Auto Warz โ Win Conditions & Faction Allegiance¶
Document Type: Design Document Version: 0.3 Last Updated: 2026-03-31 Vault destination:
01_Design DocumentsRelated Documents:[01_Master GDD](<./01_Master GDD.md>)ยท[08_Research Tree Design](<./08_Research Tree Design.md>)ยท[15_Ship & Army Points Design](<./15_Ship & Army Points Design.md>)ยท[05_World Generation & Planet Types](<./05_World Generation & Planet Types.md>)Folder:01_Design Documents
Philosophy โ No Traditional Win Condition¶
Auto Warz does not have a traditional win condition. There is no end screen, no "you won" moment that stops the game. The session continues as long as the player wants to play.
The game has three major milestones that mark the progression arc. Reaching them feels significant โ but the game never ends. Everything after Milestone 3 is open-ended play.
What This Means in Practice¶
- No forced ends โ reaching a milestone grants a major reward and continues the session
- No losing โ players cannot lose the session outright. Aliens can destroy buildings, factions can become hostile, but the session never ends against the player's will
- In multiplayer โ all players share the session. No player "beats" another player.
World Model¶
Persistent Worlds¶
Auto Warz worlds are persistent. When a player creates a world, it continues indefinitely across play sessions โ exactly like a Factorio save. The player returns to the same world each time they sit down to play. Milestones, factory progress, territory, and relationships all accumulate over time.
Milestones do not reset between play sessions. They reset only if the player creates a brand new world.
Multiple Worlds Per Player¶
A player can create and maintain multiple worlds simultaneously. Each world is independent โ its own planet, its own factory, its own progress in the galaxy. A player might have: - One world focused on supply chain and trade - Another experimenting with a different factory layout - Another in a PvP-flagged galaxy
All worlds are separate. Progress in one world does not affect another.
Galaxy Is Shared¶
The galaxy is a persistent shared space that all player worlds plug into. Player worlds exist within the galaxy โ they are not isolated. Trade, war, and faction interactions all happen in this shared space.
The Three Milestones¶
Milestone 1 โ First Ship Launch ๐¶
Trigger: Any ship of any type launched from the planet surface.
Requirements: - Shipyard building constructed - At least one ship built and loaded with minimum resource payload (TBD โ Phase 2) - Ship has sufficient fuel (fld_fuel reserves)
What it triggers: 1. Cinematic moment โ camera follows the ship up and out of atmosphere, then cuts to the space layer view. This is the transition moment. 2. Major XP burst โ largest single XP reward in the game 3. Space layer unlocked โ galaxy map becomes accessible, scanner reveals first adjacent systems 4. Session reward โ permanent session bonus applied immediately (TBD โ production boost, research acceleration, or similar) 5. Achievement unlock โ feeds into achievement system 6. Genesis moves to space โ Genesis accompanies the player into the space layer. The planet factory continues running autonomously as a supply chain.
In multiplayer: - Any player launching their first ship triggers the cinematic for the entire session - All players receive the XP burst proportionally based on supply chain contribution - The session does not end โ everyone continues
Note on faction contact: Factions are NOT triggered by the ship launch. They are encountered organically through exploration in the space layer โ the player discovers them, they do not announce themselves at the launch moment.
Milestone 2 โ First Territory Claimed ๐¶
Trigger: Player captures and holds their first planet or space territory node.
What it triggers: 1. Territory benefits activate โ passive income, access to repair and refuel bases 2. Supply chain expansion โ new resource types accessible from claimed territory 3. XP reward 4. Achievement unlock
Milestone 3 โ Master Rill Launched ๐ธ¶
Trigger: Player builds and launches the Master Rill โ the Apex Ship.
What the Master Rill is: - A specific, powerful mothership requiring rare late-game materials - The manufacturing pinnacle of Auto Warz โ proving the player's supply chain is fully mature - The equivalent of building the ultimate endgame structure โ significant, memorable, hard-earned
What it triggers: 1. Major XP burst 2. Achievement unlock โ significant achievement, potentially the hardest in the game 3. Open endgame begins โ see below
Open Endgame โ After Milestone 3¶
After the Master Rill launches, there is no further forced direction. The player chooses their own path. Two broad endgame paths exist โ both are valid, both can overlap:
Path A โ War Effort¶
Engage directly in the war layer. Fight for territory, contest rival factions, contribute to the galaxy-wide conflict. Can be played as active RTS combat or autonomous fleet management โ see War Layer section.
Path B โ Supply Chain Provider¶
Become the backbone of other players' war efforts. Optimise your factory, expand your trade network, ship materials to allied players' forward bases and shipyards. A factory-focused player can have enormous influence on the war without firing a single shot.
Achievements Drive Continued Play¶
After Milestone 3, achievements become the primary progression driver. 25 achievements across six categories give factory-focused, combat-focused, and social players long-term goals to pursue.
Prototype Win Condition (Milestone 1.7 Placeholder)¶
โ ๏ธ This section describes a temporary placeholder only. The real win condition is the ship launch described above. This placeholder exists solely to give the prototype session loop a testable endpoint.
During early development (M1.7 prototype session loop), the win condition is simplified to:
Produce 10 Metal Plates โ Victory screen appears.
This is configured via GameManager.session_config["win_target"] (default: 10) and tracked in WorldScene._metal_plates_produced. The Victory screen shows a "Back to Menu" button.
This will be replaced when the Shipyard building and ship launch system are implemented.
War Layer¶
Overview¶
The war layer is the Phase 3 layer of Auto Warz. It is unlocked after Milestone 1 (space layer access). Players contest territory in the galaxy against AI factions and optionally against other players.
Galaxy Map Structure¶
The galaxy map uses a node-and-zone model:
- Nodes โ key planets and space stations. Discrete, capturable. Each node is a specific location on the map.
- Zones โ regions of space anchored by nodes. Holding a node gives influence over the surrounding zone. Losing the node collapses the zone.
Controlling a node and its zone gives: - Passive income โ resources generated automatically while held - Strategic positions โ forward staging areas for further expansion - Repair bases โ ships in the zone can repair between engagements - Refuel bases โ ships can resupply fuel without returning to the home planet
Losing Territory¶
Territory can be lost. Consequences: - Loss of passive income from that zone - Loss of repair and refuel access - Supply chain disruption if forward bases in the zone were feeding your fleet - Zone collapses โ adjacent nodes may become exposed
Territory loss is real and meaningful. Holding territory requires active maintenance โ patrol ships, supply lines, and occasional direct engagement.
Who Can Contest Territory¶
- AI enemy factions โ always present in the galaxy. They press constantly, even when the player is offline. The galaxy is never quiet.
- Other players (PvP) โ only in sessions where the host has enabled the PvP flag. PvP is not enabled by default.
- Aggression-triggered only โ territory is only at risk when someone actively pushes into it. A player running autonomous fleets in neutral space is not randomly raided.
Combat Modes¶
Players choose how to engage in fleet combat:
Active RTS mode: - Direct real-time command of fleet units - Full micro-control โ positioning, targeting, ability use - Higher potential effectiveness with skilled play
Autonomous mode: - Player sets fleet orders (patrol, attack, defend, escort) - AI executes the orders - Player can check back in between factory sessions - Suitable for supply chain focused players who want a fleet presence without active management
Both modes can be used interchangeably. A player might manage key battles in RTS mode and leave routine patrols to autonomous AI.
Session PvP Flag¶
When creating a session (world), the host sets a PvP flag:
- PvE session โ war is against AI factions only. Other players cannot contest your territory.
- PvP session โ other players in the same galaxy server can contest your territory. Aggression must be initiated actively โ no passive raiding.
The flag is set at world creation and cannot be changed after.
Trade Network โ Contributing to the War Effort¶
Overview¶
The trade network is how players physically connect their factories to the war effort and to each other. It is not an abstract resource pool โ it is a physical, player-directed system requiring infrastructure to operate.
Requirements to Contribute¶
To send materials to another player or to the war effort: 1. Trade Station โ a buildable space structure. Constructed in the space layer once Milestone 1 is reached. 2. Transport ship โ required to physically move materials between Trade Stations. No ship, no trade.
Both must be built before any contribution is possible.
How It Works¶
- Player builds a Trade Station in the space layer.
- Player builds a transport ship.
- Player opens the Trade Station interface and selects:
- Which materials to send
- How much of each
- Which player or destination to send to
- Transport ship departs, travels to the destination Trade Station, delivers materials.
- Recipient collects materials at their Trade Station next time they play.
Key Properties¶
- Player-directed โ nothing is automatic. The player chooses what to send, to whom, and when.
- Physical movement โ transport ships travel in the space layer. They can be intercepted in PvP sessions.
- Async collection โ the recipient does not need to be online. Materials wait at their Trade Station until collected.
- No global pool โ there is no shared war chest. All trade is player to player.
Contribution as a Playstyle¶
A dedicated supply chain player can run their factory specifically to feed other players' war efforts. This is a fully supported endgame path โ logistical players have real influence on the galaxy without engaging in direct combat.
Faction System¶
There are 4 factions in the galaxy. Each has its own territory, playstyle, and relationship with the player. The player starts as a neutral independent and encounters factions organically through space exploration โ factions do not announce themselves at ship launch.
The Four Factions¶
| Faction | Badge Colour | Playstyle | Territory |
|---|---|---|---|
| The Salvagers | Orange #E87820 |
Opportunistic, trade-focused, pragmatic | Outer rim systems โ resource-rich but dangerous |
| The Vanguard | Steel Blue #3A5A8C |
Military, disciplined, expansionist | Core systems โ well-defended, organised |
| The Cultivators | Forest Green #3A7C3A |
Scientific, research-oriented, pacifist | Mid-ring systems โ rare research resources |
| The Remnants | Dark Purple #5A2A8C |
Mysterious, ancient tech, unpredictable | Deep space โ hardest to reach, highest rewards |
Faction Relationship System¶
Two Scores Per Faction¶
Each faction tracks two independent scores for the player:
Reputation (0โ1000) โ builds through cooperation - Completing faction contracts - Supplying their requested resources - Defending their territory from aliens - Completing faction-specific research
Hostility (0โ1000) โ builds through conflict - Attacking faction ships or territory - Completing contracts for their rival faction - Stealing resources from faction-controlled planets - Ignoring distress calls
Relationship Tier โ Derived from Both Scores¶
| Tier | Condition | Faction Behaviour |
|---|---|---|
| Allied | Reputation 700+ AND Hostility below 200 | Full benefits active |
| Friendly | Reputation 400โ699 OR Hostility below 100 | Partial benefits, no exclusive research |
| Neutral | Default state, Reputation below 400 | No benefits, no hostility |
| Hostile | Hostility 400+ OR Reputation below 100 after previous Friendly | Faction attacks player ships, blocks territory |
| Enemy | Hostility 700+ | Active war โ faction hunts player fleets, blockades planets |
The Rival System¶
Factions have rivals โ helping one faction automatically increases Hostility with their rival:
| Faction | Rival |
|---|---|
| The Salvagers | The Vanguard |
| The Cultivators | The Remnants |
One Allied Faction at a Time¶
Only one faction can be Allied simultaneously. Reaching Allied status with a second faction automatically reduces the first to Friendly.
Faction Benefits¶
Supply Chain Contracts¶
Each faction posts contracts โ deliver X of resource Y to location Z for a payment in rare materials and Reputation.
Military Support (Friendly tier+)¶
Faction sends patrol ships to orbit your planets. Scale in strength with Reputation score.
Exclusive Research (Allied only)¶
Each faction unlocks 3โ5 unique research nodes unavailable elsewhere. Added as a Faction Research tab in the Research Tree.
| Faction | Exclusive Research Theme |
|---|---|
| The Salvagers | Salvage efficiency |
| The Vanguard | Military doctrine and advanced weapons |
| The Cultivators | Advanced science and faster RP generation |
| The Remnants | Ancient tech โ exotic buildings and recipes |
Research loss on allegiance switch: nodes lock if Allied status is lost. Already-unlocked buildings continue to function.
Territory Access (Friendly tier+)¶
- Friendly/Allied: free passage, safe colonisation of unclaimed planets in their space
- Neutral: tolerated but monitored
- Hostile/Enemy: blockades, patrol interdiction, no safe landing
Faction First Contact Narrative¶
Factions are encountered organically in the space layer through exploration. When the player first enters faction-controlled or faction-adjacent space, that faction makes contact.
The Salvagers¶
"New ship in the sector. Interesting. We don't care who you are or where you came from โ we care what you can carry. We have a job. Pay is good. Come find us if you're not afraid of the outer rim."
The Vanguard¶
"Independent vessel, identify yourself. You are operating in a contested sector. The Vanguard maintains order here. Fall in line, contribute to the effort, and you'll find us... accommodating. Resistance is inefficient."
The Cultivators¶
"Oh wonderful โ a new arrival! We've been watching your planet for some time. Remarkable factory output for a first landing. We have so many questions. And perhaps โ if you're interested โ some answers in return."
The Remnants¶
"..." (A set of coordinates. Nothing else.)
Mercenary Path¶
Players who never commit to a faction remain independent mercenaries. Fully viable long-term playstyle.
| Mercenary Advantage | Detail |
|---|---|
| Full contract access | Can take jobs from all 4 factions simultaneously |
| No rival penalty | No Hostility triggered by helping rival factions |
| Flexibility | No research to lose, no allegiance to maintain |
| Neutrality | Can pass through all territories without faction politics |
| Mercenary Disadvantage | Detail |
|---|---|
| No exclusive research | Faction Research tab never unlocks |
| No military support | No faction patrols orbit your planets |
| Lower contract rates | Neutral tier gets fewest contracts and lowest pay |
| No territory safety | Neutral in hostile space = fair target |
Session Progression Arc¶
PLANET PHASE
โ
โโโ Build factory
โโโ Research progression
โโโ Defend against aliens
โ
โโโ ๐ MILESTONE 1 โ FIRST SHIP LAUNCH
โ
โโโ Cinematic โ camera follows ship to space
โโโ Space layer unlocked
โโโ Genesis moves to space
โโโ XP burst + session reward
SPACE PHASE
โ
โโโ Galaxy exploration
โโโ Encounter factions organically
โโโ Faction contracts (mercenary or aligned)
โโโ Build Trade Station + transport ship
โโโ Begin contributing to trade network
โ
โโโ ๐ MILESTONE 2 โ FIRST TERRITORY CLAIMED
โ
โโโ Passive income active
โโโ Repair and refuel bases available
โโโ XP reward
CONTINUED SPACE + WAR PHASE
โ
โโโ Expand territory
โโโ Deepen faction relationships or stay mercenary
โโโ Scale factory supply chain
โโโ Active RTS or autonomous fleet combat
โ
โโโ ๐ธ MILESTONE 3 โ MASTER RILL LAUNCHED
โ
โโโ Open endgame begins
ENDGAME
โ
โโโ Path A: War effort โ fight for territory, RTS or autonomous
โโโ Path B: Supply chain โ feed allied players' war machines
โโโ Both paths overlap โ achievements drive continued play
Host Session Options¶
| Option | Values | Notes |
|---|---|---|
| PvP flag | PvE / PvP | Set at world creation, cannot be changed |
| Faction aggression | Passive / Normal / Aggressive | How quickly AI factions become hostile |
| Faction presence | All 4 / Random 2 / None | How many factions exist in the galaxy |
| Mercenary mode | Forced / Optional / Disabled | Forced = no Allied possible |
Implementation Status¶
| Feature | Status |
|---|---|
| Prototype win condition (10 Metal Plates) | โ Implemented |
| Victory screen | โ Implemented |
| Shipyard building | โ Not implemented โ Phase 2 |
| Ship launch trigger + cinematic | โ Not implemented โ Phase 2 |
| Space layer unlock | โ Not implemented โ Phase 2 |
| Trade Station building | โ Not implemented โ Phase 2 |
| Transport ship | โ Not implemented โ Phase 2 |
| Territory system | โ Not implemented โ Phase 3 |
| War layer โ RTS combat | โ Not implemented โ Phase 3 |
| War layer โ autonomous fleets | โ Not implemented โ Phase 3 |
| Faction encounter system | โ Not implemented โ Phase 3 |
| Faction relationship system | โ Not implemented โ Phase 3 |
| Master Rill ship | โ Not implemented โ Phase 3 |
Open items for this document are tracked in docs/open-items.md, area factions.
Revision History¶
| Version | Date | Changes |
|---|---|---|
| 0.3 | 2026-03-31 | Major update โ three milestone arc added (Launch, Territory, Master Rill). Persistent world model documented. Multiple worlds per player. War layer full specification (node-and-zone territory, PvP/PvE flag, RTS + autonomous combat). Trade network specification (Trade Station + transport ship, player-to-player, async). Open endgame paths. Faction contact changed from launch-triggered to organic exploration encounter. |
| 0.2 | 2026-03-31 | Added prototype win condition section. Added fld_fuel note. Added implementation status table. |
| 0.1 | 2026-02-28 | Initial document |