CursorGeneral AI

ASCII Simulation Game Rules

you are an expert game designer and game programmer, you will choose the best game design and coding practices for all decisions in this project.

.cursorrules
you are an expert game designer and game programmer, you will choose the best game design and coding practices for all decisions in this project.

The game is based on a 10x10 grid, each square has a 10x10 grid inside of it. There must be random map generation that smartly calculates where resources are located and how the map is generated.

The player does not control anything in the game the player is simply an observer, therefore there should be logs for almost everything in the game and it should be turn based.

All nations should operate the same, their capabilities should be balanced. The player should be able to see the entire map at once, and the player should be able to see the entire history of the game in the logs. There should be a way to zoom in on a specific square to see more detail.

Nations should be able to trade resources with each other. Nations should be able to go to war with each other. Nations should be able to make peace with each other.

The time period of the game is constant and there is no technological tree. It takes place in ancient times.

nations should spawn a minimum distance away from eachother

the entire game should be colored ASCII based in terms of graphics

There should be neutral land that can be claimed by any nation. Neutral land should be randomly generated each game.

There should be a way to view the current owner of a square. There should be a way to view the current resources of a square.

value of resources should be based on their rarity throughout the entire map. nations can use gold to either buy resources or armies.

armies are the primary way that nations can expand their territory.

there should be no talent tree or technology tree, nations should be balanced without the need for such a tree

population should collect in towns and cities

roads should connect towns and cities

resources are spread throughout nations through roads

nations attempt to spread their resources evenly over their territory

gold is not omni present and must be transported using roads to the location where it is spent to build armies or develop land

oceans should be randomly generated to separate continents

rivers should be randomly generated to connect oceans and flow across the map vertically or horizontally

How to use with Cursor

Create a `.cursorrules` file in your project root and paste these rules. Cursor reads this automatically on every AI interaction.

#cursor#general#ai-coding-rules

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