Day 2 vibes

This commit is contained in:
2026-06-11 09:04:54 -04:00
parent adeb4ae7cb
commit 404ad03d0d
105 changed files with 55677 additions and 46068 deletions
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---
category: Region Type
---
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Add 1 flora to the activated region.
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Remove 1 prey for each 1 predator on the region. For each 1 prey removed, add one predator to replace it.
If there are no prey in the region, the predator will instead travel to a nearby region in search for prey. They will favour regions that contain the most prey. If no region contains prey they will move to a region that would be closet to getting them to prey.
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Remove 1 flora for each 1 prey on the region. For each 1 flora removed, add one prey to replace it.
If there are no flora in the region, the prey will instead travel to a nearby region in search for flora. They will favour regions that contain the most flora. If no region contains flora they will move to a region that would be closet to getting them to flora.
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Companion cards that can be pulled from the [[Card Library]]. They can be recruitable for [[Spirit]] or other means, and will follow you.
Up to two companions can follow a Ranger, unless stated otherwise, such as by the [[Concoliator]] role.
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---
category: EventType
---
An event that symbolizes something dangerous.
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Cost: 4
Gear Category: Tool
Effect: "Boat. Travel: You need 1 less Progress to place trail markers in water regions."
Location: White Sky
Location: "[[White Sky]]"
---
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At the end of the turn, we move some of the gear out of the [[Market]] and move some gear from the [[Supply]] back in.
After move to the next [[Turn Start]].
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Event cards spawn [[Crisis]], activate the [[Ecology]], and represent the [[Story]] and [[Weather]] affecting the [[Valley]].
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![[Sun]]
![[Mountain]]
![[Crest]]
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[[Sun]]
[[Mountain]]
[[Seal]]
[[Crest]]
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---
category: Region Type
---
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Default region that has [[Lone Tree Station]] and [[Spire]].
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Default region that has [[Lone Tree Station]].
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---
category: EventType
---
An event that represents something to do with mountains.
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[[Forest Regions]]
[[Water Regions]]
[[Grass Regions]]
[[Mountain Regions]]
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---
category: EventType
---
An event that was something to do with it being sunny.
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The deck of gear. Things that can get something, like a tool, and get the top most tool from the supply.
The deck of gear. Things that can get something, like a tool, and get the top most tool from the supply.
This might not be what this deck is called. The supply could refer to items leaving the [[Market]].
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---
Cards you draw when exploring the matching region.
Each Terrain type appears to be spread out across 5 regions in the map, the exception being [[Wasteland]] which is just one location to the west.
Each Terrain type appears to be spread out across 5 regions in the map, the exception being [[Wasteland]] which is just 1 location to the west.
# Categories
![[Lake]]
![[Grasslands]]
![[Forest]]
![[Water Regions]]
![[Grass Regions]]
![[Forest Regions]]
![[Mountain]]
![[Wasteland]]
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A collection of [[Terrain Cards]] that belong to a certain [[Region Types]].
The default Terrain Deck is comprised of a default deck of [[Terrain Cards]].
Additional cards can be added to each Terrain Deck via [[Event Cards]] or other happenstances.
As such, a Terrain Deck will never start with a [[Crisis]], but it will eventually get one.
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Activate an [[Event Cards]].
You can read the flavor text of the card to the group if your into that kind of roleplay.
If the event card has the [[Crisis]] symbol. Activate a random [[Crisis]] from the [[Card Library]] by shuffling it into the appropriate [[Terrain Deck]]
If it has an [[Event Type]] activate existing event markers. They could be on already made [[Crisis]], equipped [[Gear Cards]], [[Injury Cards]] or [[Companion Cards]].
Once all [[Event Type]] triggers are resolved, activate any ecology visible for it's given terrain type.
- [[Activate Predator Ecology]]
- [[Activate Prey Ecology]]
- [[Activate Flora Ecology]]
> You might be concerned about the idea of the world getting swarmed by Predators as the game goes on. This concern seems resolved by being able to remove [[Predator Meeples]] with Gear or random events. [[Predator Meeples]], [[Prey Meeples]], and [[Flora Meeples]] are also used to activate events on [[Terrain Cards]] so they are not purely a negative. They are also the spice of life.
Then read the main contents of the card.
It may contain a description like: Add 3 predators to the area with the most prey. Shuffle and add 5 random cards from [[Card Library]] D to the top of the event deck.
If so, do what it says, add the 3 [[Predator Meeples]] and take 5 random cards from the [[Card Library]] with that D marking.
---
At this point, the Rangers take their turns in any order in the:
- [[Prepare Phase]]
- [[Explore Phase]]
- [[Travel Phase]]
[[End Turn]]
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---
category: Region Type
---
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!
![[Prepare Phase]]
![[Explore Phase]]
![[Travel Phase]]
![[End Turn]]
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---
category: Task
status: Done
---
Look at the docs/Overview.md file.
I want you to create a new script in ET\Console\Program.cs that will make a new page with the href /overview.
This page will be all the reference markdown files referenced in Overview.md rendered on the page.
So for ![[Contents]] in the Overview.md page, I want to see all the contents of docs\Notes\Contents.md rendered on that /overview page. i.e. Overview.razor.
This overview page is just a easy connection of markdown documents for the user to read and get a structured understanding of Earthborne Trailblazer.
Do not worry about circular references in the documents.
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---
category: Task
status:
---
At the start of a game, we have 1 flora added to each region, except [[Grass 1]], [[Grass 2]], and [[Wasteland 1]]. Let's also assume we exclude [[Mountain 1]], [[Mountain 2]], [[Mountain 3]], [[Mountain 4]], [[Mountain 5]].
Then we add a random combination of [[Predator Meeples]], [[Prey Meeples]], and [[Flora Meeples]] to each board. Up to a total of three, and down to a total of 1.
Examples could be:
- 2 [[Prey Meeples]]
- 1 [[Predator Meeples]]
- 2 [[Flora Meeples]], 1 [[Predator Meeples]]
No duplicates of combinations can be used.
On each turn, we can randomly activate one of those [[Ecology]] meeple types in 1 to 3 random [[Region Types]]. Such as activating all [[Flora Meeples]] in [[Water Regions]], and all [[Predator Meeples]] in [[Forest Regions]].
See the [[Activate Prey Ecology]], [[Activate Predator Ecology]], and [[Activate Flora Ecology]] markdown files for the rules of what an activation does.
We are going to simulate 20 turns. Allow the user to click prev and next in the timeline to see the next simulated turn.
In theory, the world will get fully over ran with predators, given we are currently not considering events that remove predators, or the fact that the players will remove predators.
Add a UI button to randomize the [[Ecology]] activation events in the timeline.
Use docs/map.svg as an example of how you could layout the data per turn in the timeline in a visual way.
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