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Civilization Shell

The civilization shell is the visible layer of a ruin. It lets the player read "who left this place," then projects that identity into clues, activation prompts, runtime pressure bias, and recovery direction. It does not replace survey, activation, runtime, resonance, or recovery themselves.

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. If a civilization idea only contributes art or lore terms and cannot project into the rule layer, it is not a shell definition yet. It is only 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 split 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 that is singular, clear, and testable instead of 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

The job of this first shell sample is not to tell a complete civilization history. Its job is 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

If a shell definition cannot project into these layers together, it will not stay coherent inside the main loop.

Shared Gun Base

TaCZ remains the shared firearm base. Civilization difference should not be expressed by separate weapon systems. It should be expressed by the following 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

The point of the shared base is to keep 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. It does not include direct reuse of names, factions, emblems, or setting structures from existing IP.

If a civilization idea needs large structure art production, complete lore writing, and major exclusive assets before the loop becomes playable, it does not belong ahead of the first vertical slice.

Acceptance Criteria

  • 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.