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Realm

A 2D, web-first economic civilization sim where every business, price, currency, and service is invented and run by players — or by AI agents that act like players when you're alone.

Status: Phase 1 solo prototype — engine checklist complete (playtest gate in realm_docs/13_PHASED_TODO.md still requires external sessions). Spec in realm_docs/; runnable shell: Python engine + Next.js map. Designer / builder: Avi (Sheva Studios). Doc set version: v1.0.


The 1-pager pitch

You spawn into a world that is geographically real but economically empty. There are no pre-defined "iron mines" or "shipping companies." There are plots of land with physical properties — terrain, climate, coastal access, what's in the ground. There are players (or AI agents) who can claim plots, hire labor, move goods, and build businesses. Everything else is invented as the game goes.

Want to start a shipping company? Find a coastal plot, get a vessel, haul other players' goods. Want to start a tech company? Don't even need a plot — write a piece of code that solves a problem other players have, sell it as a subscription. Want to be a banker, farmer, speculator, surveyor, market-maker? Compose the same nine economic primitives — land, materials, labor, time/distance, capital, production, markets, contracts, code — into whatever business you can dream up.

There are no quests. There are no levels. There is no NPC offering you a sword. There is only the economy you and the other players build together — with all the cooperation, competition, scams, cartels, innovations, booms, and crashes that come with that.

The fantasy: "I am a tycoon in a world where the economy is real." Not numbers-go-up-because-you-clicked. Real economic decisions, real counterparties, real consequences.


Two modes, one engine

  • Solo mode (v1, ship first). You vs a world full of AI agents — Tier 1 behavioral, Tier 2 optimizing, Tier 3 LLM-driven named characters. Pausable, save/load, scenario-based. Solo is the existence test of the design — if a stranger doesn't enjoy 1 hour of solo, the design is broken.
  • Public persistent multiplayer (later). Real humans, slow real-time (1 game-day = 1 real-hour), permanent reputation, never pauses.
  • Competitive seasons / closed cohorts sit between the two — time-boxed, hand-curated, used for balance testing and marketing.

Mobile is a companion, not a port — a compact HUD for monitoring markets, contracts, and alerts plus quick actions, never the place you build a factory.


How to navigate this repo

The full design lives in realm_docs/. Read in order; each builds on the previous.

# Doc What it is
00 realm_docs/00_README.md Overview + read order
01 realm_docs/01_VISION.md The pitch and what we're not building
02 realm_docs/02_DESIGN_PILLARS.md The 7 non-negotiable design principles
03 realm_docs/03_PRIMITIVES_SPEC.md The 9 economic atoms — the heart of the engine
04 realm_docs/04_LAWS_OF_THE_UNIVERSE.md The 10 engine-enforced "physics" rules
05 realm_docs/05_GAME_MODES.md Solo, public, competitive seasons
06 realm_docs/06_AI_AGENT_DESIGN.md Tier 1 / 2 / 3 agents
07 realm_docs/07_USER_CODE_LAYER.md Lua services / SaaS-in-the-game (Phase 4+)
08 realm_docs/08_FIRST_HOUR_SCRIPT.md Minute-by-minute new-player walkthrough
09 realm_docs/09_TECH_ARCHITECTURE.md Stack, services, data model, scaling
10 realm_docs/10_UX_AND_2D_VISUAL_LANG.md 2D game-shell UX, five core views, Frontier, mobile flows
11 realm_docs/11_BOOTSTRAP_AND_SEEDING.md How to avoid the empty-economy problem
12 realm_docs/12_RISKS_AND_MITIGATIONS.md What can kill the project
13 realm_docs/13_PHASED_TODO.md The build plan and phase test gates — operational doc
14 realm_docs/14_CURSOR_PROMPT.md Drop-in Cursor prompt with full context
15 realm_docs/15_GLOSSARY.md Precise definitions — read when terms drift

Working tip: open 01–04 first. They are the foundation. If anything in them feels wrong, fix it before writing engine code.


v1 stack (solo mode)

  • Frontend: Next.js + React + TypeScript (strict)
  • 2D map: plain HTML/CSS in Phase 1, Pixi.js from Phase 2
  • Charts: Recharts
  • Simulation engine: Python (with type hints everywhere)
  • API (when needed): FastAPI (keeps the stack uniform with the sim)
  • Database (solo): SQLite per save file
  • In-game scripting: Lua (Phase 4+)
  • LLM agents: Anthropic API (Tier 3, Phase 3+)
  • Mobile: React Native + Expo (later phase)

Don't introduce new tech without justification. Don't propose Rust/Go for the simulation core in v1.


Working with the AI agent (Cursor)

This repo ships with two always-on Cursor rules in .cursor/rules/:

  • realm-project-context.mdc — loads the 9 primitives, 7 pillars, 10 laws, the v1 stack, coding conventions, the proposal format for non-trivial work, and the "things never to do" list.
  • git-incremental-commits.mdc — small reviewable commits as work progresses, not one giant end-of-session blob.

Update the Current phase line in realm-project-context.mdc whenever you advance phases. That single line keeps the agent in scope.


Where we are right now

Phase 0 (spec + worked businesses) is documented; active build is Phase 1 per realm_docs/13_PHASED_TODO.md.

Run the prototype shell

Terminal 1 — engine API:

Set-Location c:\Users\avita\econ\engine
python -m pip install -e .
uvicorn realm.api:app --reload --port 8000

Terminal 2 — web client (proxies /api/engine → engine):

Set-Location c:\Users\avita\econ\web
npm install
npm run dev

Open http://localhost:3000 — claim a plot, survey it, pick a recipe, advance ticks until the run completes and inventory updates. Next slices: movement, markets, agents, SQLite.

Phase 1 checklist (excerpt)

  • Tick-based time + deterministic RNG
  • Small grid world + terrain + hidden subsurface (API hides until surveyed)
  • Capital ledger + conservation tests; matter inventory + transfer test
  • Basic Next.js map + FastAPI bridge
  • Production recipes (5 templates) + tick-based completion + starter inventory
  • Movement / transit
  • Order books + P2P, contracts stub, reputation stub
  • Tier 1 agents (~6), SQLite save/load

A note on scope

This is a 5-to-10-year project at full scope. Don't try to build the full vision in v1. The phase plan in realm_docs/13_PHASED_TODO.md is structured so each phase produces a shippable, testable, possibly sellable artifact. Build the phases in order. Don't skip the phase test gates — they exist because skipping them is how projects like this die.

The single biggest risk is building too much before validating the design. The phase gates exist specifically to protect against that.

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