Palim
documentationAlpha v0.1.19

Documentation

Palim is short for palimpsest: a page scraped clean and written over, where the old writing still shows through. The full word was already taken as a name, so the project is Palim and the idea keeps its name.

Three kinds of page, kept apart on purpose. The design document is the vision, including what is not built yet. The rules as shipped are generated from the code the game runs, so they cannot drift. The features describe what is in the game today, each with the simulation itself running on the page.

The design document

  1. Concept — One city, one site, six hundred years; every stage stays legible in the ground underneath the next one.
  2. Core loop — Quarry, carry, place, inherit; the town does this on its own, and the player's loop is to watch, lean and read what happened.
  3. Progression arc — A founding village, its daughter villages, a feudal region, a metropolis; gated by eras the city earns, and by a level per building that only the twenty-first century can take to a hundred.
  4. Economy — Materials that run out, a treasury that pays wages, tribute that flows up the feudal ladder, and legitimacy that everything reads.
  5. Peoples — The people are not interchangeable: one founding people, daughter peoples that name themselves, strangers with their own looks, converts, feuds, and a region whose make-up drifts over centuries.
  6. Territory and water — A fixed site that is shaped by the town as much as under it; villages that keep their distance; streets worn and laid out; and the water, which is not a dice roll.
  7. Catalogue — What the city can build and be made of: eight crafts, twenty-six kinds of building read off their shape, parametric templates, materials with a service life, and styles that never move a voxel.
  8. Signature events — Things that happen to the city, all of which leave marks; and the century timelapse, which is the moment the whole design is for.
  9. Tone and aesthetic — Earth, stone and weather, drawn at 1/32 of a metre; a chronicle in plain sentences; and what the game is not.
  10. The player — A small set of levers, each with a cost and a lag, and one deliberately expensive direct edit.
  11. Success criteria — Five tests the design has to pass, and what is out of scope so that it can.
  12. Open questions — The undecided design issues, in public, so that the vision and the game can be told apart.

The rules as shipped

Every table and number, exported from the Rust definitions on each build: eras and their gates, the catalogue, materials, goods and recipes, events, water, needs, policy, templates, world recipes, climate scenarios, controls, and the tunable rule reference.

Features, live