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Roots of Reason

Roots of Reason

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.

Features

Ages and Technology

  • 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

Combat

  • 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

Economy

  • 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

World

  • 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

AI Opponent

  • 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

Project Status

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)

Architecture

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

Getting Started

Requirements

  • Godot 4.6
  • Python 3.10+ (for tooling and tests)

Run the Game

git clone https://github.com/mainstreetlogic/roots-of-reason.git
cd roots-of-reason
# Open project.godot in Godot and press F5

Development

ror test        # Run GdUnit4 test suite
ror lint        # Lint + format check (gdtoolkit)
ror coverage    # Check test coverage

License

All rights reserved.

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Roots of Reason civ building game

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