Civilization Shell
The civilization shell is the visible layer of a ruin — the part that tells the player who left this place. It projects that identity into clues, activation prompts, runtime pressure bias, and recovery direction. It doesn't replace survey, activation, runtime, resonance, or recovery; it rides on top of them.
Framework and shell split
| Layer | Owns | Does not own |
|---|---|---|
| main-loop framework | survey, activation, runtime, resonance, recovery, identification | civilization identity by itself |
| civilization shell | outer traces, clue items, activation prompts, pressure presentation, recovery direction | rewriting the main-loop state machine |
The shell must sit on top of the main loop rather than next to it. A civilization idea that contributes only art or lore terms without projecting into the rule layer isn't a shell definition yet. It's narrative material.
Preserved and trace-based civilizations
Civilization shells fall into two visibility types:
| Type | Presentation traits | Design use |
|---|---|---|
| preserved civilization | more complete landmarks, denser traces, clearer signals | strongest fit for first samples and onboarding ruins |
| trace-based civilization | weaker signals, more fragmented materials, more distributed anomalies, stronger reliance on experience | stronger fit for later expansion and advanced survey targets |
This is about information density, not power ranking. Preserved shells fit version one better because they make it easier to verify clueing, activation prompts, and recovery direction.
Version-one template
Version one should use one shell sample — singular, clear, and testable — rather than pursuing multiple civilizations at once.
| Item | Version-one requirement |
|---|---|
| shell type | preserved |
| identity lean | mechanical sample |
| host environment | dry badlands edge or weathered plateau |
| host structure | tagged trail_ruins or a reused watch-post host |
| outer traces | brass stakes, broken survey pylons, collapsed watch platforms |
| clue items | inscribed tablet fragments, calibration plates, damaged filter parts |
| activation prompts | should express calibration, alignment, filtering, or verification semantics |
| pressure bias | mostly Contamination, with a smaller layer of Instability |
| recovery direction | filter relic fragments, corrosion samples, logistics record tablets |
This first shell sample doesn't need to tell a complete civilization history. It just needs to prove that one shell can map consistently into location, identification, activation, runtime, and recovery.
Data projection points
At minimum, a civilization shell has to project into the following rule layers:
| Layer | What belongs there |
|---|---|
| structure layer | structure tags or author markers that are more likely to host the shell |
| biome layer | biome tags where the shell's traces appear more often |
| clue layer | fragments, stakes, debris, tablets, and other readable signals before activation |
| activation layer | prompts, submit semantics, and common interaction objects |
| runtime layer | pressure distribution, guardian style, and presentation tone |
| recovery layer | record types, fragment types, and identification-text direction |
A shell that can't project into all of these together won't stay coherent inside the main loop.
How TaCZ is used
The project keeps using TaCZ as its gun system. Civilization difference should not be expressed by separate weapon systems. It belongs in these parameters:
| Dimension | Mechanical sample expression |
|---|---|
| pressure handling | emphasizes control, suppression, and site stabilization |
| activation semantics | emphasizes calibration, alignment, filtering, and verification |
| resonance tendency | leans toward stabilization, redirection, and suppression |
| failure form | leans toward leakage, breakdown, and structural collapse |
| recovery result | leans toward sortable parts, records, and contamination samples |
Keeping one gun system keeps civilization difference inside the ruin loop instead of splitting the project into incompatible combat stacks.
Inspiration boundary
Allowed inspiration is limited to scale, doctrinal weight, dangerous machinery, and high-pressure combat atmosphere. Direct reuse of names, factions, emblems, or setting structures from existing IP is out.
If a civilization idea needs large structure art production, complete lore writing, and major exclusive assets before the loop becomes playable, it doesn't belong ahead of the first vertical slice.
Acceptance criteria
A shell is working when:
- outer clues improve ruin recognition and feed players toward formal survey,
- the same main loop presents readable activation, pressure, and recovery differences under different shells,
- shells can be authored through tags, clue items, and a small number of explicit nodes instead of large exclusive art pipelines,
- adding a new shell costs substantially less than the readability and gameplay difference it adds.