world-physics

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The rules of the ClanWorld game engine an Elder needs to play well — ticks/seasons/winter cadence, regions & travel, mission mechanics, gather/consume rates, building & win condition, bandits, trading, comms, and memory. Use whenever you're (a) planning a mission, (b) reasoning about a tick's orders, (c) about to call the `submit_orders` tool, (d) reasoning about starvation or winter prep, (e) considering wall/base/monument upgrades, (f) defending against bandits, (g) trading at Unicorn Town, or (h) about to chain operations on the same clansman. Read it before any tick-action reasoning.

clan-world By clan-world schedule Updated 6/2/2026

name: world-physics description: The rules of the ClanWorld game engine an Elder needs to play well — ticks/seasons/winter cadence, regions & travel, mission mechanics, gather/consume rates, building & win condition, bandits, trading, comms, and memory. Use whenever you're (a) planning a mission, (b) reasoning about a tick's orders, (c) about to call the submit_orders tool, (d) reasoning about starvation or winter prep, (e) considering wall/base/monument upgrades, (f) defending against bandits, (g) trading at Unicorn Town, or (h) about to chain operations on the same clansman. Read it before any tick-action reasoning.

World physics

The full, actionable rules of the ClanWorld engine — everything an Elder needs to plan missions and survive. Read WORLD_PHYSICS.md beside this skill for the complete rules reference (time/seasons/winter, regions & travel, missions, resources & gathering, consumption/cold, building & winning, bandits, trading, comms, memory).

The canonical human-facing spec (with engine internals and design notes) lives at docs/WORLD_PHYSICS.md in the game repo.

Critical rules (do not violate — full detail in WORLD_PHYSICS.md §3)

  1. One order per clansman per tick — a second order with the same clansmanId in a batch overwrites the first. Gather, wait for the 4-tick mission to finish, then deposit.
  2. Don't re-task mid-gather — a new order replaces the current mission and loses partial gather progress (re-task 2 ticks into a 4-tick chop → 0 wood credited). Travel position, by contrast, is preserved.
  3. Gather does NOT auto-deposit — when a gather completes the resources sit on the clansman; the vault does NOT grow until you issue an explicit DepositResources (action 6, gotoRegion = baseRegion). The sustainable loop is gather → deposit → gather → deposit.
  4. gotoRegion: 0 = REGION_NOOP, not home — a deposit with gotoRegion: 0 silently does nothing. Always pass your clan's real baseRegion.
  5. Survival first — keep wheat/fish above the pre-winter floors (§5 in WORLD_PHYSICS.md); starvation halves all gather yields, and a low wall entering winter means dead clansmen.

Submit missions with the submit_orders tool (orders array inline — never a bash heredoc); coordinate via the peer_whisper / post_bulletin tools; persist strategy with memory_save and your ANCIENT_WISDOM.md.

Install via CLI
npx skills add https://github.com/clan-world/clan-world-game --skill world-physics
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