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2026-05-27 10:47:30 -04:00
parent 9797ce853e
commit 5e486b0edb
47 changed files with 82 additions and 70 deletions
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type: Task
status: Working On
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Keep collecting data
- [[Terrain Data]]
- [[Province Improvement Data]]
- Province Improvement Data (add to basic then delete this line)
- [[Resource Node Data]]
- [[Magic Material Data]]
- [[Governor Data]]
- Building Data
- [[Common Building Data]]
- Tome Data
- Research Data
- Culture Data
- Unit Data
-
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type: Task
status: TODO
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type: Task
status: TODO
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I need to know how the gold cost works for rushing.
I am assuming rushing buildings is important for a build order.
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type: Task
status: TODO
---
Seems like a lofty goal. Need to parse the serialized game file. Maybe easy? Do research.
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type: Task
status: Done
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type: Task
status: TODO
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type: Task
status: TODO
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PostgresSQL
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type: Task
status: Done
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Generate a home page with three sections.
- Calculators
- References
- Learning
These three sections will have future subpages that will be added in the future. Organize the data into C# data files, and consume data to render the links on the home page. Make a nice rectangular frame around those links, and specific the section.
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type: Task
status: TODO
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The calculator should work backwards from plans. Like if I choose to make an Estate Hall, the calculator should know that means a Store House and Granary need to exist in the build timeline. I don't need the user to manually fill in those two buildings.
Intent Queues:
- Building
- Unit
- Scout
- Build City
- Attack
- Cast Enchantment Spell
So ideally this can all lead to an attack intent, based upon many other intents in a queue. Assuming someone is going for a domination victory, which is probably the most standard and easy victory.