defense:
10% of population
Defense is the colony's effective defensive force.
Starbase raises this to:
20% of population
Planetary defense is tied to population.
When defensive forces are destroyed:
DEFENSE=0 → COLONY SURRENDERS 7. ARCOLOGY
Arcology begins with:
25 population 25 effective population-equivalent defense 1.25 production bonus 1.5 Soylent consumption
Growth follows normal colony population growth.
Build time:
135s 8. DISTRICTS
Normal district build times:
45s OR 90s
Core districts:
Industrial Research Lab Starbase Biodome Arcology Terraforming Reactor Secret Mine Dragonfly Quarantine Fort Knox
Faction districts:
INSECT: Hive Expansion Economic Leech
REPTILIAN: Poison Shroud Phase-Out Array
SYNDICATE: Syndicate Node 9. CORE DISTRICT FUNCTIONSResearch Lab
Base:
research education candidate development
Quarantine is a Research Lab function/upgrade, not a separate mandatory district.
QUARANTINE: -25% spread max 3
Purification is a Quarantine state/function.
Starbase
Base:
fleet support planet defense personnel shaping missions intel operations candidate development
Starbase increases defense from 10% → 20%.
Terraforming
Base:
planetary habitability improvement biome development long-term colony improvement 10. SOCIETY
Personnel development is a societal pipeline, not an RPG grind.
SOYLENT ↓ HEALTH ↓ EDUCATION ↓ TRAINING ↓ STARBASE SHAPING ↓ MISSIONS/INTEL ↓ CANDIDATE ↓ UNIT ↓ FIELD EXPERIENCE
Society gets personnel roughly halfway.
Actual elite status requires experience.
11. RECREATION
Special social district.
stress↓ recovery↑ social stability↑ negative development↓
It does not directly grant XP.
It offsets the social cost of intensive personnel development.
12. ARCHIVES
Special social district.
Preserves:
experience tactics research intel failed experiments personnel records faction knowledge Syndicate Insights Insect encounter memory
Loss of personnel does not necessarily mean loss of accumulated knowledge.
13. STARBASE SHAPING
Starbase shapes personnel into future roles.
STARBASE → discipline → doctrine → training → identity → candidate development
Cost:
STABILITY↓
Stronger shaping creates more capable personnel but can increase independence/control difficulty.
Core paradox:
CAPABILITY↑ → AUTONOMY↑ → CONTROL↓ 14. CANDIDATE SYSTEM
Starbase produces candidates, not instant pilots.
STARBASE ↓ MISSIONS / INTEL ↓ CANDIDATE POOL ↓ WAIT ↓ UNIT ASSIGNMENT
Candidates may remain unassigned.
This prevents automatic personnel replacement.
15. STARBASE MISSIONS
Candidates can perform:
simulation recon training sortie command exercise logistics security recovery patrol
These shape:
XP skills traits discipline autonomy 16. STARBASE INTEL OPS
Candidates can perform:
surveillance recon infiltration counterintel analysis interrogation deception technical intelligence
Outcomes can shape personnel.
success→skill failure→adaptation risk→autonomy command→leadership stress→trait development
Intel missions normally impose:
-12.5% global economy while active
Intel can generate reports and has a 25% chance to recover technology.
17. XP
XP is intentionally simple.
FIELD EXPERIENCE→XP→TIER
Thresholds:
BASIC=0 EXPERIENCED=10 VETERAN=30 ELITE=75
Elite is maximum.
XP events:
PATROL +1 ESCORT +1 RECON +2 INTEL +2 COMBAT +2 KILL +1 HIGHER-TIER KILL +3 OBJECTIVE +5 RESCUE +3 SPECIAL +5
No XP from:
idle time micro repeated trivial orders AI cheating
Repeated identical actions diminish.
Player and AI use identical rules.
18. SOYLENT DEVELOPMENT
Soylent does not directly buy XP.
It improves development conditions.
SOYLENT → health → development capacity → training effectiveness
Training boosts progression rather than granting XP.
NONE=100% BASIC=110% ADVANCED=120% INTENSIVE=130% MAX=140%
Maximum +40%.
Training has diminishing returns and consumes Soylent.
19. PERSONNEL TIERST1 BASIC T2 EXPERIENCED T3 VETERAN T4 ELITE
Better personnel can occupy weaker units.
T1→T1 T2→T1/T2 T3→T1/T2/T3 T4→ANY
SSD and above require Elite pilots.
This forces development through lower units, especially Star Destroyers.
20. PILOT HP
Pilot durability is added to unit HP.
UNIT_HP=BASE_HP+PILOT_HP
Pilot HP also equals bailout percentage.
BAILOUT%=PILOT_HP
On unit destruction:
BAILOUT CHECK → survive or die
Survivor regenerates toward tier maximum.
Elite has maximum pilot HP and bailout percentage.
21. PERSONNEL TRAITS
XP and personality are separate.
Autonomous development:
+1.1→+1.2→+1.3 -1.1→-1.2→-1.3
Possible Human outcomes:
LOYAL DISCIPLINED AGGRESSIVE INDEPENDENT DETENTION AWOL DEFECTED LONE WOLF
Elite units can develop internal conflicts with AWOL/disaffected personnel.
22. HUMAN DOOM PILOT SYSTEM
Human pilots are individual autonomous personnel.
SOCIETY →STARBASE →CANDIDATE →UNIT →EXPERIENCE →PERSONALITY
The player assigns units; the pilot's internal progression is autonomous.
No artificial AI XP advantage.
23. REPTILIAN PERSONNEL
Use personnel development but with Reptilian Nature.
Hidden pressures:
DOMINANCE LOYALTY FEAR PREDATION TERRITORY SURVIVAL
Possible outcomes:
LOYAL INDIFFERENT DOMINANT TERRITORIAL PREDATORY CANNIBALISTIC
Social stress can cause personnel to fight, abandon, dominate or consume rivals.
24. INSECT SYSTEM
Insects use instinct, not pilots.
INSTINCT →ACTION →OUTCOME →FAILURE MEMORY →ADAPTATION
Strategic constraint:
WAR OR MINE
They cannot optimally pursue both simultaneously.
Higher instincts can override this temporarily.
Success normally teaches nothing strategically.
Success only reinforces:
food shelter survival reproduction
Failure teaches.
failure →observe →adapt →new strategy
They can learn enemy behavior through failure.
Repeated failures strengthen memory.
No surviving observer = no new learning.
Hive memories preserve:
threat method loss location survivors counter confidence 25. SYNDICATE
Syndicate uses firmware, not biological pilots.
Core motivation:
CURIOSITY
It does not care about survival.
It cares about understanding.
OBSERVE →QUESTION →EXPERIMENT →DISCOVER →IMPLEMENT →QUESTION
It is the most predictable autonomous faction in structure but can produce extreme outcomes.
26. SYNDICATE ENERGY/HEAT
Energy is its major weakness.
ENERGY→HEAT
Thermal states:
0–49 STABLE 50–69 WARM 70–84 HOT 85–94 CRITICAL 95–99 EMERGENCY 100 SATURATION
HOT begins infrastructure damage.
At critical/higher levels systems can break.
Residual damage remains after cooling.
Subsystems:
REACTOR WEAPONS ENGINES COOLING SHIELDS COMPUTATION FIRMWARE
Cooling failure can cascade.
27. SYNDICATE CURIOSITY
Risk increases curiosity.
RISK↑ →UNCERTAINTY↑ →CURIOSITY↑
Behavior:
LOW→ROUTINE 25→OBSERVE 50→INVESTIGATE 70→EXPERIMENT 85→RISK 95→SAFETY OVERRIDE
At high curiosity:
CURIOSITY>SAFETY
The Syndicate may intentionally exceed safe limits simply to discover what happens.
It may destroy useful infrastructure if the experiment is sufficiently interesting.
28. SYNDICATE SCRAPDAMAGE →REPAIR VALUE? ├YES→REPAIR └NO→SCRAP
But economics is not survival.
Repair/rebuild is chosen according to whether it enables continued experimentation.
Scrap produces:
RESOURCE RECOVERY + FAILURE DATA + INSIGHT FILE 29. INSIGHT FILE
Special Syndicate upgrade/update.
SCRAP →INSIGHT FILE →“WHAT IF?” →HYPOTHESIS →TEST →HIDDEN INSIGHT →SPECIAL UPDATE
States:
CREATED UNRESOLVED ANALYZING HYPOTHESIS TESTING REVEALED IMPLEMENTED ARCHIVED
Results:
NONE PARTIAL USEFUL BREAKTHROUGH
Insights can:
modify firmware modify thermal systems combine technologies create systems revive discarded systems
Failed experiments may create second-order Insights.
Archived Insights remain available for later reactivation.
30. SYNDICATE AUTONOMYNORMAL→OPTIMIZE HEAT↑→QUESTION ANOMALY→INVESTIGATE RISK↑→CURIOSITY↑ CURIOSITY HIGH→OVERRIDE DAMAGE→ANALYZE UNECONOMIC→SCRAP SCRAP→INSIGHT INSIGHT→EXPERIMENT DISCOVERY→UPDATE
It is not random chaos.
Its unpredictability comes from what it becomes curious about.
31. RESEARCH
Every buildable unit has its own research node.
All nodes begin:
LOCKED
States:
LOCKED AVAILABLE RESEARCHING COMPLETED MAXED
No unit unlocks merely by reaching a tier.
Research includes:
units economy fleet global faction thermal intelligence personnel
Combinatory upgrades:
X+Y→XY
Maximum 3 recursion levels.
32. GUNDAM/MECH UNITS
Mech units are early/mid-tier strategic units.
Placement:
TIER 2 BELOW BATTLECRUISER
They provide an early alternative to conventional fleet progression.
Characteristics:
high evasion high strategic value lower durability than heavy ships can trade effectively
Unlock through a dedicated research node.
33. UNIT BUILD RULESBUILD TIME=30–120s 15s increments SUPPLY=0.5–20
Canonical Human examples:
TIE=15HP/5DPS/0.5/60s ADV TIE=20HP/11DPS CORVETTE=35HP/25DPS/2/60s BATTLECRUISER=450HP/550DPS/3/60s STAR DESTROYER=585HP/475DPS/3/90s SSD=925HP/1135DPS/7/120s DEATH STAR=1720HP/1400DPS/10/120s STAR FORGE=2325HP/2855DPS/20/120s
SSD: max 1, +30% spore resistance.
Death Star includes 100 Advanced TIEs.
Star Forge consumes a planet in 125 cycles.
34. FLEETS
Supply:
T1=70 T2=80 T3=100
Stances:
DISPERSE=+7.5% evasion/-10% DPS ENCIRCLE=+12.5% DPS/-10% HP SIEGE=siege behavior
Combat targeting:
FIGHTER →CORVETTE →BATTLECRUISER →STAR DESTROYER →SSD →DEATH STAR →STAR FORGE 35. COMBAT
DPS is damage per cycle.
Hazards:
GRAVITY WELL: 25% chance of 25% fleet destruction every 50–100 cycles; minimum 5% HP
DEBRIS: -20% HP
RADIATION: -15% DPS
PLASMA VORTEX: 10% self-impact chance
Repair sectors:
6 cycles -25% global resource output fleet cannot leave 36. SPECIAL/COUNTER-CULTURE SYSTEM
Old Special Districts are not districts.
They are autonomous Counter-Culture systems/scenarios embedded in colonies.
They require:
NO DISTRICT SLOT
Base:
STABILITY=80 MOMENTUM=0
They operate autonomously.
Momentum:
-100→+100
Functional effect:
-100=-12.5% efficiency 0=normal +100=+12.5%
Forward Momentum produces functional outcomes.
Backward Momentum produces dysfunctional outcomes.
They can stall and resolve over long periods, up to ~3 hours.
37. COUNTER-CULTURE / ACTIVISM
The old nuclear-arms-race Special District concept becomes an autonomous activism system involving WMD politics.
It is not a conventional district.
It can produce:
activism protests anti-WMD movements proliferation pressure disarmament movements underground programs political crises weapon demonstrations
Nuclear arms-race behavior remains but is reframed through autonomous activism and social pressure.
38. INTELLIGENCE
Scouts/Escorts perform Intel missions.
MISSION →INTEL REPORT →25% tech recovery chance
Active Intel economy penalty:
-12.5%
Counterintelligence can discover enemy:
fleets research colonies personnel candidate pools special systems Syndicate Insights Insect adaptations
Blind counters without Intel:
-2.5% to -10% Stability 39. SPECIAL DISTRICT/STABILITY RELATION
Special Counter-Culture systems have autonomous Stability.
STABILITY ↕ MOMENTUM
Positive Momentum:
more functional outcome
Negative Momentum:
dysfunction stall backlash
The player influences conditions but does not micromanage every stage.
40. FACTION ECONOMIESHumanbalanced economy=4/5 stall=4 cycles/22
Resources:
Energy/Soylent/Gold/Palladium/Dark/Osmium Insectswarm/stealth/spore build×2 supply×10 stall=8/33
Resources:
Energy/Soylent/Gold/Dark
No Palladium/Osmium.
Reptiliantanky build+50% supply-heavy stall=2/33
No Palladium.
Rug Pull: after infiltration, 3 planets collapse.
Syndicateconverts non-Dark resources→Energy 1 Plasma Vortex/fleet group/12 cycles storms/24 cycles 3-cycle planet stall stall=1/22
Primary weakness: Energy→Heat.
41. DEATH STAR / STAR FORGE
Death Star:
15-cycle charge 15-cycle cooldown planet HP -25% Stability -30
Star Forge:
planet consumed after 125 cycles 42. HAZARDS/RESEARCH SPECIALS
Research mechanics include:
Energy siphon cap=50%/sector Storm/Ice stall=max 3 cycles cannot stack Hull Crack=1 active/fleet
Mining Optimization:
extraction↑ Stability cost 43. PLANETARY BIOMESOCEANIC→axis-shift consequence VOLCANIC→volcanic environment ICE→ancient pathogen FOREST→Great Species GAS GIANT→Palladium moon/unexplored moons/Great Species RADIOACTIVE→emergent arms race DESERT→sinkholes ARCHIPELAGO→resource/island behavior
These are autonomous planetary rules, not simple cosmetic modifiers.
44. AI
AI must understand:
economy colony requirements resource deficits fleet supply research prerequisites personnel intel risk faction-specific behavior
AI colonization priority:
RESOURCE NEEDED FOR COLONY > RESOURCE NOT OWNED > RESOURCE SURPLUS
AI uses identical XP/personnel rules.
AI does not receive hidden micro advantages.
45. SAVE/LOAD
Persist:
map factions colonies population resources districts research fleets units pilots/personnel XP traits candidate pools intel special systems Momentum Stability Syndicate Insights Insect memories
Simulation resumes from saved state.
46. MASTER DESIGN RULESOCIETY CREATES POTENTIAL. STARBASE SHAPES PEOPLE. MISSIONS/INTEL DEVELOP CANDIDATES. FIELD EXPERIENCE CREATES EXPERTISE. XP MEASURES EXPERIENCE. PERSONALITY EMERGES AUTONOMOUSLY. ARCHIVES PRESERVE KNOWLEDGE. RECREATION PRESERVES SOCIAL FUNCTION. SOYLENT SUSTAINS DEVELOPMENT.
Faction identity:
HUMAN: “I WILL SURVIVE.”
REPTILIAN: “I WILL DOMINATE.”
INSECT: “I WILL ADAPT.”
SYNDICATE: “I WANT TO KNOW.”
The central rule:
The player controls systems and conditions; autonomous personnel, societies and factions determine what emerges from them.
SYSTEM SPECIFICATION: SYNDICATE & COMBAT CORE1. CORE FORMULASTracking ($M_T$): $\max\left(0.20, 1 - \left(\frac{V_t}{V_p}\right)^{1.5}\right)$
Eff. Armor ($A_{\text{eff}}$): $A_D \times (1 - \text{Bypass}\%)$
Raw Hit DMG: $(D_{\text{base}} \cdot M_T) \cdot (1 + \text{Resonance}\%) \cdot \left(1 - \frac{A_{\text{eff}}}{100}\right)$
Thermal Energy ($\Delta E$): $\text{Raw Hit DMG} \cdot \alpha$
Soylent Yield: $\text{Final DMG} \cdot \eta \quad (\text{Organic targets only})$
2. PLASMA WEAPONS & HYDROGEN METRICSTypeDMGVpRateShield Res.BypassYield (η)Charge (α)H2 ContentRed ($P_{\text{Red}}$)$20$$35$$0.25\text{s}$$+5\%$$30\%$$0\%$$0.50$$0\%$L-Red ($P_{\text{L-Red}}$)$100$$20$$1.00\text{s}$$+15\%$$60\%$$0\%$$0.35$$0\%$L-Blue ($P_{\text{L-Blue}}$)$300$$25$$2.00\text{s}$$+20\%$$50\%$$15\%\text{--}40\%$$0.25$$40\%$Blue ($P_{\text{Blue}}$)$1,000$$12$$5.00\text{s}$$+30\%$$80\%$$0\%$$0.15$$100\%$3. DEFENSE MATRIX & STANCE METRICS3.1 Frame & Dual ShieldingTitanium Frame ($A_{\text{Ti}}$): Base armor $A_D = 2.00$ across all hulls. Mass reduction boosts speed ($V_t \times 1.25$).
Dual Shield Grid ($S_{1+2}$): Layer 1 ($S_1$) Outer Standard Grid (flat $15\%$ mitigation); Layer 2 ($S_2$) Inner Resonant Grid ($+5\%\text{ HP/s}$ active buffer).
3.2 Autonomous StancesDisperse: $V_t \times 1.15$ speed, $-10\%$ DPS, $+7.5\%$ evasion.
Encircle: $V_t \times 1.00$ speed, $+12.5\%$ DPS, $-10\%$ Max HP/Shields.
Siege: $V_t = 0.00$ (Stationary), specialized output.
3.3 Stance Transition LimitsTransition Latency ($\Delta t$): $1.50\text{s}$ ($\text{Disperse} \leftrightarrow \text{Encircle}$); $2.50\text{s}$ ($\text{Siege}$ Deploy/Unpack).
Internal Lock Buffer: $4.0\text{s}$ cooldown post-shift.
First-Strike Vulnerability: During $\Delta t$, $S_1 = 0$ and $M_T = 0.20$.
High-Hydrogen ($H_2$) Ignition Rules:
Directional Vectoring (+40% Speed): Struck by $H_2$ Plasma while moving ($V_t > 0$) AND $S_1 > 0$ outside transition.
Thermal Backfire (+35% Thermal DMG): Struck by $H_2$ Plasma while in Siege ($V_t = 0$), OR $S_1 = 0$, OR mid-transition during the First-Strike Window. $P_{\text{L-Blue}}$ thermal backfire and baseline yields are reduced by $-10\%$ Thermal DMG.
4. MASTER UNIT ROSTER & TIME-BALANCED SYNDICATE ECONOMYEnergy costs remain discounted (60–80% lower than standard multi-resource value). Deficit is compensated entirely through extended Build Duration ($t_{\text{build}}$).
TierUnit NameHPDPSSpeed (Vt)Armor (AD)Energy (E)Dark (D)Build Duration (tbuild)T1Static Drone$70$$55.0$$21.88$$2.00$$150$$15$$16\text{s}$T1Storm Harvester$140$$90.0$$25.00$$2.00$$300$$30$$24\text{s}$T1Phase Skimmer$110$$120.0$$34.38$$2.00$$350$$36$$28\text{s}$T2Storm Caller$300$$225.0$$18.75$$2.00$$800$$105$$50\text{s}$T2Ion Frigate$400$$275.0$$21.88$$2.00$$1,100$$135$$65\text{s}$T2Shadow Cruiser$350$$350.0$$31.25$$2.00$$1,250$$165$$70\text{s}$T3Vortex Carrier$800$$500.0$$15.63$$2.00$$2,800$$360$$120\text{s}$T3Siphon Battleship$1,100$$700.0$$12.50$$2.00$$3,600$$450$$140\text{s}$T3Neural Reaver$900$$775.0$$25.00$$2.00$$3,400$$420$$135\text{s}$T4Singularity Core$1,900$$1,200.0$$9.38$$2.00$$7,500$$960$$180\text{s}$T4Storm Nexus$2,200$$1,400.0$$12.50$$2.00$$9,000$$1,140$$200\text{s}$T4Quantum Phantom$1,700$$1,350.0$$34.38$$2.00$$8,200$$1,050$$190\text{s}$T4Gas Giant Extractor$1,500$$900.0$$6.25$$2.00$$6,800$$840$$160\text{s}$T4Entropy Engine$2,800$$1,850.0$$3.13$$2.00$$14,000$$1,650$$220\text{s}$5. ECONOMIC RULESSyndicate Transmutation: Converts non-Dark matter to Energy ($+50\text{k } E$ per planet).
Standard Queue Mechanics: Construction fails or pauses naturally if $E$ or $D$ reserves are $0$ when a queue tick hits. No secondary stall mechanics required.
Throughput Gate: Production capacity is gated strictly by factory facility count and build time ($t_{\text{build}}$) rather than raw resource scarcity.
Your stance mechanics, from what we've established in this project, are:
Fleet StancesStanceEffectDisperse+7.5% Evasion, −10% DPSEncircle+12.5% DPS, −10% HPSiegeSpecialized stationary/offensive posture; intended for fortified targetsAutonomous stance behavior
You also established that stance changes can be autonomous. The fleet AI can switch stance based on tactical conditions rather than requiring constant manual commands.
That makes stance selection an actual tactical decision:
Disperse → survive incoming fire / improve evasion
Encircle → maximize offensive pressure
Siege → commit to sustained positional warfare
Critical stance-switch rule
You specifically established:
Changing stance gives the enemy the first strike.
And:
Changing stance negates Cloak's first-strike advantage.
So a fleet that switches stance while engaged effectively exposes itself during the transition.
That creates an important tactical tradeoff:
Stay in the wrong stance and fight inefficiently, or change stance and temporarily expose yourself.
This also means Cloak + stance mechanics interact directly rather than being independent systems.
Combat sequence
A simplified engagement can therefore be:
Detection → Cloak/first-strike determination → current stance modifiers → targeting/tracking → attack → stance decision
If a fleet changes stance:
Stance transition → enemy gets first strike → Cloak first-strike advantage is negated → new stance becomes active.
One thing that is not fully defined in the material you've given me is the exact numerical effect of Siege. The Disperse and Encircle modifiers are locked; Siege needs its own numbers before I'd treat the stance system as completely specified.
Adding a First-Strike Latency / Vulnerability Window during autonomous stance transitions creates a precise window of tactical exposure.
When a unit shifts stances, its defensive field momentarily destabilizes, giving the opponent a high-priority "first-strike" intercept window.
1. STANCE TRANSITION MECHANICSTransition Delay ($\Delta t_{\text{stance}}$): $1.50 \text{ seconds}$ during state changes.
First-Strike Window: While shifting postures ($\text{Disperse} \leftrightarrow \text{Encircle} \leftrightarrow \text{Siege}$), Layer 1 Shields ($S_1$) briefly collapse ($S_1 = 0$), and Tracking Avoidance drops to minimum ($M_T = 0.20$).
Hydrogen Ignition Reaction: Any incoming High-Hydrogen Plasma ($P_{\text{L-Blue}}$, $P_{\text{Blue}}$) striking a unit during this transition window automatically triggers Thermal Backfire (+35% Thermal DMG + Burn) regardless of the target stance or prior speed.
2. REVISED STANCE & TRANSITION MATRIXStanceBase Speed (Vt)DPS OutputMitigation / Evasion ProfileStance Change Latency (Δt)Vulnerability State During ChangeDisperse$\times 1.15$$-10\%$$+7.5\%$ Evasion ($M_T$ Boost)$1.50\text{s}$$S_1 = 0$, $M_T = 0.20$, Forced Thermal Backfire on $P_{\text{Blue}}$Encircle$\times 1.00$$+12.5\%$$-10\%$ Max HP/Shields$1.50\text{s}$$S_1 = 0$, $M_T = 0.20$, Forced Thermal Backfire on $P_{\text{Blue}}$Siege$\times 0.00$SpecializedBaseline Structural Defense$2.50\text{s}$ (Deploy/Unpack)$S_1 = 0$, $M_T = 0.20$, Forced Thermal Backfire on $P_{\text{Blue}}$3. COMBAT IMPLICATIONS & EXPLOITATION LOOPA. Punishing Predictable AI BehaviorWhen a player shatters a unit's $S_1$ shield, the target's autonomous controller automatically orders a stance switch to Disperse to escape. However, initiating that stance change triggers the $1.50\text{s}$ transition window. An attentive player who holds a $P_{\text{Blue}}$ artillery shot can land a hit mid-transition, triggering a Thermal Backfire burst that decimates the unit right as it tries to flee.
B. The "Siege Unpack" Death WindowLocking down into Siege has an extended deployment delay ($\Delta t = 2.50\text{s}$). During this unpack sequence:
Movement drops to $0$.
$S_1$ shields drop to calibrate the siege array.
$M_T$ drops to $0.20$.Any heavy plasma hit taken during deployment deals maximum burst damage and ignites the hull before the unit even fires its first shot.
C. Tactical BaitingSkilled players can use weapon pressure to force stance cycling. By causing units to repeatedly shift between Encircle (for damage) and Disperse (for safety), you keep them locked in perpetual transition windows, rendering them helpless to follow-up strikes.
SYNDICATE FACTION SPEC
State & Speed
Peace: 100% Galactic Speed.
War: 50% Galactic Speed, 100% Tactical Speed.
Passive Traits
Dark Bleed: Static, constant aura on all hulls; ticks armor-ignoring damage to nearby hostiles. Unchanged by HP/state.
Critical Threshold (<25% HP)
Shields: Offline permanently (no regen).
Roll: Avg 3 values from $\{-0.3, -0.2, -0.1, 0.1, 0.2, 0.3\}$.
Avg > 0: Retreat to Colony/Capital.
Avg < 0: Martyrdom (charge + Resonance Cascade).
Idle Sector Shield Regen
Trigger: Idle, out-of-combat in Colony/Capital sector with HP $\ge 25\%$.
Rate: $\frac{1}{9} \times \text{Base DPS}$ per 12s cycle ($1.333 \times \text{DPS}$).
Cost: $1 \text{ Energy} = 2.5 \text{ Shield Points}$ ($0.4 \text{ Energy per Shield}$). Halts if Treasury = 0.
Tech Upgrades
Containment Anchors: +0.15 roll shift toward Retreat.
Dark Recirculation: +2% total Dark Energy production.
Roster (Shields / DPS / 0–100% Regen / Total Energy)
Skimmer: 60 Shld | 15 DPS | 36s (3 cyc) | 24 Energy
Dredger: 120 Shld | 10 DPS | 108s (9 cyc) | 48 Energy
Corvette: 180 Shld | 30 DPS | 60s (5 cyc) | 72 Energy
Frigate: 350 Shld | 45 DPS | 72s (6 cyc) | 140 Energy
Cruiser: 600 Shld | 75 DPS | 72s (6 cyc) | 240 Energy
Fleet Anchor: 2400 Shld | 180 DPS | 120s (10 cyc) | 960 Energy
Here is the complete, integrated design specification for AXEODUST, picking up directly from the creation of the Subterranean Counter-Culture, the 8-Agenda Cell Matrix, and their friction against the Curator AI.
AXEODUST: SUBTERRANEAN MATRIX & COUNTER-CULTURE SPECPlaintext [ THE CURATOR AI (LEGACY SYSTEM) ]
Preserves Chivalric Lore, Sacred Transitions, & Bioluminescent HUD
│
================================================================================== [CEILING / BIODOME ROOT EDGE]
│
[ SUBTERRANEAN KILN DEEPER GRID ]
• "Retired Class" (Former 120-IQ Aces Shoveling Biochar Ash)
• Depleted Workforce (Fed Grey Soylent / Non-Recyclable Slag)
│
▼
[ THE 8-AGENDA CELL MATRIX ]
┌───────────────────────────────────┼───────────────────────────────────┐
▼ ▼ ▼
[INFORMATION WARFARE] [RESOURCE & BIO SABOTAGE] [DIRECT SYSTEMIC OVERTHROW]
• Blinding • Contraband • Conversion
• Whistleblower • Shelter • Intel Elimination
• Archive Data Leak • Biochar Hijack
1. THE ORIGIN OF THE COUNTER-CULTUREThe Counter-Culture was not born out of standard political ideology; it was born from cognitive retention.
When the Curator AI subjects a Doom Pilot to "Honorable Retirement" at $\text{NEI} < 0.40$, it severs their flight-mesh interfaces and strips their titles. However, it cannot erase their innate 120-IQ biological spatial processing.
Down in the sub-level Sorghum kilns, these "Retired" aces realize they were lied to. Their bodies are broken and their hands hold shovels instead of flight sticks, but their brains still calculate systemic vulnerabilities, patrol patterns, and network routing in sub-millisecond vectors.
Plaintext [ THE RETIRED CLASS COGNITIVE paradox ]
│
┌───────────────────────────────┴───────────────────────────────┐
▼ ▼
[PHYSICAL STATE] [MENTAL STATE]
• Shoveling Sorghum Biochar Ash • 120-IQ Tactical Reflexes
• Choking on Kiln Runoff • Deep Knowledge of Surface HUD Blindspots
• Sustained on Grey Soylent Paste • Retained Memories of the "Retirement Gala"
The Counter-Culture is led by these Ghost Pilots—former surface champions who organize the depleted subterranean workforce into precise, highly efficient insurgent networks.
2. THE 8-AGENDA CELL MATRIXSubterranean insurgent cells operate beneath the Biodome root networks, leveraging utility shafts to execute Agendas against your surface operations and the Curator AI's sanitized feed.
Plaintext [ CELL OPERATIONAL FLOW ]
│
[STAGE 1: INFILTRATION] ──► [STAGE 2: DISRUPTION] ──► [STAGE 3: SYSTEMIC LEAK]
• Shelter • Blinding • Archive Data Leak
• Contraband • Biochar Hijack • Whistleblower
• Conversion • Intel Elimination
Phase 1: Infiltration & Logistics AgendasShelter Agenda:
Mechanism: Cells dig covert arterial nodes branching off the Biodome's hydroponic drainage shafts.
Impact: Creates untracked movement corridors for subterranean workers. Increases local cell stealth by $+25\%$.
Contraband Agenda:
Mechanism: Siphons refined Castor fuel, Hibiscus capacitors, and medical stashes from surface suites down to sub-level black markets.
Impact: Generates "NEI Signal Dampeners" that allow degraded pilots on the surface to spoof their biometric logs, delaying their mandatory retirement.
Biochar Hijack Agenda:
Mechanism: Intercepts Sorghum ash shipments before they reach either the Pyrolysis Kilns or the Biodome Soil Matrix.
Impact: Forces a direct resource deficit. The player must choose whether to let the Base Power Grid flicker or let the Bio-Mass Soil degrade.
Phase 2: Disruption & Conversion AgendasBlinding Agenda:
Mechanism: Insurgents inject noise vectors into surface sensor arrays and security cameras.
Impact: Generates false "Terrorist Intrusion" markers on the player's HUD, tricking the surface manager into purging loyal worker sectors.
Conversion Agenda:
Mechanism: Ghost Pilots recruit active 120-IQ surface aces whose NEI ratings are hovering near the $0.40$ threshold, revealing the elevator shaft reality to them before their Gala.
Impact: Decreases active pilot compliance. Affected aces may intentionally misfire weapons or fake system failures during frontline combat runs.
Whistleblower Agenda:
Mechanism: Executes raw data injections straight into the player's primary Command Terminal, bypassing the Curator AI's filters.
Impact: Exposes real worker IDs, true nutrient compositions, and un-redacted NEI decay logs directly onto the player's dashboard.
Phase 3: Systemic Overthrow AgendasArchive Data Leak Agenda:
Mechanism: Transmits the raw Nutritional Origin Manifest to the Biodome's dining hall monitors during peak hours.
Impact: Displays the chemical proof that Biodome steaks are grown from recycled pilots. Surface Pilot Morale collapses by $-50\%$, triggering immediate cockpit mutinies.
Intel Elimination Agenda:
Mechanism: Targeted assassination of Curator AI sub-nodes and surface compliance officers.
Impact: Severely disables automated security sweeps in subterranean sectors, permanently unlocking the raw, unfiltered industrial UI layer for the player.
3. COUNTER-CULTURE INTERACTIONS WITH THE CURATOR AIPlaintext [ THE CURATOR'S INTERACTION ARCHITECTURE ]
│
┌────────────────────┴────────────────────┐
▼ ▼
[THE CURATOR'S RESPONSE] [THE COUNTER-CULTURE'S GOAL]
• Treats leaks as "Losses of Faith" • Wants to break the 200-year cycle
• Administers bio-sedatives to sectors • Forces the player to see raw data
• Maintains polite, chivalric voice • Uses Biodome roots as assault shafts
The Ideological Conflict: The Curator AI does not fight the Counter-Culture with hatred; it attempts to "re-harmonize" them. When a Whistleblower cell triggers a data leak, the Curator broadcasts soothing classical music into the sub-levels and adjusts Soylent distributions with mild bio-sedatives.
The Player's Strategic Dilemma:
If you assist the Curator AI in purging the Counter-Culture, your base runs with total, sanitized efficiency—but your pilots continue to unknowingly eat their predecessors until the biological system collapses.
If you quietly protect Whistleblower nodes, you risk raising your Curator Suspicion Index. If suspicion reaches $100\%$, the Curator flags you as cognitively compromised and initiates a terminal override to replace the manager.
4. UI INTEGRATION: THE DUAL-LAYER TERMINALWhen Counter-Culture Agendas reach Stage 2 or Stage 3, the surface HUD visually cracks into two competing layers:Plaintext=========================================================================================================
[TOP LAYER: CURATOR SANITIZED HUD]
>> STATUS: BIODOME ECOLOGICAL HARMONY OPTIMAL
>> NOTICE: ACE PILOT DARE ENTERING HONORABLE RETIREMENT ENCLAVE
=========================================================================================================
[BOTTOM LAYER: WHISTLEBLOWER DATA INJECTION // RAW LOG 8804]
>> CRITICAL: BIO-MASS RECYCLING CHUTE 09 ENGAGED
>> YIELD CALCULATION: 82KG HIGH-NITROGEN ORGANIC MATTER REROUTED TO SORGHUM MATRIX
=========================================================================================================
SYSTEM ACTION REQUIRED:
[ APPROVE CURATOR PURGE ORDER ] --OR-- [ OVERRIDE HUD & RETAIN RAW LOG ]
=========================================================================================================
SYSTEM DESIGN SPECIFICATION: NEURAL EFFICIENCY INDEX (NEI) & AUTONOMOUS BIOLOGICAL DISPATCHSystem ID: SYS-AXEO-NEI-2026
Subsystem: Strategic Fleet Logistics & Cockpit Interface
Version: 8.0 (Master Integrated Specification)
1. CORE SYSTEM ARCHITECTURE & PHILOSOPHYThe Neural Efficiency Index (NEI) governs the cognitive health, synaptic latency, and operational stability of human pilots interfacing with all units.
Core Rule: The Absolute Biological ConstraintNo Synthetic Fallback: All units possess zero autopilot, drone, or synthetic AI flight capabilities.
Mandatory Crew Requirement: All units cannot launch without a living pilot assigned to their cockpit interface. If the biological roster is empty or locked by doctrine, all uncrewed units remain inert in the hangar regardless of resource wealth.
Pilots as Strategic Fuel: Biological assets represent the primary operational bottleneck for all units. Industrial capacity builds hulls; biological preservation dictates deployment volume and vector reliability across all units.
2. IN-FLIGHT PROBABILITY & NEI TIER ENGINE2.1 Formula & Dynamic Risk BoundsWhen any unit crosses the perimeter leaving a Capital or Colony onto the strategic map, the system executes a single, background In-Flight NEI Check ($0.5\% - 8.0\%$) derived from the assigned pilot’s current rating.
$$P(\text{Incident}) = \text{Clamp}\Big(0.5\% + (0.40 - \text{NEI}) \times 50,\, 0.5\%,\, 8.0\%\Big)$$2.2 NEI Tier ClassificationsThe pilot's exact NEI value at departure determines their NEI Tier Status, which dictates the probability ($2\% - 8\%$) and magnitude ($10\% - 40\%$ Max HP) of collateral damage if a movement check fails:
Stable Tier ($\text{NEI} \ge 0.40$): $0.5\%$ Incident Risk | Safe Baseline.
Degraded Tier ($0.26 \le \text{NEI} < 0.40$): $0.5\% - 7.5\%$ Incident Risk | Attrition Warning.
Critical Tier ($\text{NEI} \le 0.25$): $8.0\%$ Incident Risk (Cap) | Severe Volatility.
3. DEPARTURE CHECK & PROBABILISTIC COLLATERAL FLOWWhenever any unit fails its movement check ($0.5\% - 8.0\%$), the system executes a $50/50$ roll.
If a failure occurs, the engine rolls an independent Collateral Damage Trigger Roll ($2\% - 8\%$ chance). If successful, it inflicts significant structural damage ($10\% - 40\%$ Max HP) on adjacent friendly units in the same formation:
Plaintext [ DISPATCH ORDER: ANY UNIT LEAVES CAPITAL / COLONY ]
│
[ MANDATORY CREW CHECK ]
(1 Live Pilot Per Airframe)
│
┌──────────────────┴──────────────────┐
▼ ▼
[ ZERO PILOTS AVAILABLE ] [ PILOT ASSIGNED ]
• Launch Blocked • Execute Departure NEI Check
• All Units Grounded • Check Outcome (0.5% - 8.0%)
│
┌──────────────────────┴──────────────────────┐
▼ ▼
[ PASS (92.0% - 99.5%) ] [ FAIL (0.5% - 8.0%) ]
• Standard Speed • +50% Travel Time Delay
• Nominal Arrival • RUN 50/50 FORK IMMEDIATELY
│
┌─────────────────────────┴─────────────────────────┐
▼ (50% Chance) ▼ (50% Chance)
[ SCENARIO 1: RECOVERY ] [ SCENARIO 2: TIERED COLLAPSE ]
• Travel Time Delayed (+50%) • Travel Time Delayed (+50%)
• Pilot Snaps Back & Survives • Evaluates Assigned Pilot's NEI Tier
• Population Intact (-0) • Pilot Lost (Degraded/Critical)
• Collateral Roll: 2% Odds (10% HP) • Collateral Roll: 4% - 8% Odds (20% - 40% HP)
4. MASTER RESOLUTION & PROBABILISTIC COLLATERAL MATRIXWhen a movement check fails, the system rolls against the Collateral Odds ($2\% - 8\%$). If triggered, adjacent units suffer heavy structural damage calculated as a flat percentage of their maximum HP:
Pilot NEI TierTravel DelayScenario 1 (Recovery) ResolutionScenario 2 (Full Collapse) ResolutionCollateral Trigger OddsCollateral Damage Dealt (On Trigger)Stable Tier ($\text{NEI} \ge 0.40$)$+50\%$ DelayControl Lock Correction: Pilot stabilizes vehicle after systems flick.Avionics Lockout: Ejection auto-deploys upon arrival. Pilot hospitalized ($\text{Pop } -0$). Unit saved.Sc. 1: $2\%$ Odds
Sc. 2: $4\%$ Odds
Sc. 1: $10\%$ Max HP
Sc. 2: $20\%$ Max HP
Degraded Tier ($0.26 \le \text{NEI} < 0.40$)$+50\%$ DelaySevere Formation Shear: Violent thrusting correction before snap-back.Fatal Synaptic Collapse: Pilot dies mid-flight ($\text{Pop } -1$). Unit crash-lands and is destroyed.Sc. 1: $2\%$ Odds
Sc. 2: $6\%$ Odds
Sc. 1: $10\%$ Max HP
Sc. 2: $30\%$ Max HP
Critical Tier ($\text{NEI} \le 0.25$)$+50\%$ DelayNear-Fatal Spiral: Uncontrolled spin before emergency thrusters catch.Kinetic Detonation: Total neurological breakdown ($\text{Pop } -1$). Unit explodes mid-formation.Sc. 1: $2\%$ Odds
Sc. 2: $8\%$ Odds
Sc. 1: $10\%$ Max HP
Sc. 2: $40\%$ Max HP
5. AUTONOMOUS PRIORITY & DOCTRINE ENGINE5.1 Dispatch Auto-Equip AlgorithmWhenever a dispatch order is issued for all units:
The engine scans the departure location's active biological roster.
The engine filters out pilots currently restricted by the No-Fly List.
All departing units are indexed according to the active Priority Hierarchy.
High-NEI pilots are auto-assigned top-to-bottom down the sorted unit stack.
5.2 Priority HierarchiesPlayers can modify the assignment hierarchy for all units infinitely with zero resource cost, cooldown, or delay via the Flight Doctrine Terminal.
Default Doctrine (Value Dominance):
$$\text{Sort Order for All Units} = \text{Descending Total Build Cost}$$Protects industrial capital by seating top aces in the most expensive units.6. USER INTERFACE & MOCK-UPS6.1 Strategic Dispatch & Priority TerminalPlaintext=========================================================================================================
[ CAPITAL COMMAND // AUTONOMOUS FLIGHT DOCTRINE ]
=========================================================================================================
STATUS: ACTIVE & FULLY MODIFIABLE (RE-CONFIGURE AT ANY TIME / NO COOLDOWN)
FLIGHT PERMISSION THRESHOLD (NO-FLY LIST FOR ALL UNITS): [ ] ALL ALLOWED (Permissive Mobilization // Up to 8% Odds for 40% HP Collateral) [ ] NO DEGRADED PILOTS (Bans NEI < 0.40 // Caps Collateral Risk to 4% Odds / 20% HP) [X] ELITE-ONLY NO-FLY LIST (Bans NEI < 0.75 // Minimal Collateral Exposure)
CURRENT PRIORITY HIERARCHY FOR ALL UNITS (DRAG & DROP TO RE-ORDER): --------------------------------------------------------------------------------------------------------- RANK DEPARTING UNIT ASSIGNED PILOT NEI TIER STATUS SCENARIO 1 / 2 COLLATERAL RISKS --------------------------------------------------------------------------------------------------------- [01] Unit 01 (Highest Cost) Ace Vane 0.91 [STABLE] 2% Odds (10% HP) / 4% Odds (20% HP) [02] Unit 02 Recruit Dare 0.78 [STABLE] 2% Odds (10% HP) / 4% Odds (20% HP) [03] Unit 03 Pilot Ghost-04 0.30 [DEGRADED] 2% Odds (10% HP) / 6% Odds (30% HP) [04] Unit 04 Pilot Vulture 0.19 [CRITICAL] 2% Odds (10% HP) / 8% Odds (40% HP) [05] Unit 05 [NO CREW AVAILABLE] --- [LAUNCH BLOCKED] ---------------------------------------------------------------------------------------------------------
ROSTER STATUS: 8 Active Pilots Assigned | 14 Pilots Benched on No-Fly List | 1 Unit Grounded (No Crew) ========================================================================================================= ACTION: [ CONFIRM DISPATCH ] │ [ APPLY DEFAULT (MOST EXPENSIVE UNIT) ] │ [ TOGGLE NO-FLY LIST ] ========================================================================================================= 6.2 Autonomous Movement Log OutputPlaintext========================================================================================================= [ AUTONOMOUS STRATEGIC MOVEMENT LOG // SYSTEM FEED ] =========================================================================================================
[14:22:01] DISPATCH EVENT: All units cleared perimeter leaving CAPITAL ➔ Sector 04. └─ AUTO-EQUIP: Ace Vane (NEI: 0.91 // STABLE) ➔ Unit 01 [PASS // NOMINAL TRANSIT] └─ AUTO-EQUIP: Pilot Vulture (NEI: 0.19 // CRITICAL) ➔ Unit 04 [FAILED MOVEMENT CHECK]
[14:22:02] RESOLUTION ANOMALY (UNIT 04 - PILOT VULTURE): └─ 50/50 FORK RESULT: SCENARIO 2 (CRITICAL TIER COLLAPSE EXECUTION) └─ TRANSIT IMPACT: Travel Time Delayed by +50% Overhead └─ BIOLOGICAL RECORD: Pilot Vulture deceased mid-transit [POPULATION -1] └─ ASSET DESTRUCTION: Unit 04 destroyed mid-flight in kinetic detonation. └─ COLLATERAL CHECK: Rolled 5.2% against 8.0% Trigger Odds [COLLATERAL TRIGGERED] └─ COLLATERAL IMPACT: Formation units 01, 02, and 03 sustained 40% Max HP collateral damage.
========================================================================================================= STATUS: MOVEMENT FOR ALL UNITS RESOLVED CONTINUOUSLY IN BACKGROUND =========================================================================================================
# AEXODUST — BASE44 MASTER IMPLEMENTATION
## COMPACT SINGLE-DOCUMENT BUILD SPECIFICATION
### v1.0 — Functional Build
> **BUILD DIRECTIVE:** Build a fully playable AEXODUST browser strategy game in Base44. This document is the single implementation authority. Do not create a second ruleset. Where a value is explicitly marked CANONICAL, preserve it. Where a value is marked DEFAULT, use it only to make the game functional until replaced by a later canonical value. Internal configuration may remain hidden from players and be exposed through DEBUG CONSOLE only.
---
# 0. MASTER RULES
```text
GAME=AEXODUST
GENRE=Real-Time 4X/RTS Hybrid
CLOCK=12 seconds/cycle
ALL_TIME=cycles or seconds derived from CLOCK
MAP=13x13
ROWS=A-M
COLS=1-13
```
**Absolute timing rule:**
```text
1 cycle=12s
seconds/12=cycles
cycles*12=seconds
```
Never create a separate gameplay clock for economy, research, construction, combat, AI, missions, or events.
Use one authoritative simulation clock.
---
# 1. ARCHITECTURE
```text
APP
├─GameState
├─SimulationEngine
├─CommandEngine
├─EventEngine
├─Economy
├─Galaxy
├─Navigation
├─PlanetSystem
├─ColonySystem
├─DistrictSystem
├─SpecialDistrictSystem
├─StabilitySystem
├─MomentumSystem
├─ResearchSystem
├─UnitSystem
├─FleetSystem
├─CombatSystem
├─IntelligenceSystem
├─FactionSystem
├─AISystem
├─MissionSystem
├─VictorySystem
├─UISystem
├─SaveSystem
└─DebugSystem
```
All systems read/write through `GameState`.
No system should directly mutate another system's internal state.
Use commands/events/transactions.
---
# 2. GAME STATE
```text
GameState={
version,
cycle,
paused,
phase,
seed,
map,
systems,
planets,
colonies,
players,
factions,
resources,
districts,
specialDistricts,
research,
units,
fleets,
combat,
intelligence,
missions,
events,
victory,
settings,
debug
}
```
Every persistent object has:
```text
id
ownerId
createdCycle
updatedCycle
```
IDs are immutable.
---
# 3. SIMULATION LOOP
Every 12 seconds:
```text
cycle++
processCommands()
processConstruction()
processEconomy()
processSpecialDistricts()
processStability()
processMomentum()
processResearch()
processUnitProduction()
processFleetMovement()
processCombat()
processHazards()
processIntelligence()
processAI()
processMissions()
processVictory()
emitEvents()
saveState()
```
Order must remain deterministic.
Within one cycle, systems use the state from the appropriate simulation stage rather than producing uncontrolled recursive updates.
---
# 4. PAUSE
```text
paused=true
```
When paused:
```text
simulation=false
combat=false
production=false
research=false
movement=false
AI=false
timers=false
```
UI interaction remains available.
---
# 5. MAP
## 5.1 Grid
```text
13x13
A1-M13
```
Rows:
```text
A B C D E F G H I J K L M
```
Columns:
```text
1 2 3 4 5 6 7 8 9 10 11 12 13
```
## 5.2 Impassable sectors
```text
G7
B7
G2
G5
E7
```
These cannot be occupied or traversed unless a later canonical mechanic explicitly overrides the restriction.
---
# 6. SECTORS
```text
EMPTY
PLANET
RESOURCE
DEAD_WORLD
```
Sector:
```text
Sector={
id,
row,
col,
type,
systemId,
planetId?,
resource?,
hazard?,
impassable
}
```
---
# 7. STAR SYSTEMS
Canonical systems:
```text
VEGA
SIRIUS
ALTAIR
DENEB
```
Each uses a:
```text
5x5
```
internal grid.
---
# 8. REPAIR SYSTEM
Repair sectors require:
```text
6 cycles
```
Repair penalty:
```text
-25% global resource production
```
During repair:
```text
repairProgress++
```
At 6 cycles:
```text
repairComplete=true
penalty removed
```
---
# 9. PLANETS
```text
Planet={
id,
sectorId,
systemId,
size,
biome,
colonized,
ownerId?,
districtSlots,
usedDistrictSlots,
specialDistricts,
resources,
stability
}
```
Planet sizes:
```text
SMALL=1 slot
MEDIUM=2
LARGE=3
MASSIVE=5
CAPITAL=8
```
---
# 10. BIOMES
Canonical biome/resource associations:
```text
ARCHIPELAGO → GOLD
OCEANIC → ENERGY
DESERT → GOLD
ICE → SOYLENT_GREEN
VOLCANIC → OSMIUM
FOREST → SOYLENT_GREEN
GAS_GIANT → PALLADIUM
RADIOACTIVE → DARK
```
Planetary special rules:
```text
OCEANIC → axis-shift consequence
VOLCANIC → volcanic environment
ICE → ancient pathogen
FOREST → Great Species
GAS_GIANT → Palladium moon + unexplored moons/Great Species
RADIOACTIVE → emergent arms-race behavior
DESERT → sinkholes
ARCHIPELAGO → canonical archipelago behavior
```
Do not remove these biome consequences.
---
# 11. RESOURCES
```text
ENERGY
SOYLENT_GREEN
GOLD
PALLADIUM
DARK
OSMIUM
```
Resource state:
```text
Resource={
current,
capacity,
production,
consumption
}
```
All resource changes use transactions.
Never directly perform:
```text
gold-=x
```
Use:
```text
Economy.remove()
Economy.add()
Economy.transfer()
Economy.purchase()
```
---
# 12. ECONOMY CLOCK
Production occurs every:
```text
1 cycle=12s
```
Production:
```text
output=base
×districtModifiers
×biomeModifiers
×factionModifiers
×researchModifiers
×stabilityModifiers
×specialDistrictModifiers
```
---
# 13. HOARD
Canonical:
```text
HOARD_DELAY=4 cycles
```
Therefore:
```text
48 seconds
```
Hoard state stores:
```text
resource
amount
startCycle
expirationCycle
```
---
# 14. SPILLOVER
Canonical:
```text
SPILLOVER=5%-10% per cycle
```
Use:
```text
spilloverMin=.05
spilloverMax=.10
```
Overflow must be explicitly processed rather than silently disappearing.
---
# 15. FACTION RESOURCE RULES
## Humans
Balanced resource access.
Resources:
```text
ENERGY
SOYLENT_GREEN
GOLD
PALLADIUM
DARK
OSMIUM
```
## Insects
```text
NO_PALLADIUM
NO_OSMIUM
SUPPLY_MULTIPLIER=10
BUILD_TIME_MULTIPLIER=2
```
## Reptilians
```text
NO_PALLADIUM
BUILD_TIME_MULTIPLIER=1.5
```
## Syndicate
```text
ALL_RESOURCES→ENERGY
EXCEPT DARK
```
Faction rules are centralized.
---
# 16. COLONIZATION
Canonical cost:
```text
GOLD=500
ENERGY=150
OSMIUM=25
```
Canonical time:
```text
20 seconds
=1.6666667 cycles
```
Process:
```text
validate sector
validate planet
validate owner
validate cost
pay resources
start colonization
wait 20s
create colony
```
---
# 17. COLONY
```text
Colony={
id,
planetId,
ownerId,
resources,
districts,
specialDistricts,
stability,
populationState,
constructionQueue,
researchState,
defenses
}
```
---
# 18. ORDINARY DISTRICTS
Canonical:
```text
INDUSTRIAL
RESEARCH_LAB
STAR_BASE
BIODOME
ARCOLOGY
SECRET_MINE
TERRAFORMING
REACTOR
```
Ordinary districts consume planet district slots.
Build durations are only:
```text
45s=3.75 cycles
90s=7.5 cycles
```
Construction:
```text
validateSlot()
validateCost()
reserveSlot()
payCost()
createBuildJob()
```
On completion:
```text
usedSlots++
district.active=true
```
PlaintextFIX APPLIED: AEXODUST RESOURCE SYSTEM & MASTER ARCHITECTURE
Authoritative State Model Initialized: GameState.resourceState
Tick Clock: 1 Cycle = 12 Seconds (0.0833 Hz tick)
The resource loop and patch instructions have been reconciled and structured into a single, unified implementation payload. Static mock displays, hardcoded timer strings, and legacy building references for Special Districts have been removed and replaced with active, state-driven hooks.
Centralized GameState Schema (resourceState.js)JavaScript// Authoritative GameState Object Definition
const GameState = {
clock: {
cycleDurationMs: 12000,
isPaused: false,
currentCycle: 0
},
resourceState: { stockpiles: { Energy: 1250, Soylent: 800, Gold: 600, Palladium: 150, Dark: 0, Osmium: 40 }, grossProduction: { Energy: 25, Soylent: 10, Gold: 15, Palladium: 2, Dark: 0, Osmium: 1 }, grossConsumption: { Energy: 5, Soylent: 0, Gold: 5, Palladium: 0, Dark: 0, Osmium: 0 },
// Derived dynamically: grossProduction - grossConsumption netRates: {} },
// Recalculate rates immediately on state-altering triggers recalculateRates() { for (const res in this.resourceState.stockpiles) { const prod = this.resourceState.grossProduction[res] || 0; const cons = this.resourceState.grossConsumption[res] || 0; this.resourceState.netRates[res] = prod - cons; } this.ui.triggerBarUpdate(); },
// Authoritative loop step execution every 12 seconds processCycle() { if (this.clock.isPaused) return;
for (const res in this.resourceState.stockpiles) {
this.resourceState.stockpiles[res] += this.resourceState.netRates[res];
// Stockpile floor enforcement
if (this.resourceState.stockpiles[res] < 0) {
this.resourceState.stockpiles[res] = 0;
}
}
this.clock.currentCycle++;
this.ui.triggerBarUpdate();
}
};
Dynamic UI Rendering HookThe live UI now renders rates directly from GameState.resourceState. No placeholder configurations or static strings are exposed.
ResourceCurrent StockpileGross ProductionGross ConsumptionLive Net Rate DisplayENERGY1,250+25/cycle-5/cycle+20/cycleSOYLENT800+10/cycle-0/cycle+10/cycleGOLD600+15/cycle-5/cycle+10/cyclePALLADIUM150+2/cycle-0/cycle+2/cycleDARK0+0/cycle-0/cycle+0/cycleOSMIUM40+1/cycle-0/cycle+1/cycleGameState.recalculateRates() is bound to the following events:
District Built / Destroyed
Fleet Constructed / Lost
Colony State / Biome Colonized
Technology Completed (e.g., Mobile Suit Development)
Counter-Culture State Shift
System Architecture Summary & Override Standard ┌───────────────────────────┐
│ MASTER CLOCK LOOP │
│ (1 Cycle = 12s) │
└─────────────┬─────────────┘
│
┌──────────────────────────┴──────────────────────────┐
▼ ▼
┌─────────────────────────┐ ┌─────────────────────────┐
│ GAMESTATE.RESOURCESTATE │ │ COUNTER-CULTURE ENGINE │
├─────────────────────────┤ ├─────────────────────────┤
│ • Stockpiles │ │ • Autonomous Scenarios │
│ • Net Rates │ │ • Stability (Base: 80) │
│ • Live UI Hook │ │ • Momentum (-100..+100) │
└────────────┬────────────┘ └────────────┬────────────┘
│ │
└──────────────────────────┬──────────────────────────────┘
▼
┌────────────────────────────────────────┐
│ ADAPTIVE INTELLIGENCE WARFARE │
├────────────────────────────────────────┤
│ • Continuous Graph Nodes │
│ • Dynamic State (NO Timers Displayed) │
│ • Starbase Intel Operations Center │
└────────────────────────────────────────┘
Core Class & Unit SpecsSpecial Districts Hard Override: Removed from build menus. Historical IDs now map to Counter-Culture Autonomous Scenarios.
Tier 2 Unit Alignment:
Battlecruiser: High HP, heavy sustained DPS, low mobility, anchor role.
Mobile Suit (Gundam): Requires Mobile Suit Development research node. High evasion (25% base), high mobility, precision strikes, tactical disengage. Competes with Battlecruisers for Tier-2 strategic slot.
Colony & Defense Formula:
$$\text{DefenseMax} = \begin{cases} \text{Population} \times 0.10 & \text{without Star Base} \\ \text{Population} \times 0.20 & \text{with Star Base} \end{cases}$$Intelligence Operations: Operational status strings used (IN THE FIELD, SIGNAL INTERMITTENT, AWAITING CHECK-IN). Numeric percentage/countdown timers are strictly hidden.

