#+TITLE: Forts Gameplay — What Our Clone Is Missing (sourced) #+AUTHOR: Forts Clone Project #+DATE: 2026-07-01 #+OPTIONS: toc:3 num:t * Purpose An ENUMERATED, sourced list of gameplay systems Forts has that our clone does not — so scope is driven by facts, not vibes. Ground truth is the shipped game data (=SteamLibrary/.../Forts/data/=, device_list.lua / weapon_list.lua / constants.lua) cross-checked against community docs: - Steam guide "How to be a PRO at Vanilla Forts" (id 2035024654) - Steam guide "Forts Glossary" (id 1380793614) and "Base Building" (1308699887) - Forts RTS Wiki: Technology page - Wikipedia: Forts (video game) * What we HAVE (baseline) Building (wood / bg-brace / rope), mass-spring structural sim with stress + axial/angle breaking + cascading collapse, ground destroys debris, fire (DoT + spread), HP, two weapons (cannon = ballistic, laser = beam/ignite), a static enemy fort, Lua-data + mods, a dev UI. Resources are a placeholder (depleting pools, no generation). * MISSING — grouped by system, each with the in-game reference ** 1. The Reactor + win/loss [CRITICAL — this is the actual game] The core the whole game is about. =devices/reactor.lua=: HitPoints 100 (fragile), and it is ALSO a generator (EnergyProductionRate 100, MetalProductionRate 5). Win = destroy the enemy reactor by (a) direct damage, (b) fire/splash, or (c) cutting its supports so it falls. We have no reactor, no win/loss, no restart. -> our M5. ** 2. Real resource economy [CRITICAL for the core loop] Two resources, generated by devices (all values from =devices/*.lua=): - *Metal*: Mines on metal *deposits* (=mine.lua= MetalProductionRate 4, EnergyProductionRate -5 — mining COSTS energy). Upgrade =mine2= (5 metal, -7 e). - *Energy*: Wind *Turbines* — output scales with HEIGHT and clearance (v0.1-core.org; MinWindEfficiency / MaxWindHeight fields). Reactor also makes 100 energy + 5 metal baseline. - *Storage caps*: Battery (=battery.lua= EnergyStorageCapacity 2000), Metal Store. Resources are capped, not infinite pools. - *Costs*: building pieces, weapons, devices, AND FIRING all cost metal/energy (cannon EnergyFireCost 2000, MetalFireCost 50). Repair costs too. We have placeholder pools only. -> deferred to our M5. ** 3. Devices (whole category — we have ZERO) From =devices/device_list.lua=: - Resource: mine, mine2, turbine, turbine2, derrick, battery (energy store), store (metal store), reactor, minireactor. - Tech buildings: workshop, armoury, munitions plant, factory, upgrade centre (see #4). - Utility/defence: sandbags (HP 300, cheap absorber), explosive barrel (barrel), target (mission objective, HP 30). Devices mount on structure, have HP, can be shot, and some need clearance/ground. ** 4. Tech tree + Upgrades [large system, OUT of v0.1 scope but core to Forts] 5 tech buildings gate weapons (wiki Technology; weapon_list Prerequisite fields): - Workshop -> Mortar, Swarm Missiles - Armoury -> Flak, EMP Rocket - Munitions Plant -> 20mm Cannon, Cannon (needs Armoury) - Factory -> Firebeam, Plasma Laser (needs Workshop) - Upgrade Centre -> unlocks UPGRADING existing weapons/devices (mine2, turbine2, mortar2, sniper2, minigun … =Prerequisite = "upgrade"=). Research/prereqs create build-order strategy. We have neither tech nor upgrades. ** 5. More weapons [M4 continues] We have cannon + laser. Full vanilla roster (=weapons/weapon_list.lua=): machinegun, minigun (point-defence / anti-projectile), sniper (+spotter mechanic, guides swarm missiles), mortar (high-arc, high building damage), swarm missiles (guided), missile launcher, 20mm cannon, cannon, flak (anti-projectile), EMP rocket (disables devices), firebeam / plasma laser (beam). Notable *mechanics* we lack: point-defence (shoot down incoming shells), guided/tracking projectiles, hitscan (machinegun/sniper), EMP disable. ** 6. Building materials we lack =materials/building_materials.lua=: *armour* (HP 400, +25% stiffness, 2x mass — kinetic tank), *door* (openable/closable, blocks then opens for your own fire), *energy shield* (reflects beams/plasma, warmup), *metal beam*, *camo*, *solar* (energy on the strut), *fuse* (relays fire slowly). We have wood/bg/rope only. Doors and shields are real tactical mechanics (open to shoot, shield vs lasers). ** 7. Fort actions: Repair + Recycle [our M7] - *Repair*: restore a damaged piece/device for resources proportional to damage (Forts Repair.EnergyCostMultiplier; materials MetalRepairCost/EnergyRepairCost). - *Recycle/Scrap*: remove a piece, recover partial resources (MetalReclaim, ScrapTime). We have neither. ** 8. Weapon aiming/firing details we simplified - Cannon/weapons cost energy+metal PER SHOT (EnergyFireCost) — firing is resource-limited, not just reload-limited. - Recoil/kickback pushes the fort (we apply knockback to targets only, not recoil to the firing structure — Forts Recoil 600000, KickbackMean 40). - Spotters: sniper reveals targets and guides swarm missiles. - Fire-clearance: a weapon won't fire if its own structure blocks the muzzle (MinFireClearance) — prevents shooting through your own fort. ** 9. Commanders + Factions [OUT of v0.1 scope] 15 commanders across 5 factions, each with a passive trait + active ability (e.g. Firebird halves fire spread & double-extinguishes on her forts). Huge matchup variety. Purely a post-v1 concern but defines Forts' identity. ** 10. Map / world systems - Metal *deposits* embedded in terrain (mine targets) — we have none. - Terrain shape + foundation material chosen by ground *slope angle* (StandardNode.Foundations brackets by angle). Ours is a flat half-plane. - No-build zones, destructible terrain, water/buoyancy (High Seas DLC). ** 11. Meta / not-gameplay-but-expected Skirmish AI opponent, campaign/missions, multiplayer lockstep netcode, replays (trivial with deterministic lockstep), sandbox. All post-v0.1. * Priority for OUR roadmap Mapping the above onto the (already-reordered) milestones: | Gap | Milestone | Notes | |---------------------------------------+-----------+--------------------------------| | Reactor + win/loss + restart | M5 | the actual objective | | Resource economy (mine/turbine/store) | M5 | deposits, generation, caps | | Repair + Recycle | M7 | resource-cost actions | | Devices framework (mount on struts) | M5/M6 | reactor is the first device | | Armour + Door + Shield materials | M4/M7 | data-driven, small each | | More weapons (mortar/flak/mg/missile) | M4 | point-defence + guided are new | | Per-shot energy cost + recoil | M4 | small, faithful | | Tech tree + Upgrades | post-v0.1 | big; build-order strategy | | Commanders/Factions | post-v0.1 | defines identity, large | | Map deposits / terrain / foundations | M6 | needs a real map format | | AI / campaign / multiplayer | post-v1 | out of scope | * Smallest high-value next steps (concrete) 1. *Reactor as a device + win/loss* (M5 kickoff): a mountable block with HP that, at 0 HP or when disconnected from a foundation, ends the round. Gives the game an actual goal to shoot for. (We already destroy struts and detect foundation-connectivity, so both victory paths are within reach.) 2. *Real resources*: mines on deposits (+metal, -energy), turbines (+energy by height), storage caps, and make building/firing actually spend them. 3. *Armour + Door materials*: data-only additions to the Lua material table (armour = high HP/stiff/heavy; door = toggles blocking) — cheap, high value. 4. *Per-shot energy cost + firing recoil* on the cannon/laser — a few lines, makes combat feel like Forts.