How Worldwright works
The internal mechanics wiki — rich, interactive documentation of the live game rules, for visually inspecting that the design makes sense. Every number on these pages comes out of the running simulation, never from hand-transcription.
Knowledge Web
The Insight sink: an interactive graph of all 12 nodes — costs, prerequisites, and what each node unlocks in every age. Includes a what-can-I-build simulator.
Explore the web →Economy
Per-age resource sets and roles (staple / fuel / refined), every construct's cost and output, and each resource's producers and consumers.
Explore the economy →Urbanism
Layout as the third economic axis: per-age adjacency style tables — placement bonuses, the counting rules, and the bounded spatial unrest floor.
Explore urban layout →Progression
The progression contract that keeps every age playable from a fresh start, plus a simulated first-time playthrough of each age — real ticks, real rules.
Explore progression →The loop in one paragraph
Each age is a fresh valley on the same land. You place constructs that cost the age's resources and produce more of them each tick; your population eats the age's staple and grows while housed. Mid-age crises pose dilemmas; the age always ends in an Upheaval that razes the board. What survives it: your people (survivors), your Insight, your Knowledge (nodes you unlocked — construct types known forever), legacy tokens, and a few hardened ruins. Then the next age begins with almost nothing — except everything you know.
Insight — the meta-currency
Insight is earned three ways and spent exactly one way (World.Unlock is the only
decrement in the sim):
The two gates
Every construct sits behind two independent gates (GDD §7):
- Unlock — is the construct's type known? Free-starter types always are; the rest need their Knowledge node bought once, then they're known forever, across ages and runs.
- Afford — can the ledger pay its resource cost right now? This one resets with every age's fresh valley.
Early game is therefore “afford what you know”; the meta-game is “know more”.
The ages at a glance
As the arc advances the valley itself civilises: each age grades more of the raw landform toward buildable plains (the Levelling column), while open water and the highest mountains are always left untouched — the coastline never moves. And from the Bronze Age on, streets are laid automatically between your buildings, paved in the age's material (packed gravel → cobblestone → fitted stone → asphalt). Both are deterministic and derived from the sim, not stored state.
Keeping this wiki true
The data layer (data.js) is generated from the sim by
Assets/Editor/WikiDataExporter.cs: it reads the live catalogs, boots real worlds for
each opening state, and plays a scripted fresh start through the real tick loop for the
timelines. The repo rule (.claude/CLAUDE.md): any sim rule change must regenerate
the data and update affected wiki prose in the same pass.
Unity -batchmode -quit -projectPath . -executeMethod WikiDataExporter.Export -logFile -
· or in-editor: Worldwright ▸ Docs ▸ Export Wiki Data