# Riftstorm: Foundry — World Bible

Version 1 · November 3, 2026 · Scott's civilization-building direction

## The thousand-foot view

Foundry is a grounded civilization builder. You begin with a small community that
must feed itself, give people useful work and connect its buildings. That same
community becomes the capital of a region, a country, a unified world, and
eventually a civilization spread across several star systems. You can keep
returning to its streets as the economy, buildings, vehicles and command tools
change around it.

The central loop is **discover a constraint → research a solution → build and
staff it → connect it → observe the result → choose the next ambition**.
Population is useful labor and a set of needs. Transport moves actual goods.
Research opens capabilities, requires investment and time, and creates new
obligations. Governors help manage complexity under the player's policies.

The final design is an operating multi-system civilization: several inhabited
worlds with different environments and industries, colonies that require life
support, mining and manufacturing networks, fleets in transit, and governors
answerable to your priorities. There is no final button that makes every problem
disappear. The challenge becomes resilience, coordination and choosing what kind
of civilization to build.

```mermaid
flowchart LR
    T["TOWN\nPeople · food · roads"] --> R["REGION\nOutposts · boats · trade"]
    R --> C["COUNTRY\nIndustry · power · road & air networks"]
    C --> W["WORLD\nDiplomacy · planetary infrastructure"]
    W --> O["SPACE AGE\nLaunch · orbit · life support"]
    O --> S["SOLAR CIVILIZATION\nMoons · planets · asteroid industry"]
    S --> I["INTERSTELLAR\nSeveral systems · delegated governance"]
    I --> F["OPEN FRONTIER\nLong-term projects · new systems"]
```

### What is real today, and what is the design target?

- **Live foundation at the start of this expansion:** Town, Region, overseas
  settlements, National Charter, Country formation and the first Council project.
- **Country chapter (0.5):** local settlement development,
  industrial buildings and electricity, motor and air transport, longer research,
  stronger Steward training, an optional local Decider connection, better ships,
  and research-linked dashboard technology. Release receipts establish which
  items are tested and published; this document does not replace those receipts.
- **Future design:** World unification, orbital infrastructure, planetary
  colonies, asteroid mining and interstellar expansion. Their descriptions below
  are design commitments to evaluate, not claims that those systems already run.

![Civilization vision concept art. Later stages are a design target.](/world-bible/vision.webp)

*Concept art: this is the long-term visual direction, not a screenshot of released gameplay. The Country chapter is the current playable expansion; World, space and interstellar systems are future stages.*

## The design rules

1. **Your existing work matters.** Settlements, research, expertise, trade history
   and infrastructure count toward later stages. A new age expands an existing
   civilization rather than resetting it.
2. **Capability comes from infrastructure.** An aircraft needs an airfield,
   trained workers, operating funds and sufficient power. A researched icon
   alone cannot move cargo.
3. **Every valuable upgrade has a visible result.** Buildings gain modeled
   additions, traffic changes, workers perform appropriate tasks, and dashboard
   instruments reveal the new system. A cosmetic change does not substitute for
   an economic effect.
4. **Greater power brings greater decisions.** The player chooses specialization,
   reserve levels, routing priorities, research direction and delegation. The
   best research takes longer and requires more capable production.
5. **Failure is explainable.** Show where goods are waiting, which job is vacant,
   what a route costs and why research or dispatch has stopped. Avoid invisible
   penalties, surprise food drains and irreversible losses without warning.
6. **The world feels physical.** Structures have grounded footprints and usable
   entrances. Wheels turn on roads; hulls sit in water; rotors and propellers
   have correct orientation. Heat, sunlight and wind influence relevant systems.
7. **Detail follows the camera.** A browser does not simulate every person and
   bolt across an entire civilization at once. Nearby activity is detailed;
   distant cities keep their economy and scheduled transport in aggregate.

## Progression by scale

| Stage | Player's main work | New constraints and choices | Visual and screen technology | Readiness for the next scale |
|---|---|---|---|---|
| Town | Place homes and workplaces, connect roads, assign people, keep food moving | Land, workers, local deposits, housing, courier capacity | Timber/stone workshops, visible tools and harvests; a clear town ledger | A working local economy, civic research and a surveyed, chartered outpost |
| Region | Develop specialized outposts, commission ships, found overseas settlements | Which settlement supplies which resource; route time, provisions and cargo | Larger workshops, cobbled roads, credible boats, horse carts; a regional survey desk | Multiple outposts, a founded port, completed overseas trade and a National Charter |
| Country | Build and staff national industry, generate power, operate cars/trucks/aircraft, develop settlements | Workforce allocation, power margins, construction cost versus freight capacity, research time, local priorities and governor authority | Masonry and industrial steel, machinery, depots, airfields; mechanical instruments → electrical control room → digital operations | Reliable industry, transport, power and institutions capable of World agreements |
| Unified World | Connect major countries, resolve dependencies and build shared infrastructure | Agreements, legitimacy, regional autonomy, climate pressure, redundant trade and common standards | Dense industrial cities and continental networks; integrated planetary command screens | A credible unification process, resilient essential supplies and a funded space program |
| Space Age | Build launch capability, establish orbit and the first off-world outpost | Launch mass, transfer windows, crew safety, power, heat and replacement supplies | Launch complexes, orbital trusses, docking, solar arrays and pressurized habitats; mission-control displays | Successful repeatable launches and a colony with functioning life support and resupply |
| Solar civilization | Specialize worlds and moons, mine asteroids, manufacture in orbit | Different environments and deposits, life-support consumables, travel time, maintenance and shipping bottlenecks | Surface habitats, excavators, refineries, orbital yards and varied freight craft; spatial planning and projected displays | Sustained interplanetary industry, long-range propulsion and an expedition that can support itself |
| Interstellar civilization | Found additional systems and delegate whole regions while directing strategic projects | Long commitments, information and travel delay, local autonomy, strategic reserves and common research | Distinct settled worlds, major orbital infrastructure and deep-space fleets; a readable holographic command display | Open-ended frontier and civilization objectives, rather than a forced reset |

### World unification is a substantial chapter

Country must not jump directly from a few transport upgrades to a rocket. The
World chapter should add other nations or political regions, shared projects,
agreements and competing priorities. The intended peaceful paths include a trade
federation, a negotiated political union, or a common response to a planetary
infrastructure problem. Each path should require material contributions and
public legitimacy. A single payment that paints the map one color is insufficient.

## Research: decisions, time and prerequisites

Research has three separate requirements: **knowledge investment, research work
time, and the physical capability to pursue the subject**. More advanced benefits
require longer work and more infrastructure. Training and laboratories improve
the work rate; they do not erase the knowledge bill.

The Country implementation establishes these branches:

| Discovery | Knowledge | Base research work | Capability opened |
|---|---:|---:|---|
| National Planning | 120 | 120 seconds | Civic Works and local development of established outposts and ports |
| Industrial Production | 220 | 180 seconds | Precision Factories and industrial tool production |
| National Electrification | 360 | 240 seconds | Wind Power Stations and a useful electrical grid |
| Road Motorization | 420 | 300 seconds | Motor Depots, passenger cars and freight trucks |
| Civil Aviation | 800 | 600 seconds | Regional Airfields and cargo planes |
| Rotary-Wing Flight | 1,100 | 900 seconds | Rescue Helipads and utility helicopters |

These are game-time work requirements before training bonuses. Research also
waits for sufficient knowledge. Speed controls change simulation speed. The game
must display the knowledge balance, work progress, remaining work and missing
infrastructure separately.

The next research families should be explicit before the World chapter ships:
public health and sanitation; materials and manufacturing; energy and storage;
communications; administration and diplomacy; transport; environmental resilience;
and space systems. A later technology should unlock a new action or solve a
specific constraint. Repeated percentage upgrades belong at the end of a mature
branch, with diminishing returns and a visible opportunity cost.

Research choices can converge. Motor transport helps a growing industrial
country; power and manufacturing are needed before aviation. The player can
improve food distribution first, expand factories first, or build freight capacity
first. Research availability is not permission for an AI to choose every expensive
project automatically.

## Settlements are playable places

Every established outpost and port should open into a navigable local view.
Players can inspect its people and jobs, build on available plots, choose a
production focus, upgrade facilities and connect transport. A forest settlement
should retain its timber identity; a mineral district should look and operate
differently from a fertile port.

The Country chapter uses a bounded development district around existing services.
Four residents maintain the inherited settlement. New facilities require explicit
local hiring from its remaining population. Production enters a local inventory;
that inventory is not the same as goods delivered to the capital. Warehouses,
housing, staffing and transport each address a different bottleneck.

Later stages expand the district concept into neighborhoods, cities and worlds.
Their local views reuse the same principles, with era-appropriate architecture,
terrain and traffic. A remote city remains economically active when its view is
closed. Opening it must not create population, manufacture resources or replay a
delivery reward.

## Transport and logistics

| Transport | Intended strength | Obligation or disadvantage | What the player sees |
|---|---|---|---|
| People and hand carts | Cheap local service | Low capacity and travel time | Walking, loading, carrying and unloading at actual workplaces |
| Horse carts and boats | Regional bulk transport | Limited connections, slow travel and provisions | Grounded road traffic and hulls with credible wakes |
| Cars | Passenger service and mobility | Staffed depots and recurring service cost | Proportional vehicles following the road network |
| Trucks | Practical land freight | Depots at both ends, local goods to collect and operating cost | Loaded outbound/return service and visible loading areas |
| Cargo planes | Fast land/sea connections and large loads | Airfields, staff, power and greater investment | Taxi/takeoff/flight/arrival appropriate to the view's scale |
| Helicopters | Priority supplies and utility access | Smaller loads and costly operations | Rotors, landing pads and a clear delivery role |
| Orbital and planetary craft | Inter-world movement | Launch, docking, life support, fuel and long travel | Physical pads/ports and scheduled transfers |
| Interstellar fleets | New systems and major strategic freight | Long commitments and local self-sufficiency | Departure preparations, deep-space transit and arrival infrastructure |

Goods are paid out once when they arrive. Pausing a service stops future
departures; cargo already in transit completes its trip. Food exported for
automatic aid must respect the capital's protected meals. Vehicles do not produce
money merely by existing.

The first implementation can abstract fuel into operating cost. A future fuel
chain must add procurement, storage, range and substitution choices; adding a
fuel icon without meaningful logistics would create bookkeeping instead of play.

## People, Steward and governors

Close views show people going to work, performing jobs and moving supplies.
Larger scales use representative movement over aggregate populations, with
auditable jobs, inventories and needs. The important promise is economic
continuity, not an impossible claim that every person in a galaxy is individually
simulated in the browser.

Mara's intended career moves from Apprentice to Town Steward, Quartermaster,
Regional Steward, Master Governor, National Steward, Industrial Commissioner,
Transport Commissioner, Chancellor and Chief Governor. National ranks require
research, experience and training supplies. Talent points are limited: the player
cannot maximize every research, settlement, industry and transport discipline.

The player controls priority, reserves, a maximum spend per decision, research
direction and permission for national works. Governors must show accepted
decisions and explain when no legal useful action is available. Founding a country
and choosing its first Council project remain deliberate player choices.

The local Decider is a candidate-selection engine. The game's code creates legal
choices; the model scores or selects among them; code checks the current state,
permission, reserves and cost before executing anything. It is not an omniscient
chat character. The existing local model runs on the owner's computer through an
optional companion, with a normal local Steward available when disconnected.
This does not place a multi-billion-parameter model in every visitor's browser.
Jev can use the same typed governor boundary through a separately configured
provider. A future public hosted governor requires its own operational design.

## The dashboard evolves with the civilization

| Screen era | Unlocked by | Presentation | New information that justifies the change |
|---|---|---|---|
| Founder's ledger | Founding | Framed charcoal ledger, concise labels and simple counts | Food, workers, homes, stocks and immediate building tasks |
| Survey and mechanical desk | Regional organization / National Planning | Physical instrument framing, route diagrams and measured readouts | Settlement identity, local goods, workforce and freight priority |
| Electrical control room | Electrification | Analog-style power meters, warning lamps and distribution status | Supply versus demand, shortages and operating infrastructure |
| Motor-era terminal | Motorization | Restrained monochrome/CRT-inspired instrumentation | Vehicle assignments, trip progress, operating costs and cargo queues |
| Digital operations | Aviation and later World systems | High-contrast multi-panel screens and route intelligence | National network status, research commitments and multiple settlement needs |
| Orbital command | Space infrastructure, future | Layered mission-control screens and projected orbital diagrams | Launch readiness, crew, transfer timing, thermal/power/life-support margins |
| Holographic command | Mature interstellar civilization, future | Spatial map planes and luminous restrained red/neutral projections | Cross-system commitments, governors, strategic reserves and frontier planning |

Dashboard technology unlocks through the game. Screen styling is never a reason
to hide basic controls, make text translucent or replace readable information
with decorative lines. Players may retain an earlier unlocked display, reduce
motion and reduce effects. A hologram is a presentation of usable information;
it must not become another set of unexplained floating boxes.

## Graphics and animation standard

The direction is grounded industrial realism, with black, every useful shade of
gray, and red for interface accents and warnings. Terrain keeps natural colors.
Buildings use modeled geometry with generated PNG surfaces so they retain their
painted material character from every camera direction. Silhouettes, entrances,
ground contact and construction stages must be checked from street, close and
map views.

Every building family needs construction, operation and upgrade states. New
levels should add physically readable capacity: another workshop bay, additional
storage, machinery, housing stories, more capable loading areas or upgraded
power equipment. Workers and vehicles should reveal the purpose of the building.

Visual complexity grows through **richer systems and better close detail**, not
unbounded particles or polygons. Traffic progresses from people and carts to
motor fleets, aircraft and space logistics. Lighting progresses with the grid.
Remote maps become geographic/planetary/orbital views with meaningful routes.
The final civilization still has a consistent material language and legible
infrastructure, rather than becoming a magical theme park.

## Environment and physical behavior

The design models consequences at a useful game scale: day/night and sunlight,
weather and wind, heat and shelter, terrain access, resource availability, water
connections, vehicle movement and power demand. A later off-world colony adds
environment-specific power, thermal regulation, atmosphere and life support.

This is a game model of those systems, not a claim to engineering-grade fluid,
climate or orbital simulation. Each new system must affect decisions, expose its
measurements and have a recovery path. Full rigid-body physics for every crate
across a world is unnecessary; a convincing loading animation over exact cargo
accounting is more useful.

## Difficulty, fairness and long runs

The long-run challenge is managing competing commitments. Advanced factories
need labor and inputs. Air service competes for power and funds. New settlements
consume construction resources before their exports repay the investment.
Research occupies time and knowledge that could support a different branch.

Essential recovery remains possible. The game should announce bottlenecks before
catastrophe, allow services to be paused, preserve manually assigned jobs, protect
basic meals during automatic aid, and retain completed research. Disasters and
long-distance failures should become optional, researched or clearly signaled
challenges rather than arbitrary punishment.

Future difficulty presets should change the economic margin and recovery window,
not hide arithmetic. An optional demanding mode may add maintenance chains,
environmental pressure and stricter reserves. A learning mode should preserve the
same understandable rules with more forgiving starting conditions.

## What the endgame looks like

You open a holographic system map and see three settled systems. One specializes
in food and biological research, another in metals and orbital manufacturing,
and a frontier system needs local water processing before it can support more
people. A governor proposes a new refinery. You reject it because its power margin
is too small, authorize a storage project, and redirect a supply ship while a
long-range propulsion program continues.

Then you return to the original capital. Its old core is still recognizable.
Roads carry modern traffic, workers enter real facilities, upgraded harbors move
freight, and the city has visibly grown through the ages. You can walk the streets
that began with six settlers. The civilization view and the human view describe
the same saved world.

Interstellar travel and distant planning will use explicit game-time compression.
No faster-than-light system is assumed to be scientifically established. If a
fictional breakthrough is later chosen, the Bible must identify it as a fictional
rule and define its costs and limits before it becomes gameplay.

## Browser and implementation rules

- Keep strict TypeScript modules for population, economy, research, territory,
  settlement development, transport, governors and rendering.
- Store authoritative resources and scheduled arrivals once. Rendering and AI
  proposals cannot mint resources, duplicate people or execute arbitrary code.
- Save optional stage extensions compatibly. Capacity increases require
  in-transit save/load tests. Later settlement growth requires matching validation.
- Keep detailed simulation and rendering concentrated on the active place;
  aggregate distant populations and transport. Cache terrain and reuse model data.
- Measure desktop and phone layouts, reduced quality, frame time, model memory,
  repeated view switching and long-run save validity. Physical-device acceptance
  remains separate from browser emulation.
- Retain explicit code, model, texture and total-download budgets. Optimize or
  justify a measured budget change; never silently remove the gate to ship art.
- Do not call a future stage playable because its enum, mockup or documentation
  exists. Every stage needs a complete normal-control loop and release evidence.

## Research references and adaptation

These are reference patterns, not copied code or promises to reproduce another
game. Foundry's implementation and balance remain its own.

- [Factorio research mechanics](https://wiki.factorio.com/Research): separates
  research cost, work time and research capacity. Foundry adapts that distinction
  to knowledge, work time and staffed infrastructure.
- [OpenTTD vehicles](https://wiki.openttd.org/en/Manual/Vehicles) and
  [stations](https://wiki.openttd.org/en/Manual/Stations): transport modes have
  distinct obligations, facilities and cargo roles. Foundry uses those general
  principles for its own scheduled routes.
- [Ubisoft's Anno 1800 overview](https://www.ubisoft.com/en-us/game/anno/1800):
  workforce, production chains, expeditions and trade support a growing settlement
  network. This informs the need for playable local economies at each scale.
- [NASA's ISRU overview](https://www.nasa.gov/overview-in-situ-resource-utilization/):
  local material use, processing and transport provide grounded problems for the
  future space chapter, rather than effortless colonies.
- [Mapika Decider source](https://github.com/Mapika/decider) and
  [model card](https://huggingface.co/Mapika/decider-4b): bounded decisions guide
  the optional Steward provider. Installed and current upstream versions are
  documented separately by the model integration review.

## Release order and completion standard

1. **Finish Country depth:** research, staffed industry and power; open every
   settlement; real national vehicles; capable Steward; dashboard evolution;
   credible ships; save compatibility and normal-control playtests.
2. **Build a real World chapter:** multiple national actors, agreements and major
   shared infrastructure, with a concrete unification path.
3. **Qualify first space operations:** launch, orbit, repeatable resupply and one
   survival-capable off-world settlement.
4. **Expand interplanetary industry:** distinct environments, resource chains,
   fleets and specialized governors.
5. **Introduce interstellar commitments:** multiple systems, delayed logistics,
   higher autonomy and the final holographic command interface.

A stage is complete when a player can reach it through normal play, understand
its new choices, use its facilities, recover from a foreseeable shortage, save
and return safely, and see its activity clearly on desktop and mobile. The whole
game remains an expandable world, with the capital and the player's history intact.
