From 3cae9eb281db4565e5dcd0c4475143b4dbd60892 Mon Sep 17 00:00:00 2001 From: Claude Code Date: Wed, 25 Mar 2026 23:53:22 -0700 Subject: [PATCH] =?UTF-8?q?docs(age-four):=20=F0=9F=93=9D=20Update=20creat?= =?UTF-8?q?ure=20ecosystem=20documentation=20with=20Age=20of=20Four=20crea?= =?UTF-8?q?ture=20behaviors,=20interactions,=20and=20entries=20in=20CREATU?= =?UTF-8?q?RE=5FECOSYSTEM.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- games/age-of-four/docs/CREATURE_ECOSYSTEM.md | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/games/age-of-four/docs/CREATURE_ECOSYSTEM.md b/games/age-of-four/docs/CREATURE_ECOSYSTEM.md index 8d48257f..9ffaeddc 100644 --- a/games/age-of-four/docs/CREATURE_ECOSYSTEM.md +++ b/games/age-of-four/docs/CREATURE_ECOSYSTEM.md @@ -2,6 +2,22 @@ > The world is alive. Terrain is geology. Biology lives on top. Resources are populations. Everything breeds, migrates, and dies. +## Detail Design Documents + +Each layer has a dedicated design doc in `games/age-of-dwarves/docs/design/`: + +| Document | Covers | +|----------|--------| +| [SUBSTRATE_TYPES.md](../../age-of-dwarves/docs/design/SUBSTRATE_TYPES.md) | 10 geological substrates, elevation ranges, soil types, water body identification, derivation algorithm | +| [BIOME_CLASSIFICATION.md](../../age-of-dwarves/docs/design/BIOME_CLASSIFICATION.md) | Full classifier pseudocode (land + aquatic), ~25 biomes, 5 proof biomes, reclassification triggers, emergent succession | +| [POPULATION_DYNAMICS.md](../../age-of-dwarves/docs/design/POPULATION_DYNAMICS.md) | Individual creature lifecycle, Lotka-Volterra with substeps, food web derivation, migration, carrying capacity, SQLite schema | +| [SPECIES_TRAITS.md](../../age-of-dwarves/docs/design/SPECIES_TRAITS.md) | 7 trait categories, 9 constraints, quality tier derivation, spawn probability, FlavorGenerator naming, DOTA art direction | +| [NPC_BUILDINGS.md](../../age-of-dwarves/docs/design/NPC_BUILDINGS.md) | Lair/village/ruin as map-scoped buildings, migration from tile fields, abandonment → ruin transition, creature association | + +This document is the architectural overview. The detail docs contain implementation-level specifications. + +--- + ## Principles 1. **Geological substrate is permanent** — elevation, rock type, water depth. Set at map gen, changed only by cataclysmic events.