Repository navigation
Where the build stands
Diego Amicabile edited this page Oct 9, 2026
·
5 revisions
Living page. The contracts live in the repository: task-catalogue.md is what each task is graded against, and build-process.md is how the build runs. Status itself lives in GitHub labels; this page only says how to read them.
GitHub labels are the only status. No document carries a snapshot (build-process.md §5). To see where things stand:
gh issue list --label task --state all --json number,title,labels --jq '.[] | "\(.number)\t\(.title)\t\([.labels[].name | select(startswith("status:"))] | join(","))"'
gh issue list --label task --label status:ready # what can run next
gh issue list --label triage:needed --state open # untriaged bugs and follow-ups
gh issue list --label bug --state open # all open bugsOn the web, use task issues, pull requests, milestones (one per phase), and Actions, which runs build and test, and the Godot project's headless check scenes, on every PR and every push to main. A release gate's progress is gh issue list --label task --label release:<version> --state all (release-plan.md).
| After | What exists | Can you run it? |
|---|---|---|
| Phase 0 (T01–T05, T30, T31) | Solution, CI, domain model, fixtures corpus, engine seams, hardened IC2.Data
|
dotnet build / dotnet test only |
| The rest of Phases 1–2 | The rule subsystems, then recruitment, naval, battle, diplomacy and the AI. Also the exported 334-city world, the classical-faithful ruleset and classical scenario (T29), and the improved preset (T36) |
Only through their tests |
| T41 | A thin IC2.Cli demo on the toy 3-city world: move, buy supply, end turns, read the news |
The first thing you can run: a text walking skeleton of the rules built so far |
| T23 |
IC2.Cli as the full scriptable harness: every command type, plus the view models Godot binds to (T83 adds --seat) |
Play any scenario from the command line |
T24–T26, T95 (the v0.4.0 gate) |
The Godot main menu, the New Game flow with the ruleset chooser, the main game screen (map, context panel, news log); the battle-result, diplomacy and hotseat-handoff screens (T25); scenario-authoring docs and examples (T26); save and resume in the CLI and in Godot (T95) | The first thing that looks like a game: play in Godot, from source |
The v0.5.0 gate (gh issue list --label release:v0.5.0 --state all: the Unit map's and Strategy menu's orders T108–T113, the End turn box T118, the End of Game window T138 and T145, the information panels T140, the mercenary restock T56, sounds T149, and the rule corrections of 2026-10-05) |
Every order of the original's menus and toolbar in the Godot app, each through its own dialog, except Game → New player, New nation and Abdicate | A game played start to finish in Godot, from New Game or a Load, under either preset, never touching the CLI |
The v0.5.1 patch (gh issue list --label release:v0.5.1 --state all: T155, folding #515 and #903, and the fix for #907) |
Recruitment only in the capital and towns fortified to 75%, as the original; the Recruit unit dialog updates at once; an AI army no longer parks behind a blocked march | The user's three reports from playing v0.5.0, fixed |
The v0.5.2 gate (gh issue list --label release:v0.5.2 --state all: T156, T157, and the fix for #929) |
The AI's army decisions and, under classical-faithful, its economy, from the original's decompiled turn |
AI armies that attack and take towns as the original's do |
The v0.6.0 gate (T122–T130) |
The tactical battle: the battle screen, its rules, assets and golden master | A human's own battle fought on the battle screen, not resolved at once |
T27, T28, T94 (the v1.0.0 gate) |
Packaging, the nightly gate, and T24's split-off follow-ups (size-banded markers, palette, malformed-save handling) | A packaged build that runs without the dev toolchain |