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Tribes Evolution Sim - Design Document

Core Philosophy

  • Primitive Focus: No metals (Iron/Bronze). Peak tech is Steam/Architecture/Advanced Stone.
  • Tribal-Political: Focus on the tribe as a unit, not individual survival.
  • Generative Economy: Resources are tied to world generation and ecology. Adaptation is key.
  • Turn-Based Tactics: Player moves units individually -> Wildlife moves in batch.

1. Resource Economy

Type: Tile-based, Finite & Renewable. Storage: Global Tribal Stockpile (initially unlimited).

Resource Categories

  • Renewable:
    • Wood: Forest tiles (tied to vegetation %).
    • Fiber: Grassland/Forest (tied to vegetation %).
    • Food: Meat (Hunting), Fish (Coast), Berries (Gathering).
  • Finite:
    • Stone: Mountains/Hills (Abundant).
    • Clay: Near water/hills (Required for pottery).
    • Obsidian/Flint: Rare stone types (Required for advanced tools).
    • Resin: Rare forest drop (Required for hafting).
    • Salt: Desert/Coast (Required for preservation).

2. Turn Structure

  1. Player Phase:
    • Select Unit -> Move (within range).
    • Action (Gather / Attack / Build).
    • Note: Gathering adds to global stockpile immediately.
  2. Wildlife Phase:
    • Animals move/hunt/flee based on AI.
    • Predators: Hunger-driven + Territorial.
    • Herbivores: Flee threats.
  3. World Phase:
    • Vegetation regrows.
    • Weather/Disasters apply effects.

3. Units & Classes

  • Base Classes:
    • Gatherer: High carry capacity, efficient harvesting.
    • Hunter: Ranged combat, stealth/scouting.
    • Crafter: Bonus to building speed/quality.
    • Shaman/Healer: Buffs, healing, ritual.
  • Progression:
    • Units gain XP/Skills through action.
    • Specialization unlocked via Tech/Buildings.

4. Technology (Research vs Invention)

  • Research: Unlocks concepts (e.g., "Pyrotechnology").
  • Invention: Unlocks specific recipes (e.g., "Kiln").
  • Recipe System:
    • Stone Axe = Stone + Wood + Fiber.
    • Campfire = Wood + Stone.

5. Structures & Defense

  • Campfire: Small safe zone, repels predators.
  • Palisade: Blocks movement, destructible.
  • Storage: (Later) Increases capacity/preservation.

6. Wildlife AI

  • Hybrid Model:
    • Hunger: Predators hunt when hungry.
    • Territory: Animals defend home ranges.
    • Pack Behavior: Wolves/Lions coordinate.