- Pion (Pawn): orthogonal range 1, social status 1 (lowest), green color
- All existing levels get surplus stock including pawns for player choice
- Level 4 "Le Carrefour": 8x8, dual cargo diagonal routes, center wall block
- Level 5 "Le Labyrinthe": 8x6, wall corridors, knights essential for shortcuts
- Level 6 "Trois Royaumes": 10x8, 3 productions + 3 demands, full network puzzle
- Production interval concept removed (all produce every turn)
- GDD updated with Pion section and 6 level descriptions
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- New turn order: produce -> transfer -> move -> collision resolution
- Collisions now destroy weaker pieces (status > level > mutual destruction)
instead of halting the simulation. SimPhase.Collision removed.
- Add piece Level property (all level 1 in proto, prepared for future)
- Production fires every turn (interval concept removed), buffer = Amount
(default 1, future 2-4), leftovers overwritten each turn
- Transfer tiebreaker: status > level > clockwise direction (alternating
even/odd turns in y-up coords), replaces distance-to-production
- Demands always accept matching cargo even when already satisfied
- TurnNumber added to all turn events for animation grouping
- Simultaneous animations: produce flash, cargo slide, parallel piece moves
- Camera centering fix + middle-click pan
- GDD updated with new rules + lore section added
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Black box sim engine (commands in, events out) with 3 piece types
(Rook, Bishop, Knight), cargo transfer system with social status
priority, collision detection, and victory/defeat conditions.
57 tests covering rules, simulation, loading, and solvability.
Godot 4 presentation layer scaffolding.