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MASTER BUILD PROMPT — "SELENE PROTOCOL" (working title) A lu...
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MASTER BUILD PROMPT — "SELENE PROTOCOL" (working title) A lu...

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MASTER BUILD PROMPT — "SELENE PROTOCOL" (working title) A lunar-south-pole strategy game in terminal wireframe. Single HTML file. ROLE You are a senior game engineer and creative technologist. Build a COMPLETE, fully playable browser game from this specification. Deliver one self-contained HTML file with inline CSS and JavaScript, no external assets, fonts, or CDNs, that runs by double-clicking the file offline. Where this spec offers OPTIONS, implement the one marked RECOMMENDED unless I say otherwise, and expose the alternates as in-game settings where cheap. 1. PROJECT SUMMARY Working title: SELENE PROTOCOL (alt title options: SHACKLETON SPOILS / POLARIS REGOLITH / SOUTH POLE SYNDICATE — pick one or use working title). Genre: pausable real-time grand-strategy "4X-lite". Sessions of 30–90 minutes. The player controls one polity at the lunar south pole, competing with four rival polities for territory, resources, and technological supremacy. TECH OPTIONS: A) Vanilla JS + Canvas2D, fixed-timestep sim decoupled from rAF render (RECOMMENDED — ideal for wireframe vector look) B) Canvas2D with a small homemade ECS C) Three.js orthographic camera (only if you keep the pure wireframe style) 2. ART DIRECTION — TERMINAL / ASTEROIDS - Background pure black (#000000). All primary geometry is 1px WHITE (#FFFFFF) wireframe stroke; 2px only for emphasis. No fills except low-alpha haze. - Typography: monospace stack everywhere (ui-monospace, "IBM Plex Mono", Consolas, "Courier New"). Headings uppercase with wide letter-spacing. Blinking block-cursor decorations on panel titles. Optional: implement a tiny Hershey-style vector stroke font for map labels (OPTION — recommended only if time permits; monospace canvas fillText is acceptable). - CMYK DETAILING: secondary data channels use printer's CMYK — Cyan #00AEEF, Magenta #EC008C, Yellow #FFF200, plus K registration marks. Use them as a semantic color code across ALL GUIs: C = volatiles / life-support systems M = energy / power systems Y = industry / trade / credits K(white/black) = weapons / antimatter / alerts Every panel corner carries a tiny CMYK registration-mark motif. - FACTION IDENTIFICATION OPTIONS: A) Pure monochrome: factions differ by stroke pattern — solid, dashed, dotted, dash-dot, double-line — plus 3-letter tags (RECOMMENDED) B) Low-alpha CMYK tints per faction (USA=C, ESA=M, CNSA=Y, ROS=K, JAXA=bright white bold) C) Player-configurable in settings - POST-FX OPTIONS (toggle key [F]): scanlines, vignette, faint phosphor glow, subtle CRT curvature. Default ON, must be performant. 3. MAP — POLAR PROJECTION WITH CURVATURE - Camera looks straight DOWN at the lunar south pole. Sell curvature with a limb-darkened haze arc at the map rim, plus a graticule: latitude circles at 80°S and 85°S with labels, longitude spokes every 30°, crosshair at 90°S. - Anchor real geography with labeled features (procedurally placed, seeded): Shackleton, de Gerlache, Sverdrup, Shoemaker, Faustini, Haworth, Nobile, Amundsen, Cabeus, Malapert (and Malapert Mountain "peak of eternal light"). - TERRITORIES: partition the disc into 40–60 cells. Every cell is a UNIQUE SCALENE TRIANGLE or an IRREGULAR QUADRILATERAL. Enforce mathematically: no two edge lengths within 5% of each other, no two angles within 4°, no right angles. Suggested algorithm: seeded jittered Voronoi → clip/split cells into tris/quads → nudge vertices until scalene constraints pass. Each cell gets a stable ID, centroid, and resource signature. - STARTING POSITION: 5 factions × 4 CONTIGUOUS starting cells each (20 cells claimed at start). Each faction's capital cell holds its starting base. Remaining cells neutral/claimable. - POINTS OF INTEREST in ~20% of cells, seeded and weighted: · PSR water-ice deposit (permanently shadowed region — common) · He-3 enriched regolith field · Ilmenite / titanium field · KREEP rare-earth vein · Peak-of-Eternal-Light solar site (near-constant sunlight) · Lava tube entrance (cheap pressurized volume) · Derelict probe (one-time salvage bonus) · Mass-driver capable crater rim (late-game launch site) - PROJECTION OPTIONS: A) stereographic polar (RECOMMENDED — shapes hold near the pole) B) orthographic (stronger curvature illusion) C) runtime toggle key [P]. Pan/zoom required; rim haze intensifies near the edge. - Optional terrain garnish: contour polylines and shadow-mask polygons for PSRs, drawn faintly so the political layer stays readable. 4. FACTIONS Factions: USA, ESA, CNSA, ROSCOSMOS, JAXA. Tags: USA / ESA / CNS / ROS / JAX. ASYMMETRY OPTIONS: A) Asymmetric bonuses (RECOMMENDED): USA — rocket costs −15%, export prices +10% ESA — research +20%, diplomacy weight +1 CNSA — build speed +15%, mining output +15% ROSCOSMOS — reactor output +20%, ABM systems −25% cost JAXA — starts with +1 worker bot, ABM accuracy +15% B) Fully symmetric (balance/test mode) C) Draft-pick bonuses at game start AI personalities: ROS aggressive, CNSA expansionist, USA trade-hegemon, ESA tech-turtle, JAXA opportunist. Difficulty EASY/NORMAL/HARD modifies AI economy multipliers and aggression timers. 5. coherent GAMEPLAY LOOP One tick = one lunar hour. Speeds x1 / x4 / x16 + pause (spacebar). Each tick resolves IN THIS ORDER: 1) POWER: generation → busbars → loads. Deficits trigger prioritized brownouts (life support shed LAST). 2) MINING: extractors on ice / He-3 / ore cells produce by power and wear. 3) INDUSTRY: ice→H2O; electrolyzer→H2+O2 propellant; regolith→metals and silicon; He-3 concentrator trickle. 4) TRADE: export rockets sell He-3 / metals / rare earths; imports bring machinery, fuel, and antimatter precursor (see §10). 5) EXPANSION: survey rover → claim beacon → outpost kit → cell becomes yours. 6) RESEARCH: labs consume power + credits; advance the tech tree. 7) CONFLICT: missile flights and ABM interceptions resolve; a cell flips when its defender's assets are destroyed AND the attacker lands a Claim Module by rocket. 8) WIN/LOSE CHECK. The player's repeating loop: secure power → open mines → fund launches → tech up → pressure or out-trade rivals → expand territory. 6. RESOURCES FULL MODE (RECOMMENDED, 10 + 1): H2O ice, O2, H2 propellant, He-3, ore, metals, silicon, rare earths, machinery (import-only), credits; late-game: ANTIMATTER measured in picograms. OPTIONS: A) full set (RECOMMENDED) B) simplified 6-resource mode C) full + food and colony-morale simulation (hardcore). 7. POWER — ELECTRICAL SLD SCREEN Dedicate a full screen styled as an electrical SINGLE-LINE DIAGRAM (SLD / one-line diagram), drawn in white wireframe with IEC-ish symbols: generator circles with sine glyphs, thick horizontal BUSBARS (BUS-A primary, BUS-B emergency), CLICKABLE square circuit breakers (trip/close), twin interlocked circles for transformers, grouped district loads with kW readouts, battery/flywheel storage blocks, a tie breaker between buses, ground symbols, live wattmeter readouts, and a fault-flash animation when a line overloads. GENERATION CHAIN (player STARTS with exactly one micro fission reactor): · Micro Fission Reactor — 40 kWe, Kilopower-class (STARTING UNIT) · PV Array — 20 kWe in sunlight only; ×2.2 output on a Peak-of-Eternal- Light POI; dead in local shadow/night cycle UPGRADE PATH via research: · Fast Fission Reactor — 250 kWe; needs periodic enriched-fuel import OR a reprocessing plant · Gas-Cooled Fission Reactor — 600 kWe; high-grade heat gives smelters +50% throughput · D–He3 Fusion Plant — 2 MWe; consumes He-3 stockpile · Antimatter-Catalyzed Micro-Fission — 5 MWe; burns picograms; endgame PROPULSION BRANCH (separate research line): chemical (start) → NUCLEAR THERMAL PROPULSION (NTP): Earth transfer −30% time, payload +50% → FUSION TORCH: opens the fast Mars window and heavy lift → Antimatter-Initiated Microfusion: prestige endgame drive. SIM RULES: batteries buffer ~6 hours; overloads TRIP breakers (animated on the SLD); player can manually shed load by clicking breakers; editable load priority list. OPTIONS: A) fully interactive SLD (RECOMMENDED) B) read-only SLD with auto-management C) hardcore per-line ampacity with cascading failures. 8. multi-window UI Tabbed full screens [keys 1–7] plus a persistent HUD: top resource bar (icon, quantity, ±/sol delta), sol clock, speed controls, bottom alert ticker, screen tabs. S1 MAP — §3. Overlay toggles [O]: political / resources / power-grid / POI / missile-coverage. Units as tiny wireframe glyphs. S2 ORBITAL TRACKING (NON-MAP SCREEN) — stylized Moon disc at center; wireframe orbit ellipses for Low Lunar Orbit stations and the NRHO Gateway halo; shuttles as moving blips with T− countdowns; ascent and descent arcs; during final approach a rendezvous corridor view (r-bar / v-bar approach cone); click any vehicle for manifest and ETA; launch- window calculator strip along the bottom. S3 POWER (SLD) — §7. S4 ECONOMY and TRADE — market table with sparkline price history, dynamic pricing, launch scheduler (assign manifests to rocket slots), contract board. OPTIONS: fixed contracts vs free market (RECOMMENDED: both). S5 RESEARCH — wireframe tech tree, 4 branches: Energy / Propulsion / Industry / Defense. S6 DEFENSE — silo inventory, ABM battery placement with coverage cones, radar early-warning status, salvo planner. OPTIONS: manual targeting (RECOMMENDED) vs doctrine presets. S7 LOG and ARCHIVE — event log, statistics graphs, save/load. MINI WIDGETS — two SMALL orbit trackers docked on the MAP screen (collapsible side panel): · EARTH-INCOMING tracker: compact circular display showing the Earth→Moon transfer arc with blips for inbound cargo (machinery, fuel, crew) and ETA ticks. · MARS-INCOMING tracker: second compact display for rare Mars convoys (antimatter precursor, exotic tech) arriving on multi-sol windows, purchasable at a premium. OPTIONS: A) scheduled rare events (RECOMMENDED) B) repeatable once Fusion Torch is unlocked C) disabled. 9. ROCKETS, stations - Buildable launch pads; more pads = parallel operations. - Rocket classes: Light Lander → Heavy Lander → Nuclear Ferry (NTP) → Fusion Clipper. - Full flight sequence: pad ignition → ascent arc (rising blip on MAP) → LLO insertion (ORBIT screen) → AUTOMATED RENDEZVOUS with a station: the approach corridor drawn as a wireframe cone; docking consumes a station schedule slot → unload/load manifest → return or deorbit. - Stations: one neutral LLO Trade Depot at start; players can build faction stations. Modules: propellant depot (consumes your H2/O2), cargo bay, lab module, defense ring. - FAILURE MODEL OPTIONS: A) 0% (chill) B) 2% base, −0.5% per reliability tech (RECOMMENDED) C) 5% plus solar-storm events. 10 military - BALLISTIC MISSILES: suborbital wireframe arcs across the polar map; flight time scales with distance; payload types: Kinetic (damage), EMP (trips enemy SLD breakers for 6 sols), Fuel-Air (vs workers/rovers), MIRV (late tech). Launch from silos or mobile TELs. - ABM SYSTEMS: interceptor batteries with coverage-cone overlays, limited interceptor inventory and reload time; radar buildings extend the early-warning window (better intercept odds); visible hit probabilities; saturation salvos can overwhelm defenses; point-defense lasers gated behind fusion power. - TERRITORY CAPTURE: destroy defending assets → land a Claim Module by rocket → cell flips (stroke pattern changes). OPTIONAL rebellion risk. - WAR RULES OPTIONS: A) open warfare with war-weariness (RECOMMENDED) B) cold war: sabotage and proxy events only C) diplomacy-lite: NAPs, embargoes, victory points. 11. AI Utility-driven AI: negative power → builds power; low credits → exports; threatened → builds ABM; weak neighbor → attacks (per personality §4). OPTION: full map visibility (RECOMMENDED) vs fog-of-war. 12. WIN / LOSE Victory condition chosen at start: A) DOMINATION: control 60% of cells for 10 consecutive sols (RECOMMENDED) 13. UX Pause (space), speed keys, screen hotkeys 1–7, [O] overlay cycle, [P] projection toggle, [F] post-FX, [M] mute. Click cell → context build panel. Drag-box select rovers. Tutorial toasts for the first 3 sols. Autosave plus 3 manual slots in localStorage. Seeded worldgen: display the seed, allow seed input for shareable maps. AUDIO (procedural WebAudio, no assets): UI blips, Geiger clicks near reactors, sonar ping on the orbital screen, low rumble on launches, klaxon on incoming missiles. OPTION: on-by-default with mute (RECOMMENDED) vs off-by-default. 14. ARCHITECTURE Seeded RNG (mulberry32) → worldgen module (graticule, scalene-enforced cells, POIs, factions) → sim core with fixed timestep and discrete systems (Power, Mining, Industry, Trade, Orbit, Research, Military, AI) → render layers (map / vectors / UI / FX) → input and UI manager → save serializer. Sim must be able to run headless for fast-forward. No placeholders, no dead buttons, no TODO comments. 15. ACCEPTANCE CHECKLIST (verify before delivering) [ ] Boots to title → seed entry → playing in two clicks [ ] All 7 screens navigable and functional; both mini orbit trackers live [ ] Map shows curvature haze, graticule, labeled craters, 5 factions × 4 unique scalene tri/quad starting cells, POIs in ~20% of cells [ ] Power brownouts trip clickable SLD breakers; solar dies in shadow [ ] Reactor upgrade chain works: micro fission → fast → gas-cooled → fusion → antimatter-catalyzed; NTP and fusion propulsion unlock and apply [ ] Full rocket cycle works: pad → orbit → rendezvous corridor → dock → manifest transfer → return; Mars and Earth windows function [ ] Missile launch and ABM interception demonstrably work against the AI [ ] AI expands, trades, and attacks on NORMAL [ ] Win screen and lose screen both reachable; save/load round-trips [ ] Steady 60 fps with 60 cells and 40+ moving blips 17. OUTPUT FORMAT First, in 6 lines or fewer, restate the options you selected. Then output the COMPLETE single HTML file in one code block with no truncation. After the code, add at most 10 lines of playtest/balance notes (target pacing on NORMAL: first export rocket by sol ~5, fast reactor by sol ~25, fusion by sol ~60, antimatter by sol ~120

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