A civilization RTS inspired by Age of Empires where the endgame is achieving artificial general intelligence. Built with Godot 4.6 + GDScript, 2D isometric, single-player vs AI.
Guide your civilization from the Stone Age through seven ages of discovery — and race to build AGI before your rivals do.
- 7 ages of progression — Stone, Bronze, Iron, Medieval, Industrial, Information, Singularity
- 92 technologies spanning the full arc of human knowledge, viewable in a scrollable tech tree UI
- Singularity Age endgame — research GPU Foundry, Transformer Lab, and AGI Core to win
- Tech regression — lose your most recent tech when a Town Center falls; Singularity-age techs have special regression interactions
- Unique civ techs — Mesopotamia gets Cuneiform Writing and Hanging Gardens Legacy
- Rock-paper-scissors unit types — infantry, archers, cavalry, siege, and naval units
- Armor effectiveness matrix — damage modifiers based on armor type vs. attack type
- Formation movement — line, box, and staggered formations
- Garrison system — shelter units inside buildings for protection
- Knowledge Burning — when a Town Center falls, the attacker triggers a dramatic knowledge-burning VFX and the defender loses tech
- War survival — medical tech chain (Triage, Field Surgery, Combat Medics) affects unit survivability
- Victory conditions — Conquest, Singularity (complete AGI Core), or Wonder
- 5 resources — Food, Wood, Stone, Gold, Knowledge
- Trade system — trade carts and merchant ships move goods between markets and docks
- River transport — build river docks and ship resources via attackable barges
- Market mechanics — buy/sell resources with dynamic supply-and-demand pricing
- Resource depletion and regeneration — natural resources deplete over time and slowly recover
- Corruption — resource drain scales with empire size, forcing expansion trade-offs
- Procedural map generation — terrain types with weighted distribution
- Wolf fauna AI — wolves patrol, aggro, and flee; hunt them for food or domesticate them into loyal dog companions
- 9 building types — Town Center, House, Farm, Barracks, Library, Market, Dock, River Dock, Wonder
- Building damage states — structures visually degrade, collapse into ruins, and release pop cap on destruction
- 4 personality types — Builder (economic focus), Rusher (early aggression), Boomer (fast expansion), Turtle (defensive)
- Configurable difficulty — scaling bonuses and AI decision-making parameters
- Personality-specific build orders — each AI type follows a distinct opening strategy
In active development. Core gameplay systems are implemented and tested. Current focus areas:
- AI opponent intelligence (Singularity awareness, strategic decision-making)
- Civilizations system (3 planned: Mesopotamia, Rome, Polynesia)
- Naval and vehicle units
- UI/HUD polish (minimap, menus, game lobby)
- Map generation improvements (elevation, rivers)
Roots of Reason is fully data-driven — all gameplay numbers live in JSON files, not in scripts. This makes balancing, modding, and testing straightforward.
| Count | |
|---|---|
| GDScript source files | 64 |
| JSON data files | 71 |
| Test files | 74 |
| Test functions | 1,194 |
- Godot 4.6
- Python 3.10+ (for tooling and tests)
git clone https://github.com/mainstreetlogic/roots-of-reason.git
cd roots-of-reason
# Open project.godot in Godot and press F5ror test # Run GdUnit4 test suite
ror lint # Lint + format check (gdtoolkit)
ror coverage # Check test coverageAll rights reserved.
