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# Glock Fnatic's Wargame — Design & Technical Specification (v1.1)

## 🎮 1. Game Fundamentals

* **Core Concept:** 

  A browser-based, turn-based tactical strategy game featuring a 64×64 tile grid with a retro Medival aesthetic.

* **Three-Phase Turn System:** 

  Each turn progresses through three distinct operational phases:

  1. **Military / Movement:** Execute troop maneuvers, pathfinding, unit merging, and combat engagements.

  2. **Construction:** Place infrastructure, defensive structures, and economic buildings on valid grid locations.

  3. **Recruitment:** Train new units using acquired resources and deploy them to active grid tiles.

* **Match Setup & AI Tiers:** 

  Supports up to 6 players per match. Empty player slots can be configured with autonomous AI opponents across three difficulty levels:

  * **Easy:** Basic positioning, passive aggression.

  * **Medium:** Tactical pathfinding, balanced resource distribution.

  * **Hard:** Aggressive expansion, optimal unit merging, target prioritization.

* **Free Movement & Unit Merging:** 

  Units move freely across available grid paths. Identical unit types occupying the same tile merge into a single, higher-tier stack.

* **Road Connection Logic:** 

  All constructed buildings must maintain an active road connection back to the player's Starting Castle to remain operational.

* **Linear Unit Scaling:** 

  * Merging units stacks base statistics linearly: `HP_total = sum(HP)`, `ATK_total = sum(ATK)`, `DEF_total = sum(DEF)`.

  * Movement range scaling thresholds:

    * **Level 100:** +1 Movement Range

    * **Level 200:** +2 Movement Range

* **Damage Caps per Unit Type:**

  * **Soldiers:** 1,000 max damage per attack.

  * **Cavalry:** 1,200 max damage per attack.

  * **Archers:** 900 max damage per attack.

  * **Catapults:** 1,500 max damage vs units / 500 max damage vs structures.

* **Defensive Fortress Buff:** 

  All direct attacks targeting a player's **Starting Castle** suffer an automatic **50% damage reduction penalty**.

---

## 🌐 2. Multiplayer & Server Backend

* **Server-Side Lobbies:** 

  Multiplayer lobbies powered by a WebSocket/HTTP backend with shareable room codes for hosting and joining matches.

* **Real-Time Synchronization:** 

  Live updates reflect connected players in the lobby in real time. The host retains authoritative control to launch the match.

* **Automated AI Backfilling:** 

  Unfilled player slots are automatically backfilled with AI bots upon match start to ensure full 6-player matches.

---

## 🏆 3. Leaderboard & Ranking System

* **Server-Backed Leaderboard:** 

  Top 20 global leaderboard dynamically fetched from the server. Automatically re-loads upon client startup and re-syncs every 3 minutes.

* **Persistent Top Billing & Bot Fillers:** 

  Features top-tier entry *"TheRealGlock"* alongside realistic, uniquely generated bot entries to maintain continuous competition.

* **VIP Name Formatting:** 

  Victor's name renders with an animated rainbow color gradient for authenticated VIP players.

* **Deduplication Logic:** 

  Strict database deduplication based on unique `player_id` — preventing duplicate user entries on the leaderboard.

---

## 💎 4. Donations & VIP System

* **Stripe Integration:** 

  Direct Stripe payment link embedded within the main menu interface.

* **Post-Donation Flow:** 

  Dedicated confirmation page displaying a custom thank-you message upon completed transaction.

* **VIP Perks:** 

  Unlocks the glowing rainbow name style on the global leaderboard and explicitly displays the user's custom Player ID.

---

## ⚙️ 5. Progression & Upgrade Framework

* **In-Game Currency:** 

  Credits (🪙C) continuously tracked and rendered in the top-right corner of the main menu.

* **Persistent Upgrade Tree:** 

  Individual stat upgrades available for unit types, functional structures, and the Starting Castle:

  * **Stat Scaling:** +0.2 stat gain per upgrade level (+1 HP for Starting Castle).

  * **Cost Scaling:** Upgrade costs double exponentially per tier.

  * **Level Cap:** Maximum upgrade level capped at Level 200.

* **Challenge Mode:** 

  A high-difficulty survival mode placing the player against 5 Hard AI bots programmed to target the player. 

  * Destroying enemy troops/structures yields Credits (🪙C).

  * Victories guarantee an automatic entry onto the global leaderboard.

---

## 🔊 6. Audio & Intro Sequence

* **Procedural Web Audio Engine:** 

  Generates audio dynamically via Web Audio API, shifting from initial 8-bit chiptunes to a dark, menacing minor-key war-drum ambient soundtrack.

* **Intro Sequence:** 

  3.5-second silent opening intro displaying a shaking, intense red *"Glock Fnatic's Wargame"* title header, followed by immediate seamless transition to the main menu background music (BGM).

---

## 🌍 7. Localization & User Interface

* **Bilingual Support (DE/EN):** 

  Language toggle feature using clear flag icon assets (Germany & USA flags rendered at 44×44px).

* **Commander Identity:** 

  Dedicated, centered text input field for setting the Commander Name, decoupled from language toggles.

* **Typography & Styling:** 

  * **Body & UI Text:** Retro arcade font `VT323`.

  * **Headers & Titles:** Pixel font `Press Start 2P`.

  * **Main Menu:** Full-screen background art with a dark semi-transparent gradient overlay.

  * **Watermark:** *"Studio - Lohmar Project"* anchored in the bottom-right corner.

---

## 📖 8. Onboarding & Tutorial Scenario

* **Guided Main Menu Tutorial:** 

  Interactive step-by-step onboarding mode explaining grid mechanics, road connections, and phase management.

* **Deterministic Scenario:** 

  Fixed tactical scenario with a 15-tile separation distance between opposing bases, smoothly transitioning into Free Play mode upon completion.

---

## 🧩 9. Engine Architecture & Code Standards

* **Centralized Combat Engine:** 

  Deterministic combat calculator ensuring identical damage calculations across single-player and multiplayer matches.

* **State Serialization:** 

  Full state import/export capabilities supporting game saves, loads, and real-time multiplayer delta transfers.

* **Procedural Canvas Renderer:** 

  HTML5 Canvas rendering pipeline handling layered terrain drawing, structural models, troop units, visual animations, and particle combat effects.