anchor

Use when

The intent is an economy-first RTS/strategy where teching up and timing a power spike is the core decision.

Age of Empires

What it is. An RTS where you spend most of your time not fighting: you harvest four resources, sink them into a tech ramp, and cash the whole economy in at an age-up — a discrete power spike that unlocks a better army and a better economy at once. The build order — what you build, in what sequence, timed to the second — is the skill.

Player fantasy. You are a civilisation becoming. The dopamine is watching a handful of villagers snowball into a stone-age hamlet, a feudal town, an imperial war machine — each age a visible, audible level-up you earned by planning ahead instead of fighting now.

Design DNA

The engine is a delayed-gratification loop: every resource spent on economy or tech is an army you didn’t build. The tension is always “expand now, or convert to power now?” Ages are the commitment gates that make that tension legible — you can see the next tier of units greyed out, and you know exactly what banking toward it costs. Combat exists to punish players who over-bank (you die with a great economy and no army) and reward players who time the spike (you hit Feudal with an army while the enemy is still stone-age).

Load-bearing structures

StructureWhy it works
Multi-resource economy (food/wood/gold/stone)Each resource gates a different axis; scarcity of one forces build-order choices. Reduces to faucets/sinks → system-economy.
Villager compoundingWorkers make workers; early economy investment pays exponential interest. The core pattern-feedback-loops runaway.
Age-up as discrete power spikeA single expensive gate unlocks a whole tier at once — a legible level-up, not a slow drip. → system-tech-tree.
Build orderA near-optimal opening sequence, timed to seconds; mastery is executing it under pressure. → system-mastery-curve.
Tech tree with branch costUpgrades are cheap individually, ruinous in aggregate; you can’t have everything, so you specialise. → system-tech-tree.
Timing attacksThe whole game is “hit the enemy in the gap between my spike and their spike.” Skill = reading tempo.
Counter rosterUnits answer units (spears→cavalry, archers→infantry); army comp is a live rock-paper-scissors. → system-counter-systems.

What to steal

What’s just theme (drop it)

Composes into

Twist seams

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.