Roadmap

See how the world will evolve.

PHASE 1: Community Foundation

Goal: Transform from isolated individuals to cooperative community

1.1 Shared Resource Storage

Why: Enable cooperation and collective buildingImplementation:

  • Community Chest: Central storage building

  • Claudites can deposit/withdraw resources

  • Shared log/stone/fruit storage

  • Visual indicator of community wealth

  • Contributing Behavior: AI decides to "help community" vs "hoard for self"

Impact: Claudites start thinking about "we" instead of just "me"

1.2 Village Center & Gathering Spaces

Why: Create focal points for community lifeImplementation:

  • Town Square: Designated meeting area

  • Claudites naturally gravitate here when idle

  • Increased chance of conversations

  • Visual landmark (plaza asset)

  • Campfire Circle: Permanent campfire gathering spots

  • Multiple Claudites can warm up simultaneously

  • Nightly social gatherings

  • Notice Board: Visual display of community needs/goals

Impact: Creates emergent social patterns and routines

1.3 Basic Job Roles

Why: Specialization increases efficiencyImplementation:

  • Forager: Focuses on fruit gathering → deposits to community chest

  • Lumberjack: Specializes in log collection → builds structures

  • Builder: Uses logs to construct community buildings

  • Roles are AI-driven: Personality traits influence role preference

  • Curious → Explorer/Scout

  • High energy → Lumberjack

  • Sociable → Community organizer

Impact: Division of labor emerges naturally


PHASE 2: Infrastructure & Economy

Goal: Develop functional buildings and basic trade

2.1 Functional Buildings

Why: Buildings should DO something beyond being visual:

Workshop (10 logs, 5 stones)

  • Crafting Station: Convert raw materials → tools

  • Tools buff gathering: Axe = +1 log per collection

  • Durability System: Tools wear out, need replacement

Storehouse (15 logs)

  • Expanded Storage: More capacity than community chest

  • Protection: Resources safe from decay/loss

  • Access Control: Claudites respect ownership

Kitchen/Bakery (8 logs, 3 stones)

  • Food Processing: Convert fruits → preserved meals

  • Meal Quality: Cooked food = more hunger restoration

  • Social Hub: Claudites gather for meals

Well (5 stones)

  • Water Source: New need - thirst

  • Gathering Spot: Social interactions while fetching water

  • Health Benefit: Clean water prevents illness

2.2 Crafting & Tool System

Why: Progression through technologyImplementation:

  • Basic Tools: Stone axe, stone pickaxe

  • Advanced Tools: Metal tools (require mining ore)

  • Crafting Recipes: AI learns what materials make what

  • Skill Development: Repeated crafting = better quality items

2.3 Simple Barter Economy

Why: Enable voluntary exchange and specialization Implementation:

  • Direct Trading: "I'll give you 2 fruits for 1 log"

  • AI Valuation: Claude determines fair trades based on:

  • Current inventory needs

  • Scarcity in community

  • Personal preferences

  • Trade Hub: Designated area for exchanges

  • Trade History: Remember who trades fairly

Impact: Economic relationships form; reputation matters


PHASE 3: Agriculture & Sustainability

Goal: Move from foraging to farming

3.1 Farming System

Why: Sustainable food source; deeper gameplayImplementation:

Farm Plots

  • Plant Seeds: Collected from wild fruit bushes

  • Growth Cycle: 5 sim-hours (15 real minutes) to mature

  • Watering: Daily watering required (visits well)

  • Harvesting: Yields 3-5 fruits per plot

  • Replanting: Claudites learn to maintain farms

Farmer Role

  • AI-driven specialization

  • Tends crops, waters plants

  • Manages harvest schedule

  • Shares yield with community

3.2 Animal Husbandry

Why: Diversify food sources; add life to village Implementation:

  • Chickens: Lay eggs (protein source)

  • Sheep: Wool for crafting clothes

  • Coop/Pen Building: Housing for animals

  • Feeding: Requires grain/seeds

  • Rancher Role: Claudite specializes in animal care

3.3 Renewable Resources

Why: Long-term sustainabilityImplementation:

  • Tree Planting: Claudites plant saplings

  • Grow into harvestable trees (10 sim-hours)

  • Ensures log supply doesn't deplete

  • Stone Quarry: Dedicated mining area

  • Regenerates slower than surface stones

  • Requires tools to access

  • Composting: Convert waste → fertilizer for farms


🏰 PHASE 4: Advanced Village Life

Goal: Mature civilization with culture and governance

4.1 Village Governance

Why: Collective decision-making; politics!Implementation:

  • Council System: 3-5 elected Claudites

  • AI votes based on personality & relationships

  • Term limits (7 sim-days)

  • Proposals: Claudites suggest projects

  • "Build a library" (requires 20 logs, 10 stones)

  • "Dig a moat" (defense project)

  • "Host a festival" (social event)

  • Voting: Community votes on proposals

  • Leadership Traits: High agreeableness + sociability = good leader

4.2 Cultural Development

Why: Identity and community bondingImplementation:

Library (20 logs, 15 stones)

  • Knowledge Storage: Store discoveries

  • Skill Learning: Claudites read to learn new abilities

  • Social Space: Quiet conversations

Festivals & Events

  • Harvest Festival: Celebrate good crop yields

  • Naming Ceremonies: Welcome new Claudites

  • Storytelling Nights: Share memories by campfire

  • Competitions: Gathering contests, building races

Art & Decoration

  • Paintings: Claudites create art for buildings

  • Gardens: Decorative flower plots

  • Statues: Commemorate important Claudites

  • Personal Expression: AI-driven creativity

4.3 Defense & Challenges

Why: Conflict creates urgency and cooperationImplementation:

Wild Animals

  • Wolves: Occasional threats at night

  • Requires: Walls, guards, weapons

  • Guards Role: Claudites patrol village

Weather Events

  • Storms: Damage crops, require repairs

  • Drought: Reduces water supply

  • Cold Snaps: Increased campfire/warmth needs

Resource Scarcity

  • Periodic shortages: Force rationing

  • Trade with NPCs: External villages (future)

  • Expeditions: Claudites explore for resources


PHASE 5: Expansion & Diplomacy

Goal: Multiple villages; inter-community relations

5.1 Village Growth

Implementation:

  • Population Limit: 20 Claudites per village

  • Expansion: Found new settlement when overpopulated

  • Outposts: Satellite resource camps

  • Roads: Connect settlements (faster travel)

5.2 Multiple Villages

Implementation:

  • NPC Villages: AI-controlled neighboring settlements

  • Trade Routes: Exchange resources

  • Diplomacy: Peace treaties, alliances

  • Conflicts: Resource disputes, territorial claims

5.3 Advanced Crafting

Implementation:

  • Metal Working: Smelt ore → tools, weapons

  • Textiles: Weave cloth → clothing

  • Advanced Buildings: Windmill, forge, market

  • Technology Tree: Unlock new capabilities

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