{
  "schema": "unitiqx.simworks.rules.v1",
  "version": "1.0.0",
  "title": "UNITIQX SIMWORKS · Civilization Systems and Game Worlds",
  "status": "source prepared; public route verification required before claims of deployment",
  "design": "Original four utility graph games, original arcade racer, original tactical AI duel",
  "count": {
    "worlds": 6,
    "utility_scenarios": 12,
    "racing_levels": 3,
    "ai_duel_levels": 3,
    "total_earned_missions": 18
  },
  "modes": [
    {
      "id": "water",
      "name": "Hydro Circuit",
      "icon": "◉",
      "category": "WATER + PLUMBING",
      "color": "#5adef8",
      "trade": "Fluid distribution",
      "purpose": "Route simulated clean water from a pumping station to every district.",
      "lesson": "Utilities need continuity, demand management and inspectable failure paths.",
      "stages": 3,
      "story": [
        "Supply the eastern districts before the tank empties.",
        "Route around a construction barrier and preserve sufficient pipe budget.",
        "Recover all endpoints through a constrained fictional pressure network."
      ]
    },
    {
      "id": "power",
      "name": "Volt Colony",
      "icon": "ϟ",
      "category": "POWER INFRASTRUCTURE",
      "color": "#ffd483",
      "trade": "Grid engineering",
      "purpose": "Wire up renewable substations and serve a city without broken paths.",
      "lesson": "Power systems require connected generation and measurable demand, not pretty diagrams alone.",
      "stages": 3,
      "story": [
        "Reconnect substations to a renewable supply.",
        "Bypass disconnected junctions with an efficient wiring plan.",
        "Restore virtual power service across a congested critical-path grid."
      ]
    },
    {
      "id": "network",
      "name": "Data Horizon",
      "icon": "⌘",
      "category": "NETWORK + SERVICES",
      "color": "#a8a1ff",
      "trade": "Network reliability",
      "purpose": "Reconnect fictional edge services to a central platform gateway.",
      "lesson": "Service availability depends on reachability, routing and safe resource budgets.",
      "stages": 3,
      "story": [
        "Bring all public edge services back online in an abstract private-free network.",
        "Bridge a simulated routing outage while keeping links reachable.",
        "Create a recoverable toy routing design within a cost envelope."
      ]
    },
    {
      "id": "transit",
      "name": "Metro Fabric",
      "icon": "◇",
      "category": "ROADS + LOGISTICS",
      "color": "#88f7bd",
      "trade": "Transport planning",
      "purpose": "Build continuous road connections between a depot and isolated facilities.",
      "lesson": "Logistical flow needs a valid path and sufficient budget for infrastructure.",
      "stages": 3,
      "story": [
        "Connect the origin depot to three disconnected logistics hubs.",
        "Build a useful road path without spending on redundant tiles.",
        "Restore the fictional region's transit network through detour planning."
      ]
    },
    {
      "id": "race",
      "name": "Velocity Shift",
      "icon": "↗",
      "category": "ARCADE RACING",
      "color": "#f992ce",
      "trade": "Driving control",
      "purpose": "Drive a futuristic lane runner, avoid traffic and reach each destination.",
      "lesson": "Safe driving games reward observation, planning and preserving a margin for error.",
      "stages": 3,
      "story": [
        "Reach a checkpoint in a fictional hover car without exhausting shields.",
        "Race through more traffic and conserve modeled fuel.",
        "Complete the longest race in a four-lane futuristic arena."
      ]
    },
    {
      "id": "arena",
      "name": "Sentinel Protocol",
      "icon": "✧",
      "category": "TACTICAL AI DUEL",
      "color": "#ed9afd",
      "trade": "Algorithmic tactics",
      "purpose": "Face procedural patrol drones in a turn-based energy arena.",
      "lesson": "Explainable algorithms make each opponent's choices predictable and auditable.",
      "stages": 3,
      "story": [
        "Disable algorithmic sentinels and extract an energy core.",
        "Analyze the bots' predictable shortest-path moves in a harder arena.",
        "Win a multi-sentinel turn-based showdown through positioning and controlled pulse attacks."
      ]
    }
  ],
  "map_models": [
    {
      "id": "water:0",
      "world": "Hydro Circuit",
      "stage": 1,
      "grid": [
        "S......",
        "..#..T.",
        ".#.....",
        "..#..#.",
        ".T.....",
        "....T.."
      ],
      "source_index": 0,
      "target_indices": [
        12,
        29,
        39
      ],
      "walls": [
        9,
        15,
        23,
        26
      ],
      "budget": 18,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "water:1",
      "world": "Hydro Circuit",
      "stage": 2,
      "grid": [
        "S..#...",
        ".#.....",
        "...#T..",
        ".#.....",
        "...#...",
        "T....T."
      ],
      "source_index": 0,
      "target_indices": [
        18,
        35,
        40
      ],
      "walls": [
        3,
        8,
        17,
        22,
        31
      ],
      "budget": 22,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "water:2",
      "world": "Hydro Circuit",
      "stage": 3,
      "grid": [
        "S..#...",
        ".#.#...",
        "...#T..",
        "..#....",
        "T..#...",
        ".....T."
      ],
      "source_index": 0,
      "target_indices": [
        18,
        28,
        40
      ],
      "walls": [
        3,
        8,
        10,
        17,
        23,
        31
      ],
      "budget": 25,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "power:0",
      "world": "Volt Colony",
      "stage": 1,
      "grid": [
        "S......",
        ".##..T.",
        "...#...",
        ".#.....",
        ".T..#..",
        "....T.."
      ],
      "source_index": 0,
      "target_indices": [
        12,
        29,
        39
      ],
      "walls": [
        8,
        9,
        17,
        22,
        32
      ],
      "budget": 18,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "power:1",
      "world": "Volt Colony",
      "stage": 2,
      "grid": [
        "S..#...",
        "...#T..",
        ".#.....",
        "...##..",
        ".T.....",
        ".....T."
      ],
      "source_index": 0,
      "target_indices": [
        11,
        29,
        40
      ],
      "walls": [
        3,
        10,
        15,
        24,
        25
      ],
      "budget": 22,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "power:2",
      "world": "Volt Colony",
      "stage": 3,
      "grid": [
        "S.#....",
        "..#..T.",
        ".#.....",
        "...#...",
        ".T...#.",
        ".....T."
      ],
      "source_index": 0,
      "target_indices": [
        12,
        29,
        40
      ],
      "walls": [
        2,
        9,
        15,
        24,
        33
      ],
      "budget": 25,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "network:0",
      "world": "Data Horizon",
      "stage": 1,
      "grid": [
        "S......",
        "..#....",
        ".T#..#.",
        "..#....",
        "....T..",
        "..#...T"
      ],
      "source_index": 0,
      "target_indices": [
        15,
        32,
        41
      ],
      "walls": [
        9,
        16,
        19,
        23,
        37
      ],
      "budget": 18,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "network:1",
      "world": "Data Horizon",
      "stage": 2,
      "grid": [
        "S..#...",
        ".#..T..",
        "..#....",
        "...#...",
        ".T...#.",
        "...T..."
      ],
      "source_index": 0,
      "target_indices": [
        11,
        29,
        38
      ],
      "walls": [
        3,
        8,
        16,
        24,
        33
      ],
      "budget": 22,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "network:2",
      "world": "Data Horizon",
      "stage": 3,
      "grid": [
        "S......",
        ".##..T.",
        "....#..",
        "..#....",
        "T..#...",
        ".....T."
      ],
      "source_index": 0,
      "target_indices": [
        12,
        28,
        40
      ],
      "walls": [
        8,
        9,
        18,
        23,
        31
      ],
      "budget": 25,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "transit:0",
      "world": "Metro Fabric",
      "stage": 1,
      "grid": [
        "S......",
        ".#..T..",
        "..#....",
        "T...#..",
        "..#....",
        ".....T."
      ],
      "source_index": 0,
      "target_indices": [
        11,
        21,
        40
      ],
      "walls": [
        8,
        16,
        25,
        30
      ],
      "budget": 18,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "transit:1",
      "world": "Metro Fabric",
      "stage": 2,
      "grid": [
        "S...#..",
        ".#..T..",
        "...#...",
        ".#..#..",
        "..T....",
        ".....T."
      ],
      "source_index": 0,
      "target_indices": [
        11,
        30,
        40
      ],
      "walls": [
        4,
        8,
        17,
        22,
        25
      ],
      "budget": 22,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    },
    {
      "id": "transit:2",
      "world": "Metro Fabric",
      "stage": 3,
      "grid": [
        "S..#...",
        ".#....T",
        "....#..",
        "..#....",
        ".T.#...",
        ".....T."
      ],
      "source_index": 0,
      "target_indices": [
        13,
        29,
        40
      ],
      "walls": [
        3,
        8,
        18,
        23,
        31
      ],
      "budget": 25,
      "legal_action": {
        "type": "toggle_conduit",
        "tile_index": "integer 0..41 except sources, targets and blocked terrain"
      },
      "win_condition": "All three targets reachable from S through graph connected built tiles, within budget.",
      "simulation_note": "Adjacency/graph model only. No real physical infrastructure control, load engineering or safety certification."
    }
  ],
  "racing": {
    "count": 3,
    "lanes": 4,
    "controls": [
      "left",
      "right",
      "hold",
      "brake"
    ],
    "frames_per_traffic_spawn": 8,
    "target_distances": [
      65,
      90,
      115
    ],
    "start_shield": 4,
    "start_fuel": 100,
    "win": "Reach target with shields and modeled fuel remaining.",
    "failure": "Lose shield or simulated fuel before reaching checkpoint.",
    "physics": "Stylized tick-based lane arcade, not authentic tire, traffic, crash or vehicle physics."
  },
  "tactical": {
    "count": 3,
    "controls": {
      "type": [
        "move",
        "fire",
        "shield"
      ],
      "dir": [
        "N",
        "E",
        "S",
        "W"
      ]
    },
    "arena_maps": [
      [
        "#######",
        "#P...A#",
        "#..#..#",
        "#..C..#",
        "#.....#",
        "#A...E#",
        "#######"
      ],
      [
        "#######",
        "#P..A.#",
        "#.#...#",
        "#.C.#.#",
        "#....A#",
        "#..E..#",
        "#######"
      ],
      [
        "#######",
        "#P.A..#",
        "#.#C..#",
        "#....A#",
        "#..#..#",
        "#A...E#",
        "#######"
      ]
    ],
    "player_shield": [
      8,
      8,
      9
    ],
    "enemy_ai": "Shortest traversable path (BFS) to current player's cell; attacks if adjacent; every legal player action advances one opponent turn.",
    "projectile_range_tiles": 3,
    "enemy_hitpoints": 2,
    "win": "Recover the core, disable every bot, reach exit alive.",
    "disclaimers": [
      "Algorithmic game AI, not an LLM",
      "No real security control, weapons or targets",
      "No multiplayer or external AI provider calls"
    ]
  },
  "unlocks": {
    "progress": "Browser localStorage with optional portable JSON export",
    "role_tiers": [
      {
        "min": 0,
        "id": "cadet",
        "name": "SIMULATION CADET",
        "brief": "Learn the rules of a virtual city."
      },
      {
        "min": 3,
        "id": "tech",
        "name": "UTILITY TECHNICIAN",
        "brief": "Prove you can reconnect essential services."
      },
      {
        "min": 6,
        "id": "pilot",
        "name": "MOBILITY PILOT",
        "brief": "Unlock Velocity Shift racing."
      },
      {
        "min": 10,
        "id": "operator",
        "name": "INFRASTRUCTURE OPERATOR",
        "brief": "Unlock Sentinel Protocol AI tactics."
      },
      {
        "min": 14,
        "id": "architect",
        "name": "SYSTEMS ARCHITECT",
        "brief": "Connect skills across utilities, driving and strategy."
      },
      {
        "min": 18,
        "id": "omega",
        "name": "OMEGA SYSTEMS DIRECTOR",
        "brief": "Finish every original Simworks release mission."
      }
    ],
    "race_requires": 6,
    "arena_requires": 10,
    "stage_order": "Levels 2 and 3 require previous levels in that world"
  },
  "ai_play": {
    "read_only_rules": "/simworks/rules.json",
    "worked_scenarios": "/simworks/examples.json",
    "standalone_contract": "/simworks/ai-protocol.json",
    "mutates_game_progress": false,
    "simulate_by_thought": "Read board, choose legal action, calculate next state and cite algorithm; do not claim actual browser execution"
  },
  "privacy": {
    "accounts": false,
    "remote_operations": false,
    "real_trades": false,
    "external_model_calls": false,
    "cloud_saves": false,
    "client_local_save_only": true,
    "public_source_allowlist": true
  },
  "limitations": [
    "Stylized educational graph utilities; not licensed engineering tools.",
    "No real vehicle dynamics or high-definition photorealism.",
    "No live brokerage, exchange or wallet connection.",
    "No AAA engine editor or GPU rendering service publicly exposed.",
    "Player saves are editable and do not certify identity or competitive scores.",
    "Physical iPhone Safari, Android device and independent human usability tests pending."
  ]
}
