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Engineering, operations & design history

World of Gonz — Game Vision

Full repository source: GAME_VISION.md

Technical documentation includes historical decisions, proposals and verification reports. For playing instructions and practical rules, open Gameplay.

World of Gonz — Game Vision

The September 2026 full MMO gameplay design and UI screen specification develop this vision into decision loops, costs, consequences, asynchronous rules and implementation stages. A central addition is Familie og Tribe: when the playable character dies, AI immediately takes over the tribe; family inheritance and public authority remain separate, and the account continues through an eligible adult or another career.

Core Vision

Most ordinary tiles can be altered through construction, terraforming and restoration. Building choices depend on the current biome and physical conditions: woodcutters need harvestable trees and conventional fields cannot grow directly on untreated desert. Players may invest in changing the underlying land before constructing newly eligible buildings. A broad catalog of specialized buildings and terrain variants creates different local economies. See terrain and building design.

A massive, continuously expanding strategy world built on hexagonal tiles. The game combines grand strategy, political simulation, economic simulation, exploration, PvP, PvE, and AI-driven world simulation.

Players begin with a very small settlement and gradually become merchants, explorers, governors, military leaders, barons, kings, or other influential figures. The world does not revolve solely around human players: AI-controlled settlements, factions, rulers, merchants, armies, criminals, and explorers continuously act inside the same simulation.

The goal is to create a living world where systems produce stories instead of relying on heavily scripted outcomes.

1. Giant Procedurally Generated Expanding World

The world is made from a very large hex-based map containing terrain and regions such as:

  • Plains
  • Forests
  • Mountains
  • Hills
  • Rivers
  • Lakes
  • Oceans
  • Swamps
  • Deserts
  • Islands
  • Fertile valleys
  • Rare-resource regions
  • Ruins
  • Ancient cities
  • Dangerous wilderness
  • NPC civilizations

The entire world does not have to exist at launch. The map can expand dynamically as exploration reaches the edge of known territory.

At the frontier, land remains unknown. Human players and AI factions can launch expeditions. When an expedition successfully explores beyond the known world, new procedural land is generated and permanently added to the shared map.

This makes the world feel like an enormous place that civilizations are gradually discovering.

2. Exploration and Expeditions

Unexplored territory is hidden by fog of war or represented as unknown frontier.

Expeditions can include:

  • Explorers
  • Scouts
  • Soldiers
  • Settlers
  • Supplies
  • Horses
  • Ships
  • Engineers

Expeditions can discover:

  • New land
  • Valuable resources
  • Rivers and natural passages
  • Islands
  • Ruins
  • Ancient treasures
  • Hostile tribes
  • Friendly settlements
  • AI kingdoms
  • Rare resources
  • Natural wonders

Some expeditions can fail or disappear. Others may return with information or valuable resources.

Geographical knowledge itself can become valuable. Players could sell maps, navigation knowledge, or information about newly discovered resources.

3. Starting as a Small Village

Every player begins with a small settlement rather than an empire.

A possible start could be:

  • One village
  • Six to twelve surrounding hex tiles
  • A small population
  • Limited resources
  • A small action allowance

Early gameplay focuses on survival, local development, and discovering nearby opportunities.

Terrain-Based Development Examples

Plains

  • Farms
  • Orchards
  • Pastures
  • Windmills

Forests

  • Lumber camps
  • Hunting lodges
  • Charcoal production
  • Herbal gathering

Mountains

  • Stone quarries
  • Iron mines
  • Copper mines
  • Gold mines
  • Fortifications

Rivers

  • Fishing
  • Mills
  • Irrigation
  • Trade ports
  • Bridges

Coas

  • Fishing harbors
  • Shipyards
  • Trading ports
  • Naval facilities

Geography should strongly influence what settlements naturally become good at.

4. Settlement and City Developmen

Tiles provide natural opportunities and resources, while settlements contain civilian, economic, institutional, and military buildings.

Civilian Buildings

  • Houses
  • Markets
  • Taverns
  • Hospitals
  • Temples
  • Schools
  • Universities
  • Courthouses
  • Warehouses
  • Workshops

Military Buildings

  • Barracks
  • Stables
  • Armories
  • Training grounds
  • Walls
  • Watchtowers
  • Fortresses

Economic Buildings

  • Merchant guilds
  • Banks
  • Markets
  • Trade depots
  • Crafting districts
  • Shipyards

Settlements can evolve through stages such as:

> Village → Town → City → Regional Capital → Great City

Growth should create new problems rather than simply giving bigger numbers. Large settlements require more food, housing, sanitation, security, employment, infrastructure, healthcare, and trade.

Poorly managed cities can suffer from:

  • Crime
  • Disease
  • Hunger
  • Unres
  • Emigration
  • Rebellion

5. Avoiding Boring Building Placemen

Construction should not become a repetitive click-loop. The game should gradually move the player from direct building placement toward higher-level planning and governance.

Early Game: Direct Construction

When the player controls only one village, individual buildings matter. It is enjoyable to personally place the first farm, tavern, blacksmith, barracks, market, and similar structures.

Midgame: District Planning

As settlements grow, players should stop placing every individual building. Instead, they designate districts such as:

  • Residential distric
  • Agricultural distric
  • Market distric
  • Military distric
  • Industrial distric
  • Harbor distric

The simulation then develops appropriate buildings inside those districts over time.

Late Game: Governor and Policy Control

Once the player controls many settlements, direct construction becomes optional.

The player can appoint governors and issue priorities such as:

  • Prioritize food security
  • Develop trade
  • Fortify the border
  • Increase population growth
  • Expand industry
  • Improve public health

The AI handles routine construction while the player remains free to intervene when desired.

The intended progression is:

  • Early game: Build buildings.
  • Midgame: Build districts.
  • Late game: Build policies, institutions, and governments.

The player's level of abstraction rises together with the player's power.

6. Buildings Should Be Strategic, Not Repetitive

Buildings should represent meaningful choices rather than simple stat upgrades.

Instead of asking where to place the fourteenth identical farm, the game should ask what kind of region this should become:

  • Farming region
  • Mining center
  • Trade hub
  • Military frontier
  • Academic city
  • Industrial center
  • Harbor city

A mountain settlement might naturally develop into:

> Mine → Smithy → Foundry → Weapons industry

A river settlement might develop into:

> Fishing → Mill → Port → Trade center

A fertile plain could become:

> Farm → Grain market → Brewery → Export economy

A frontier settlement could become:

> Watchtower → Barracks → Wall → Fortress

Each settlement should develop a distinct identity.

7. Buildings Can Emerge Automatically

Not every building needs to be directly ordered by the player.

Some structures can appear naturally when conditions are met.

Examples:

  • Heavy traveler traffic can cause a tavern to appear.
  • Growing trade can cause merchants to establish a market.
  • High crime can create a criminal quarter.
  • Religious growth can lead to a temple.
  • Wealth can attract upper-class housing.
  • Population growth can create new residential areas.

This makes settlements feel alive and reduces repetitive micromanagement.

8. Rare and Important Buildings

Routine buildings can be automated, while important structures remain exciting player decisions.

Great Library

  • Improves research
  • Attracts scholars
  • Raises cultural importance

Royal Min

  • Enables currency production
  • Strengthens trade infrastructure
  • Can create inflation risks if abused

Grand Harbor

  • Greatly increases maritime trade
  • Enables large fleets and long-distance commerce

Citadel

  • Major defensive structure
  • Increases local political and military importance

University

  • Unlocks advanced professions, technologies, and specialists

Major buildings should feel like events rather than chores.

9. Geography Creates Building Opportunities

Buildings should depend on terrain and local conditions.

A player should sometimes discover an unusually valuable natural opportunity rather than simply selecting a generic building from a menu.

Example:

> An expedition discovers a mountain region with an extremely rich iron deposit.

That discovery creates a strategic question:

> Should we establish a mining colony here, connect it by road, protect it militarily, and develop an industrial town around it?

The geography creates the strategy.

10. Buildings Create Consequences

Buildings should change the simulation rather than only providing simple bonuses.

For example, opening a large mine can cause:

  • More iron production
  • More jobs
  • Worker immigration
  • Greater housing demand
  • Higher food demand
  • Increased merchant activity
  • More tax revenue
  • Pollution or health problems
  • Greater strategic military value

One building decision can therefore trigger an entire chain of economic and social consequences.

11. Settlement Templates

Players can create reusable development templates for common settlement types.

Frontier Farming Village

  • 40% agriculture
  • 20% housing
  • 10% defense
  • 10% storage
  • 20% local economy

Other templates could include:

  • Mining Colony
  • Border Fortress
  • Trade City
  • Agricultural Town
  • Naval Base
  • Academic City
  • Industrial Center

The player decides the strategy. The simulation performs the routine development.

12. Policies Instead of Constant Building Clicks

Advanced settlements can increasingly be controlled through policy rather than manual construction.

Food Policy

  • Local consumption priority
  • Balanced
  • Export surplus

Housing Policy

  • Cheap housing
  • Balanced developmen
  • Luxury developmen

Trade Policy

  • Protectionis
  • Balanced
  • Free trade

Military Policy

  • Minimal defense
  • Standard garrison
  • Fortified frontier

This changes the player's role from builder to ruler.

13. AI Governors

Players can appoint AI governors to manage regions.

Governors should not be perfect automation tools. Each has personality, skills, weaknesses, ambitions, and perhaps loyalty or corruption traits.

Example governor traits:

Governor Marcus

  • Excellent economis
  • Poor military planner
  • Slightly corrup
  • Loves infrastructure

Governor Helena

  • Militaristic
  • Highly loyal
  • Expensive
  • Poor at trade

Choosing who governs therefore becomes a strategic decision.

Governors may sometimes make questionable decisions, creating political problems and stories for the player to deal with.

14. Population Simulation

Population can be divided into meaningful social and economic groups rather than existing only as one number.

Examples:

  • Farmers
  • Laborers
  • Merchants
  • Craftsmen
  • Soldiers
  • Nobles
  • Scholars
  • Clergy
  • Criminals

Different groups have different needs and political interests.

Examples:

  • Merchants may demand lower tariffs.
  • Farmers may demand protection from raiders.
  • Nobles may demand political influence.
  • Workers may become angry if food becomes expensive.

This creates internal politics and gives players reasons to care about more than territorial conquest.

15. Zone of Influence

Settlements project influence across surrounding hexes.

Influence can depend on:

  • Population
  • Military strength
  • Roads
  • Culture
  • Political authority
  • Fortifications
  • Trade activity

Tiles do not necessarily need to switch ownership instantly. Border areas can contain overlapping influence.

Example:

  • Kingdom A: 65%
  • Kingdom B: 25%
  • Local tribes: 10%

This allows contested borderlands, gradual expansion, diplomatic disputes, and proxy conflicts without requiring immediate war.

16. Territorial Expansion

Expansion occurs across the hex map.

Players and AI can:

  • Peacefully settle empty land
  • Purchase territory
  • Colonize distant regions
  • Annex weaker settlements
  • Conquer territory
  • Establish forts
  • Create vassal territories

Expansion must create costs.

Distant territory becomes more difficult to control because of:

  • Corruption
  • Rebellion
  • Communication delays
  • Logistics
  • Military costs
  • Local identity
  • Independence movements

This prevents unrestricted snowball expansion.

17. Trade Networks

Trade is one of the central systems of the game.

Different regions naturally produce different goods.

Examples:

  • Mountain regions produce metal but may lack food.
  • Farming regions produce grain but may lack minerals.
  • Coastal cities become gateways for distant trade.
  • River cities become natural transportation hubs.

Trade networks emerge based on geography, infrastructure, supply, demand, security, taxes, and political relationships.

Roads, bridges, rivers, ports, and mountain passes become strategically important.

18. Trade Caravans

Players and AI can organize caravans and send them to foreign markets.

Example:

> A merchant buys wine for 100 gold in one region and sends it 500 km away where it can potentially be sold for 240 gold.

The caravan physically travels through the world.

Possible events include:

  • Bandit attacks
  • Enemy raids
  • Weather
  • Broken bridges
  • War zones
  • Border taxes
  • Disease
  • Delays

A player can become wealthy primarily as a merchant rather than a conqueror.

Other players can specialize in protecting caravans or controlling important trade corridors.

19. Caravan Raiding and Consequences

Caravans can be attacked, but raiding should create political and economic consequences.

Players or factions that frequently attack merchants can develop reputations as:

  • Raiders
  • Bandits
  • Pirates
  • Criminal states

Other factions can respond with:

  • Trade refusal
  • Bounties
  • Embargoes
  • Military coalitions
  • Sanctions
  • Protected convoy systems

This allows piracy and raiding while preventing consequence-free griefing.

20. Dynamic Economy

Prices should emerge from supply and demand as much as possible.

Example:

> A region goes to war and food production collapses. > > Food becomes scarce. Food prices rise. Merchants detect the opportunity. Caravans begin bringing food into the region. Supply increases. Prices gradually stabilize.

Human and AI behavior together create the economy.

21. Taxation

Governments can levy different taxes and fees.

Examples:

  • Land tax
  • Income tax
  • Trade tariffs
  • Import duties
  • Market fees
  • Road tolls
  • Harbor fees

High taxation provides immediate revenue but can reduce:

  • Trade
  • Migration
  • Happiness
  • Investmen
  • Economic growth

Low-tax areas may attract merchants, companies, and settlers.

Entire regions can develop different economic models, including trade-focused low-tax states.

22. Politics

Politics is one of the defining features of the game.

Possible positions include:

  • Mayor
  • Governor
  • Baron
  • Coun
  • Duke
  • Chancellor
  • General
  • King
  • Emperor

Different political systems can exist.

Monarchy

A ruler appoints governors and officials.

Constitutional Monarchy

A monarch exists, but elected institutions control significant power.

Republic

Players elect representatives and leaders.

Merchant Republic

Economic power and trade influence political control.

Tribal Federation

Power is divided between clans, chiefs, or regional leaders.

Some political structures could emerge dynamically or be designed by players through laws and constitutions.

23. Elections

Political offices can be elected.

Players may vote for:

  • Mayors
  • Governors
  • Representatives
  • Kings
  • Judges

Campaign promises should matter mechanically.

Example:

> Elect me governor and I will reduce caravan taxes from 12% to 5%.

If elected, the player gains the actual authority to change those taxes.

This creates genuine player-driven politics rather than cosmetic voting.

24. Tribunal and Court System

Disputes can be resolved through tribunals or courts.

Possible cases include:

  • Border disputes
  • Broken trade agreements
  • Thef
  • Unpaid loans
  • Caravan attacks
  • Political misconduc
  • Treaty violations

Judges could be:

  • Human players
  • AI judges
  • Mixed councils

Possible consequences include:

  • Fines
  • Reparations
  • Trade sanctions
  • Land transfers
  • Bounties
  • Political removal

This creates a legal and political layer that can produce memorable player stories.

25. Diplomacy

Political entities can establish formal relationships such as:

  • Trade agreements
  • Military alliances
  • Defensive pacts
  • Non-aggression treaties
  • Open-border agreements
  • Vassal relationships
  • Embargoes
  • Peace treaties

Treaties should affect real systems rather than exist only as text.

Examples:

  • A trade treaty changes tariffs.
  • Open borders change caravan access.
  • Military alliances unlock joint defense behavior.
  • Embargoes restrict commerce.

26. PvP and PvE

The world supports both player-versus-player and player-versus-environment gameplay.

PvP Possibilities

  • Economic competition
  • Caravan raiding
  • Warfare
  • Territorial pressure
  • Elections
  • Espionage
  • Diplomacy
  • Political manipulation

PvE Possibilities

  • Bandits
  • Monsters
  • Pirates
  • AI kingdoms
  • Barbarian tribes
  • Rebellions
  • Natural disasters

Players who do not enjoy heavy PvP can still build meaningful careers around economics, politics, exploration, and PvE.

27. Automatic Battles

Combat is resolved through simulation rather than requiring real-time manual control of individual soldiers.

Players make strategic decisions such as:

  • Army composition
  • Commander
  • Equipmen
  • Formation
  • Supplies
  • Objective
  • Tactical doctrine

Possible doctrines include:

  • Aggressive attack
  • Defensive stance
  • Ambush
  • Flanking
  • Siege
  • Retreat at a specific casualty threshold

The simulation resolves the battle based on these inputs, terrain, logistics, morale, commanders, technology, and chance.

This is particularly suitable for a persistent asynchronous world.

28. Military Logistics

Large armies require real logistical support.

Armies need:

  • Food
  • Equipmen
  • Horses
  • Ammunition
  • Medicine
  • Reinforcements

An army far from home can become vulnerable even if it is militarily powerful.

Players can win wars by disrupting logistics rather than defeating armies directly.

This makes roads, bridges, ports, supply depots, mountain passes, rivers, and trade routes strategically important.

29. AI Civilizations With Different Philosophies

AI factions should have distinct goals and philosophies rather than all following the same behavior.

Merchant AI

Primary goal: Become wealthy through trade.

Prefers:

  • Peace
  • Roads
  • Markets
  • Ports
  • Commercial alliances

Expansionist AI

Primary goal: Acquire territory.

Prefers:

  • Armies
  • Colonization
  • Border pressure

Imperial AI

Primary goal: Gain political dominance.

May prefer vassals and influence instead of direct conquest.

Raider AI

Primary goal: Steal wealth.

Targets:

  • Caravans
  • Weak settlements
  • Trade routes

Isolationist AI

Primary goal: Internal development.

Prioritizes:

  • Technology
  • Population
  • Infrastructure

Pacifist AI

Primary goal: Peace and prosperity.

Prefers diplomacy, mediation, and defensive policy.

30. AI Should Follow the Same Rules as Players

AI should not simply trigger scripted attacks or receive unlimited resources.

An AI governor can have:

  • Resources
  • Income
  • Action points
  • Armies
  • Relationships
  • Political ambitions

Instead of a script saying:

> Attack the player every twenty minutes.

The AI can reason:

> The neighboring region is weak, contains iron, refuses our trade agreement, and threatens our border. Expansion appears beneficial.

This produces more believable and unpredictable behavior.

31. AI Agents Drive Decisions

Different agents can manage different areas of AI decision-making.

Economic Agen

Decides:

  • What to build
  • What to produce
  • What to trade

Military Agen

Decides:

  • Army placemen
  • Defense priorities
  • Attacks

Diplomatic Agen

Decides:

  • Alliances
  • Treaties
  • Political relationships

Governor Agen

Coordinates the overall regional strategy.

Higher-level agents can evaluate recommendations from lower-level agents before queuing actions.

The AI model should make high-level decisions while deterministic game code executes and validates those decisions.

This makes the architecture much more scalable and keeps the simulation authoritative.

32. Player-Driven vs. AI-Driven Simulation

A core design principle is:

> Players and AI are participants in the same simulation.

AI is not merely background content.

An AI merchant might:

  • Establish a trading company.
  • Become wealthy.
  • Fund politicians.
  • Purchase land.
  • Become governor.
  • Eventually dominate a region.

At the same time, a human player might decide to operate a profitable local business and never command an army.

Both approaches should be legitimate ways of participating in the world.

33. Action Queue System

Players do not need to remain online continuously.

They receive a limited number of actions over time and can queue future actions.

Actions might include:

  • Construct building
  • Recruit troops
  • Establish trade route
  • Launch expedition
  • Negotiate treaty
  • Move army
  • Upgrade industry
  • Expand territory

Example queue:

  1. Upgrade lumber mill
  2. Build road
  3. Recruit 50 soldiers
  4. Send caravan
  5. Expand into adjacent tile

The server processes actions according to game time.

This allows the game to work well on desktop and mobile while reducing the advantage of players who remain online constantly.

34. Action Economy

Without limits, players who play for many hours every day may overwhelm more casual players simply through activity volume.

An action economy changes the competition from:

> Who can click the most?

into:

> Who makes the best decisions with limited opportunities?

Players can potentially receive:

  • Hourly action regeneration
  • Daily strategic actions
  • Special political actions
  • Military command capacity

Strong players can still outperform others through better strategy, but not simply by performing one hundred times more actions.

35. Living World Events

The simulation periodically produces events such as:

  • Drough
  • Plague
  • Flood
  • Gold discovery
  • Crop failure
  • Religious movemen
  • Rebellion
  • Political assassination
  • Pirate invasion
  • Migration
  • New technology
  • Trade boom

Players and AI react to these events according to their goals and situation.

The goal is for stories to emerge naturally from interacting systems.

36. Emergent History

The game automatically records major events.

Example:

> Year 148 > The Kingdom of Aralon invaded Westmark after a three-year border dispute. > > Year 151 > Westmark declared independence following the Battle of Red River.

Over time, the world develops a genuine history created by humans and AI.

A world-history interface can chronicle:

  • Wars
  • Dynasties
  • Discoveries
  • Revolutions
  • Elections
  • Treaties
  • Famous battles
  • Economic crises
  • New cities
  • Great constructions

37. Player Specialization

Not every player should need to become a king or conqueror.

Possible roles include:

  • Merchan
  • Farmer
  • Industrialis
  • Explorer
  • Mercenary
  • General
  • Politician
  • Diploma
  • Governor
  • Pirate
  • Banker
  • Builder
  • Landowner
  • Scientis

This makes the world feel like a society rather than a collection of players all pursuing the same victory condition.

38. Long-Term Progression

There does not necessarily need to be one traditional winner.

Players build legacies.

A player could become famous for:

  • Building the largest empire
  • Becoming the richest merchan
  • Discovering a continen
  • Founding a major institution
  • Building the largest city
  • Winning an enormous war
  • Creating the world's largest trade network
  • Ruling peacefully for decades

When a player leaves, some of what they created can remain.

Their settlement might continue under AI governance. Political institutions, roads, cities, dynasties, and trade networks can become part of the permanent history of the world.

39. Event-Driven Technical Architecture

The simulation should not necessarily update every hex every second.

Important actions can instead be event-driven and timestamped.

Example:

  • Caravan departs: 12:00
  • Expected arrival: 15:42
  • Army movement starts: 13:11
  • Expected arrival: 16:35
  • Farm completes: 14:20

The server updates state when events occur or when the state is requested.

This makes a gigantic persistent map much more practical to operate.

40. Agent Scheduling

AI agents do not need to think continuously.

Example:

  1. AI governor wakes.
  2. Reads:
  • Economy
  • Food reserves
  • Neighboring countries
  • Military threats
  • Trade opportunities
  1. Decides:
  • Build two farms.
  • Negotiate a trade agreement with Region 74.
  1. Actions are added to the queue.
  2. Agent sleeps until its next decision cycle or relevant event.

Thousands of AI entities can therefore operate on scheduled or event-triggered decision cycles rather than requiring constant inference.

41. Self-Hosted Action Runners / Simulation Workers

The game can use dedicated workers to process different parts of the simulation.

Conceptually:

Player / API
     ↓
Action Queue
     ↓
Simulation Workers
     ↓
Database
     ↓
World State

Possible worker categories:

  • World Worker
  • Economy Worker
  • Combat Worker
  • AI Worker
  • Trade Worker
  • Exploration Worker
  • Politics Worker

The system can scale horizontally as the world becomes larger and activity increases.

Design Principle

The strongest version of World of Gonz is not simply a conventional strategy game with AI added on top.

It is a gigantic persistent civilization simulation where human players and AI-controlled actors share the same evolving world.

The central design principle should be:

> Do not script outcomes. Build systems that create outcomes.

  • Trade creates merchant cities.
  • Scarcity creates conflict.
  • High taxes create migration.
  • Weak governments create rebellion.
  • Rich caravans attract bandits.
  • Bandits create demand for guards.
  • Military threats create alliances.
  • Alliances create political blocs.
  • Explorers discover new continents.
  • New continents create colonization races.

The game becomes interesting because the world continuously produces new situations and stories on its own.