Rules:preCUrse

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preCUrse is a fast-paced Developmental game by clumsycapy. The following is an exhaustive rulebook of the game that contains all mechanical features. It will be updated as needed by clumsycapy. You do not need to fully understand the rulebook to play the game; a simplified version is provided on-site when you warp to the game.

Unless specified otherwise, all mathematical formulas round to the nearest integer. A 'tile' as written in this handbook is equivalent to 1 block in Minecraft.

Objective

In preCUrse, you control an entity that occupies some set of nodes and resource colonies (defined below), and are on a map against at least one other entity who also occupies its own set of Nodes and Resource Colonies. The objective is to control all Nodes on the map.

Natural Map

This section will cover natural features that make up a typical preCUrse map. These can be broadly categorized into three groups: biomes, resources, and voids.

Biomes

Biomes comprise the main units of land that appear in preCUrse. On biome tiles, entities can construct nodes (see Settler under Agents for more information), and agents controlled by entities can move to and from biome tiles unless specified otherwise.

Note that the list of biomes will be very barren at first; as the game goes through more test runs, new biomes will be added.

Flats

Flats are the most basic biome tile in preCUrse. Marked by lime terracotta, this biome causes no special effects.

Walls

Walls, marked by gray terracotta, cannot be traversed by most agents (i.e. a agent cannot move to and through a Wall tile), and give a 2x movement penalty to any agent that moves from a Wall tile.

Resources

Resources are tiles on which players can build resource colonies. These are represented by concrete blocks of colors corresponding to their tier. Each resource type has an exchange rate on the Market from which entities can buy and sell resources with Funds; the initial exchange rate varies with each preCUrse map and fluctuates during a match. Some agents will require some amount of a specific tier of resource to be created.

Resources exist in five tiers:

Resource Tier Color
1 Light Gray
2 Purple
3 Orange
4 White
5 Light Blue

Resource tiles that do not have a resource colony built atop them have the same movement rules as Flats, even when surrounded by non-Flats biome tiles. There is no change if the resource colony is owned by the same entity that is moving the agent; however, agents cannot traverse through an enemy resource colony.

Voids

Voids are tiles on which Nodes cannot be built. Unless specified otherwise, an agent cannot move to or across a Void tile. These are represented by black concrete on the map.

Structures

This section will outline structures that can be created by entities during their turn.

Nodes

A node is a tile of land that acts as a population center for an entity (akin to a city) where the player can produce agents. At the start of a player's turn, each node's population increases by a function of the following formula:

where is the population of the node at turn and is the maximum population of the node.

Nodes exist in five different tiers, each with its own population capacity:

Node Tier Max Population
1 10,000
2 20,000
3 30,000
4 50,000
5 80,000

Some agents can only be produced in nodes of a specific tier or higher.

Resource Colonies

A resource colony is a structure that can be built atop a resource tile, denoted by candles of the same color as the underlying resource. Resource colonies can be one of four tiers (denoted by the number of candles atop the resource tile), where higher tiers have higher extraction rates than lower tiers. The extraction rate varies by the resource type, as shown by the following table:

T1 Colony T2 Colony T3 Colony T4 Colony
T1 Resource 20 40 80 160
T2 Resource 10 20 40 80
T3 Resource 5 10 20 40
T4 Resource 2.5 5 10 20
T5 Resource 1.25 2.5 5 10

Funds and Markets

Funds are the primary currency used during matches of preCUrse. Funds are used to upgrade nodes and resource colonies, as well as creating agents and new resource colonies. Funds are obtained both passively and via. the Market.

Each turn, the entity earns Funds passively as a function of their total population (obtained by summing the population of all nodes in control by the entity):

The Market

[TODO]


Agents

Agents are mobile objects created by entities that are capable of occupying enemy structures and fighting enemy agents. In this section, general mechanics will be explained. Afterwards, a glossary of agent stats will be provided and all available unit types will be listed with their corresponding stats and special abilities, if applicable.

General Mechanics

Agents that exist at the start of the match can move on Turn 1. Any new agent that is created on a node cannot move or attack on the same turn it was created. When charting a movement path for an agent, an adjacent movement (including diagonals) uses up 1 DIST for the turn. All agents have 1 opportunity to attack per turn. Upon attacking, an agent's DIST is set to 0 for the turn. Should the agent deal a lethal amount of damage to the enemy, the agent moves onto that tile at a cost of 0 DIST if there are no biome restrictions. Each tile can hold a maximum of one agent, and new agents cannot be produced on nodes where there is an agent standing.

Should an agent move onto an enemy structure, it is said to Occupy the structure. If an Occupying agent is still on the enemy structure by the start of the Occupying entity's next turn, then control of the structure is changed to the Occupying entity.

These mechanics may be modified by biomes and special abilities of the agent, among other factors.

Stats

All agents have some value in each of the following categories:

  • HP: The number of hit points the agent has. If HP is reduced to 0 or a negative value, the agent is annihilated.
  • MAXHP: The maximum number of hit points an agent can have. Agents spawn in with their HP being equal to their MAXHP.
  • ATK: The number of hit points the agent subtracts from an enemy agent after attacking.
  • RANGE: The maximum number of tiles an agent can attack an enemy agent from.
  • DIST: The maximum number of tiles an agent can move in one turn. A counter of how much DIST the agent has used up per turn is reset to zero at the start of the entity's next turn.

In addition, there are three types of costs associated with creating agents:

  • Fund Cost: The number of Funds needed to create the agent.
  • Population Cost: The population count needed to create the agent. It is subtracted from the same node that created the agent; note that nodes cannot have a negative population.
  • Resource Costs: The quantity of a particular resource needed to create the agent.

Special abilities outside of these four categories are listed in text below a list of the agent's base stats.

List of Agents

Below are the list of agents a player can create. The base stats and costs are included, alongside additional text that outlines any special abilities the agent has.

Brute

  • 10HP / 10MAXHP
  • 5 ATK
  • 1 RANGE
  • 3 DIST

Cost:

  • Funds: 200 F
  • Population: 500 P
  • Resources: N/A

Special Abilities: N/A

CUrsor

  • 20HP / 20MAXHP
  • 8 ATK
  • 1 RANGE
  • 3 DIST

Cost:

  • Funds: 600 F
  • Population: 500 P
  • Resources: N/A

Special Abilities: N/A

Ranger

  • 8HP / 8MAXHP
  • 4 ATK
  • 2 RANGE
  • 4 DIST

Cost:

  • Funds: 500 F
  • Population: 300 P
  • Resources: N/A

Special Abilities: N/A

Settler

  • 10HP / 10MAXHP
  • 0 ATK
  • 0 RANGE
  • 2 DIST

Cost:

  • Funds: 2000 F
  • Population: 1000 P
  • Resources: N/A

Special Abilities: If a settler agent has not moved this turn and is at least 2 tiles away from any node, they may Settle. Upon Settling, the Settler agent is replaced by a Tier 1 node with starting population 1,000 and under control of the entity which controlled the settler.