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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