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eternum game docs #2145

Merged
merged 4 commits into from
Nov 28, 2024
Merged

eternum game docs #2145

merged 4 commits into from
Nov 28, 2024

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bob0005
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@bob0005 bob0005 commented Nov 26, 2024

Summary by CodeRabbit

Release Notes

  • New Features

    • Introduced the ResourceIcon component for improved resource representation.
    • Added detailed documentation for various game mechanics including Hyperstructures, combat, military units, buildings, realms, resources, trading, tribes, and the world map.
    • Created an "Introduction to Eternum" and "Overview" documents to guide new players.
    • Implemented a seasonal system with defined mechanics, victory conditions, and rewards.
    • Added a new section on the production and storage systems for better resource management.
  • Documentation Updates

    • Restructured the sidebar for easier navigation, consolidating game mechanics into organized sections.
    • Added essential links for community engagement and game resources.
    • Introduced comprehensive sections on game entry and participation mechanics.
  • Bug Fixes

    • Updated button links to ensure accurate navigation within the app.

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coderabbitai bot commented Nov 26, 2024

Walkthrough

The changes include the introduction of a new React component called ResourceIcon, which displays images based on resource IDs. Several new documentation files have been created, covering various aspects of the game "Eternum," including mechanics for Hyperstructures, combat, military units, buildings, realms, resources, trading, tribes, and the world map. Additionally, existing documentation has been modified, including updates to the sidebar configuration for better organization.

Changes

File Path Change Summary
eternum-docs/components/ResourceIcon.tsx New React functional component ResourceIcon added with props for name, id, and size.
eternum-docs/docs/pages/game/index.mdx Deleted file containing game design documentation.
eternum-docs/docs/pages/index.mdx Modified button href from /game to /overview/overview.
eternum-docs/docs/pages/mechanics/hyperstructures.mdx New file detailing Hyperstructure mechanics and contribution modes.
eternum-docs/docs/pages/mechanics/military/combat.mdx New file outlining combat mechanics and siege processes.
eternum-docs/docs/pages/mechanics/military/units.mdx New file describing military units and their attributes.
eternum-docs/docs/pages/mechanics/realm/buildings.mdx New file documenting building mechanics and types.
eternum-docs/docs/pages/mechanics/realm/realm.mdx New file introducing realms and their characteristics.
eternum-docs/docs/pages/mechanics/resources/production.mdx New section on resource production requirements added.
eternum-docs/docs/pages/mechanics/resources/resources.mdx New file providing an overview of the resource system, utilizing ResourceIcon.
eternum-docs/docs/pages/mechanics/resources/storage.mdx New section on the storage system and management practices added.
eternum-docs/docs/pages/mechanics/trading.mdx New file detailing trading mechanics and marketplace systems.
eternum-docs/docs/pages/mechanics/tribes.mdx New file introducing tribes and their functionalities.
eternum-docs/docs/pages/mechanics/world-map.mdx New file documenting the world map and exploration mechanics.
eternum-docs/docs/pages/overview/introduction.mdx New file providing an introduction to the game "Eternum."
eternum-docs/docs/pages/overview/links.mdx New file with essential links related to the Eternum project.
eternum-docs/docs/pages/overview/overview.mdx New file offering an overview of the game and its core principles.
eternum-docs/vocs.config.ts Updated sidebar configuration for improved organization of documentation.

Possibly related PRs

  • feat: documentation app #1932: The changes in this PR introduce a new functional component TheMap that includes resource icons, which is directly related to the ResourceIcon component added in the main PR. Both involve rendering and displaying resources within the game.

Poem

In the land of Eternum, so vast and bright,
New icons and realms take their flight.
With Hyperstructures rising, and battles to wage,
Our journey unfolds on this grand stage.
So gather your troops, let the trading commence,
In this world of adventure, the stakes are immense! 🐇✨


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Actionable comments posted: 11

🧹 Outside diff range and nitpick comments (29)
eternum-docs/components/ResourceIcon.tsx (1)

8-19: Consider adding error handling and configuration improvements.

While the implementation is clean and focused, consider these improvements:

  1. Add error handling for missing images
  2. Consider making the resources path configurable
  3. Add size validation to prevent negative values
  4. Consider adding a loading state

Here's a suggested implementation:

+const RESOURCES_BASE_PATH = '/resources';
+
 export default function ResourceIcon({ name, id, size = 50 }: Props) {
+  const [error, setError] = React.useState(false);
+  
+  if (size <= 0) {
+    console.warn('ResourceIcon: size must be positive');
+    return null;
+  }
+
+  if (error) {
+    return <span title={`Failed to load ${name}`}>❌</span>;
+  }
+
   return (
     <img
-      src={`/resources/${id}.png`}
+      src={`${RESOURCES_BASE_PATH}/${id}.png`}
       alt={name}
       title={name}
       width={size}
       height={size}
       style={{ verticalAlign: "middle" }}
+      onError={() => setError(true)}
     />
   );
 }
eternum-docs/docs/pages/mechanics/resources/storage.mdx (3)

3-9: Enhance the Storehouses section with specific details

The current content lacks important details about storehouse mechanics. Consider adding:

  • Initial/base storage capacity
  • Storage capacity per storehouse
  • Maximum number of storehouses allowed
  • Resource types that can be stored
 ### Storehouses

 - Build storehouses to increase your realm's total storage capacity
+- Each storehouse provides X additional storage capacity
+- Storage capacity applies to all resource types
+- You can build up to X storehouses per realm
 - When storage is full:
   - Production continues but output is wasted
   - Input resources are still consumed
+- Storage capacity can be viewed in the Resources panel
🧰 Tools
🪛 LanguageTool

[uncategorized] ~7-~7: Use a comma before ‘but’ if it connects two independent clauses (unless they are closely connected and short).
Context: ...torage is full: - Production continues but output is wasted - Input resources ar...

(COMMA_COMPOUND_SENTENCE_2)


7-8: Improve clarity of storage-full consequences

The grammar can be improved, and the consequences could be more detailed.

 - When storage is full:
-  - Production continues but output is wasted
-  - Input resources are still consumed
+  - Production continues, but all output resources are wasted
+  - Input resources continue to be consumed without producing anything
+  - A warning indicator will appear in the UI
🧰 Tools
🪛 LanguageTool

[uncategorized] ~7-~7: Use a comma before ‘but’ if it connects two independent clauses (unless they are closely connected and short).
Context: ...torage is full: - Production continues but output is wasted - Input resources ar...

(COMMA_COMPOUND_SENTENCE_2)


12-16: Enhance best practices with specific examples

While the best practices are good, they could be more actionable with specific examples or thresholds.

 > 💡 **Best Practices**
-> - Monitor storage levels to prevent waste
-> - Build additional storehouses when needed
-> - Pause production buildings when storage is near capacity
-> - Manage input resources strategically to optimize production
+> - Monitor storage levels to prevent waste (set up alerts at 80% capacity)
+> - Build additional storehouses when resource storage regularly exceeds 90% capacity
+> - Pause production buildings when storage reaches 95% capacity
+> - Manage input resources strategically:
+>   - Prioritize processing stored resources
+>   - Balance production rates with consumption rates
+>   - Consider trading excess resources with other players
eternum-docs/docs/pages/mechanics/tribes.mdx (2)

6-8: Consider expanding the introduction.

While the introduction is clear, it would be helpful to add:

  • Why tribes are important in the game
  • Key benefits of joining a tribe
  • Maximum number of players in a tribe (if applicable)
 # Tribes

-Tribes are player-formed social organizations in Eternum that enable cooperation and coordination.
+Tribes are player-formed social organizations in Eternum that enable cooperation and coordination between players. They play a crucial role in the game by allowing players to pool resources, coordinate strategies, and work together towards common goals. Players can benefit from tribe membership through shared resources, collective defense, and exclusive access to certain game features.

1-25: Consider adding practical examples and use cases.

To make the documentation more helpful, consider adding:

  • Example scenarios of tribe cooperation
  • Tips for managing a successful tribe
  • Common tribe strategies and best practices
eternum-docs/docs/pages/mechanics/military/combat.mdx (5)

10-18: Consider enhancing the combat matchup documentation

While the current documentation clearly shows the relationships, consider these improvements for better clarity:

  1. Add specific damage multiplier values (e.g., "deals 50% more damage")
  2. Include a visual diagram or table format
  3. Mention if there are any neutral matchups

22-24: Add missing period

Add a period at the end of "Highly uneven matchups may resolve more quickly" for consistency with other bullet points.

🧰 Tools
🪛 LanguageTool

[uncategorized] ~24-~24: A period might be missing here.
Context: ...Highly uneven matchups may resolve more quickly ### Battle Dynamics - Additional armi...

(AI_EN_LECTOR_MISSING_PUNCTUATION_PERIOD)


22-24: Consider adding specific battle duration details

The current documentation could benefit from more specific information:

  • What's the typical duration range for battles?
  • How is "larger armies" quantified?
  • What constitutes a "highly uneven" matchup?
🧰 Tools
🪛 LanguageTool

[uncategorized] ~24-~24: A period might be missing here.
Context: ...Highly uneven matchups may resolve more quickly ### Battle Dynamics - Additional armi...

(AI_EN_LECTOR_MISSING_PUNCTUATION_PERIOD)


28-29: Consider elaborating on retreat mechanics

The current documentation mentions retreat as a combat conclusion option but doesn't explain:

  • How retreat is initiated
  • Any penalties or cooldowns associated with retreating
  • Whether both attackers and defenders can retreat
🧰 Tools
🪛 LanguageTool

[duplication] ~28-~28: Possible typo: you repeated a word
Context: ...ies can join either side during ongoing combat - Combat continues until one side is defeated or...

(ENGLISH_WORD_REPEAT_RULE)


33-42: Consider adding siege timing and condition details

The siege mechanics could be enhanced with information about:

  • Duration of the siege phase
  • Minimum/maximum siege times
  • Conditions that might affect siege duration
  • Resource transfer limitations during siege
eternum-docs/docs/pages/mechanics/military/units.mdx (3)

1-4: Consider enhancing the page metadata

The title and description could be more specific and informative:

  • "Units" could be "Military Units"
  • The description could better reflect the content about unit types, energy systems, and movement mechanics
 ---
-title: Units
-description: Military and combat mechanics in Eternum
+title: Military Units
+description: Comprehensive guide to military unit types, energy systems, and movement mechanics in Eternum
 ---

24-24: Fix grammar: Add missing determiner

-Army's maximum energy is determined by its composition
+An army's maximum energy is determined by its composition
🧰 Tools
🪛 LanguageTool

[uncategorized] ~24-~24: A determiner appears to be missing. Consider inserting it.
Context: ... System > ⚡ Energy Mechanics > > - Army's maximum energy is determined by its c...

(AI_EN_LECTOR_MISSING_DETERMINER)


1-51: Consider adding practical examples and unit acquisition information

The documentation would benefit from:

  1. Concrete examples with specific values (e.g., actual energy costs, movement ranges)
  2. Information about how players can obtain or train these units
  3. Visual aids or diagrams to illustrate movement and energy mechanics

Would you like assistance in drafting these additional sections?

🧰 Tools
🪛 LanguageTool

[uncategorized] ~24-~24: A determiner appears to be missing. Consider inserting it.
Context: ... System > ⚡ Energy Mechanics > > - Army's maximum energy is determined by its c...

(AI_EN_LECTOR_MISSING_DETERMINER)

eternum-docs/docs/pages/mechanics/hyperstructures.mdx (4)

10-16: Consider adding details about Ancient Fragments.

The initialization requirements mention "Ancient Fragments" without explaining what they are or how to obtain them. Consider adding:

  • What are Ancient Fragments?
  • How can players obtain them?
  • How many are required?

31-31: Fix grammar in points description.

Replace "Amount of resources" with "Number of resources" as it refers to countable items.

-  - Amount of resources contributed
+  - Number of resources contributed
🧰 Tools
🪛 LanguageTool

[uncategorized] ~31-~31: ‘Amount of’ should usually only be used with uncountable or mass nouns. Consider using “number” if this is not the case.
Context: ...n completion > - Points based on: > - Amount of resources contributed > - Rarity o...

(AMOUNTOF_TO_NUMBEROF)


50-51: Consider elaborating on capture mechanics.

The capture mechanics could benefit from additional details:

  • How does structure capture work?
  • What happens to existing contributors when captured?
  • Is there a cooldown before the new owner can set shares?

6-7: Consider adding cross-references to related documentation.

Since Hyperstructures interact with other game systems, consider adding links to related documentation:

  • Tribes documentation (for tribe-only mode)
  • Resources documentation (for building requirements)
  • Combat documentation (for structure defense/capture)
eternum-docs/docs/pages/mechanics/trading.mdx (4)

1-4: Consider adding more metadata fields.

The frontmatter could be enhanced with additional fields like sidebar_position for proper ordering in the navigation, and keywords for better searchability.

 ---
 title: Trading
 description: Trading mechanics and marketplace system in Eternum
+sidebar_position: 1
+keywords: [trading, marketplace, AMM, resources, donkeys]
 ---

8-16: Enhance section with examples and visuals.

Consider adding:

  • A screenshot or diagram of the Order Book interface
  • Concrete examples of trade calculations
  • Usage of the ResourceIcon component mentioned in the AI summary for resource visualization

34-34: Fix grammar: Add missing article.

-Helps maintain stable trading environment
+Helps maintain a stable trading environment
🧰 Tools
🪛 LanguageTool

[uncategorized] ~34-~34: You might be missing the article “a” here.
Context: ...tional to your share > - Helps maintain stable trading environment > - Increases overa...

(AI_EN_LECTOR_MISSING_DETERMINER_A)


62-69: Expand trading tips with advanced strategies.

Consider adding:

  • Market timing strategies
  • Risk management techniques
  • Common trading pitfalls to avoid
  • Advanced arbitrage opportunities
eternum-docs/vocs.config.ts (2)

17-25: Consider adding a resource overview page.

The resources section is well-organized, but consider adding an overview page that introduces all resource types at a high level before diving into specific aspects.

 {
   text: "Resources",
   collapsed: true,
   items: [
+    { text: "Overview", link: "/mechanics/resources/overview" },
     { text: "Resources", link: "/mechanics/resources/resources" },
     { text: "Production", link: "/mechanics/resources/production" },
     { text: "Storage", link: "/mechanics/resources/storage" },
   ],
 },

45-48: Consider grouping standalone links into subsections.

As the documentation grows, these major features might benefit from their own collapsed subsections with detailed sub-pages.

For example:

-{ text: "Trading", link: "/mechanics/trading" },
-{ text: "World Map", link: "/mechanics/world-map" },
-{ text: "Hyperstructures", link: "/mechanics/hyperstructures" },
-{ text: "Tribes", link: "/mechanics/tribes" },
+{
+  text: "World",
+  collapsed: true,
+  items: [
+    { text: "World Map", link: "/mechanics/world/map" },
+    { text: "Tribes", link: "/mechanics/world/tribes" },
+  ],
+},
+{
+  text: "Economy",
+  collapsed: true,
+  items: [
+    { text: "Trading", link: "/mechanics/economy/trading" },
+    { text: "Hyperstructures", link: "/mechanics/economy/hyperstructures" },
+  ],
+},
eternum-docs/docs/pages/mechanics/realm/buildings.mdx (2)

1-4: Consider enhancing the frontmatter with additional metadata.

The current frontmatter could be enriched with fields like sidebar_position for proper ordering, and keywords for better searchability.

 ---
 title: Buildings
 description: Building mechanics and costs in Eternum
+sidebar_position: 1
+keywords: [buildings, construction, realm management, eternum]
 ---

35-36: Maintain consistency in emoji usage across building types.

Some building descriptions lack emoji icons while others have them. Consider adding appropriate emojis for:

  • Fishing Village (e.g., 🎣)
  • Resource Facility (e.g., 🏭)

Also applies to: 45-46

eternum-docs/docs/pages/mechanics/resources/resources.mdx (3)

1-1: Consider using path aliases for deep imports.

The relative import path is quite deep. Consider configuring path aliases in your build setup to make imports more maintainable, e.g., @components/ResourceIcon.


25-25: Minor wording improvement suggested.

Consider rephrasing for better readability:

- Ex: 5015 realms are able to produce wood, but only 23 can produce dragonhide
+ Ex: 5015 realms can produce wood, but only 23 can produce dragonhide
🧰 Tools
🪛 LanguageTool

[style] ~25-~25: As a shorter alternative for ‘able to’, consider using “can”.
Context: ... the 8000 Realm NFTs > Ex: 5015 realms are able to produce wood, but only 23 can produce d...

(BE_ABLE_TO)


113-113: Consider adding a link to Hyperstructure documentation.

Since Hyperstructures are mentioned in the Special resources section, consider adding a link to the Hyperstructure documentation for better navigation:

- Used for Hyperstructure construction
+ Used for [Hyperstructure](/mechanics/hyperstructures) construction
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between 1fe99c4 and d4cabe9.

📒 Files selected for processing (18)
  • eternum-docs/components/ResourceIcon.tsx (1 hunks)
  • eternum-docs/docs/pages/game/index.mdx (0 hunks)
  • eternum-docs/docs/pages/index.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/hyperstructures.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/military/combat.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/military/units.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/realm/buildings.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/realm/realm.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/resources/production.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/resources/resources.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/resources/storage.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/trading.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/tribes.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/world-map.mdx (1 hunks)
  • eternum-docs/docs/pages/overview/introduction.mdx (1 hunks)
  • eternum-docs/docs/pages/overview/links.mdx (1 hunks)
  • eternum-docs/docs/pages/overview/overview.mdx (1 hunks)
  • eternum-docs/vocs.config.ts (1 hunks)
💤 Files with no reviewable changes (1)
  • eternum-docs/docs/pages/game/index.mdx
✅ Files skipped from review due to trivial changes (4)
  • eternum-docs/docs/pages/mechanics/realm/realm.mdx
  • eternum-docs/docs/pages/overview/introduction.mdx
  • eternum-docs/docs/pages/overview/links.mdx
  • eternum-docs/docs/pages/overview/overview.mdx
🧰 Additional context used
🪛 LanguageTool
eternum-docs/docs/pages/mechanics/hyperstructures.mdx

[uncategorized] ~31-~31: ‘Amount of’ should usually only be used with uncountable or mass nouns. Consider using “number” if this is not the case.
Context: ...n completion > - Points based on: > - Amount of resources contributed > - Rarity o...

(AMOUNTOF_TO_NUMBEROF)

eternum-docs/docs/pages/mechanics/military/combat.mdx

[uncategorized] ~24-~24: A period might be missing here.
Context: ...Highly uneven matchups may resolve more quickly ### Battle Dynamics - Additional armi...

(AI_EN_LECTOR_MISSING_PUNCTUATION_PERIOD)


[duplication] ~28-~28: Possible typo: you repeated a word
Context: ...ies can join either side during ongoing combat - Combat continues until one side is defeated or...

(ENGLISH_WORD_REPEAT_RULE)

eternum-docs/docs/pages/mechanics/military/units.mdx

[uncategorized] ~24-~24: A determiner appears to be missing. Consider inserting it.
Context: ... System > ⚡ Energy Mechanics > > - Army's maximum energy is determined by its c...

(AI_EN_LECTOR_MISSING_DETERMINER)

eternum-docs/docs/pages/mechanics/resources/production.mdx

[style] ~3-~3: Consider using “except” or “except for”
Context: ## Production - Every resource, with the exception of food, requires other resources to be pr...

(WITH_THE_EXCEPTION_OF)

eternum-docs/docs/pages/mechanics/resources/resources.mdx

[style] ~25-~25: As a shorter alternative for ‘able to’, consider using “can”.
Context: ... the 8000 Realm NFTs > Ex: 5015 realms are able to produce wood, but only 23 can produce d...

(BE_ABLE_TO)


[style] ~82-~82: To form a complete sentence, be sure to include a subject.
Context: ...n name="Paladins" id="252" /> - Can be traded as resources - Once assigned ...

(MISSING_IT_THERE)

eternum-docs/docs/pages/mechanics/resources/storage.mdx

[uncategorized] ~7-~7: Use a comma before ‘but’ if it connects two independent clauses (unless they are closely connected and short).
Context: ...torage is full: - Production continues but output is wasted - Input resources ar...

(COMMA_COMPOUND_SENTENCE_2)

eternum-docs/docs/pages/mechanics/trading.mdx

[uncategorized] ~34-~34: You might be missing the article “a” here.
Context: ...tional to your share > - Helps maintain stable trading environment > - Increases overa...

(AI_EN_LECTOR_MISSING_DETERMINER_A)

eternum-docs/docs/pages/mechanics/world-map.mdx

[grammar] ~29-~29: Make sure that ‘source’ is a verb and that it has the correct inflection to agree with the noun ‘System’.
Context: ...ource rewards ## Ancient Mines > ⛏️ Mine System > - Only source of Ancient Fragments > - Found through ...

(PRPS_NN_ONLY_NN)


[uncategorized] ~33-~33: You might be missing the article “a” here.
Context: ...ration > - Each mine: > - Defended by random number of bandits > - Contains food r...

(AI_EN_LECTOR_MISSING_DETERMINER_A)

🔇 Additional comments (13)
eternum-docs/components/ResourceIcon.tsx (1)

2-6: LGTM! Props interface is well-defined.

The Props type definition is clean and properly typed. The optional size parameter with a default value is a good practice.

eternum-docs/docs/pages/index.mdx (2)

13-15: LGTM! The new navigation path provides better documentation structure.

The change from /game to /overview/overview creates a more intuitive documentation hierarchy, providing users with a proper introduction through an overview section first.


13-13: Verify that the overview page exists.

Let's ensure the new path /overview/overview exists to prevent broken links in the documentation.

✅ Verification successful

Link to overview page is correctly configured

The path /overview/overview exists as verified by finding the file at eternum-docs/docs/pages/overview/overview.mdx, so this link will work as expected.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the overview page exists in the docs
# Expected: Should find the overview.mdx file in the overview directory

fd --type f "overview.mdx" eternum-docs/docs/pages/overview/

Length of output: 106

eternum-docs/docs/pages/mechanics/tribes.mdx (2)

1-4: LGTM! Frontmatter is well-structured.

The title and description are clear and informative.


10-18: 🛠️ Refactor suggestion

Add missing tribe management details.

The Formation & Membership section should address these important aspects:

  • Tribe size limits (if any)
  • Roles and hierarchy within tribes (leaders, officers, etc.)
  • Process for sending/accepting invitations
  • Procedures for leaving or disbanding tribes
eternum-docs/docs/pages/mechanics/military/combat.mdx (1)

1-4: LGTM!

The frontmatter is well-structured with appropriate title and description.

eternum-docs/docs/pages/mechanics/hyperstructures.mdx (1)

1-4: LGTM! Clear and descriptive metadata.

The title and description accurately represent the document's content.

eternum-docs/vocs.config.ts (2)

7-13: LGTM! Well-structured overview section.

The overview section follows documentation best practices with a clear hierarchy and consistent link patterns.


27-43: Verify that all referenced documentation pages exist.

The structure looks good, but let's ensure all the referenced documentation files are present.

✅ Verification successful

All documentation pages are present and correctly linked

All referenced documentation files exist in their expected locations:

  • mechanics/realm/realm.mdx
  • mechanics/realm/buildings.mdx
  • mechanics/military/units.mdx
  • mechanics/military/combat.mdx
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if all referenced documentation files exist
# Expected: All files should exist to avoid broken links

echo "Checking for military and realm management documentation files..."
for path in \
  "mechanics/realm/realm.mdx" \
  "mechanics/realm/buildings.mdx" \
  "mechanics/military/units.mdx" \
  "mechanics/military/combat.mdx"
do
  if fd -e mdx -e md "^$(basename "$path" .mdx)\." | grep -q "$path"; then
    echo "✓ Found: $path"
  else
    echo "✗ Missing: $path"
  fi
done

Length of output: 1485

eternum-docs/docs/pages/mechanics/realm/buildings.mdx (1)

73-83: Clarify cost scaling mechanics with specific details.

The cost scaling example needs more context:

  1. Does this scaling apply to all building types?
  2. Are the example numbers (100, 200, 400) actual in-game values?
  3. Is there a maximum limit to the cost scaling?

Consider adding these details to provide more accurate information to players.

eternum-docs/docs/pages/mechanics/resources/resources.mdx (3)

10-20: LGTM! Clear and well-structured documentation.

The food resources section effectively explains the role and importance of food in the game economy.


1-113: Well-structured and comprehensive resource documentation!

The documentation effectively covers all resource types, their roles, and mechanics in the game. The consistent use of ResourceIcon components provides excellent visual context.

🧰 Tools
🪛 LanguageTool

[style] ~25-~25: As a shorter alternative for ‘able to’, consider using “can”.
Context: ... the 8000 Realm NFTs > Ex: 5015 realms are able to produce wood, but only 23 can produce d...

(BE_ABLE_TO)


[style] ~82-~82: To form a complete sentence, be sure to include a subject.
Context: ...n name="Paladins" id="252" /> - Can be traded as resources - Once assigned ...

(MISSING_IT_THERE)


82-84: Verify the permanent unit conversion mechanic.

The documentation states that military units cannot be converted back to tradeable resources once assigned to an army. This is a significant gameplay mechanic that should be verified.

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🪛 LanguageTool

[style] ~82-~82: To form a complete sentence, be sure to include a subject.
Context: ...n name="Paladins" id="252" /> - Can be traded as resources - Once assigned ...

(MISSING_IT_THERE)

eternum-docs/components/ResourceIcon.tsx Show resolved Hide resolved
Comment on lines 1 to 16
## Storage System

### Storehouses

- Build storehouses to increase your realm's total storage capacity
- When storage is full:
- Production continues but output is wasted
- Input resources are still consumed

### Storage Management

> 💡 **Best Practices**
> - Monitor storage levels to prevent waste
> - Build additional storehouses when needed
> - Pause production buildings when storage is near capacity
> - Manage input resources strategically to optimize production
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💡 Codebase verification

Add cross-references to related mechanics documentation

The storage system documentation should be enhanced with links to related mechanics:

  • Add reference to realm/buildings.mdx which covers storehouse building details and production management
  • Link to resources/production.mdx which explains the resource consumption mechanics
  • Include connection to trading.mdx since storage capacity affects resource trading
  • Reference realm/realm.mdx which specifies the base storage capacity
🔗 Analysis chain

Verify cross-references with related documentation

The storage mechanics should be properly cross-referenced with related systems.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for related mechanics documentation that should be cross-referenced

echo "Checking for related mechanics documentation..."
fd -e mdx -e md . eternum-docs/docs/pages/mechanics/ | while read -r file; do
  echo "=== $file ==="
  # Look for mentions of storage, resources, or production
  rg -i "storage|resources|production" "$file" || true
done

Length of output: 5058

🧰 Tools
🪛 LanguageTool

[uncategorized] ~7-~7: Use a comma before ‘but’ if it connects two independent clauses (unless they are closely connected and short).
Context: ...torage is full: - Production continues but output is wasted - Input resources ar...

(COMMA_COMPOUND_SENTENCE_2)

Comment on lines 19 to 25
## Functionality

> 🏗️ **Current Features**
> - Social coordination tool
> - Access to tribe-only Hyperstructure contributions
>
> _When Hyperstructure is set to tribe-only mode_
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🛠️ Refactor suggestion

Enhance the Functionality section with more details and cross-references.

The current section needs improvement in several areas:

  1. Add cross-reference to the Hyperstructure documentation
  2. Explain what "tribe-only mode" means and how it works
  3. List any other tribe-specific features or benefits
 ## Functionality

 > 🏗️ **Current Features**
 > - Social coordination tool
-> - Access to tribe-only Hyperstructure contributions
->
-> _When Hyperstructure is set to tribe-only mode_
+> - Access to [Hyperstructure](/mechanics/hyperstructures) contributions when in tribe-only mode
+> - Tribe chat and communication features
+> - Shared tribe statistics and achievements
+> 
+> ### Tribe-only Mode
+> When a Hyperstructure is set to tribe-only mode, only members of the controlling tribe can:
+> - Contribute resources
+> - Manage construction
+> - Access special features
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
## Functionality
> 🏗️ **Current Features**
> - Social coordination tool
> - Access to tribe-only Hyperstructure contributions
>
> _When Hyperstructure is set to tribe-only mode_
## Functionality
> 🏗️ **Current Features**
> - Social coordination tool
> - Access to [Hyperstructure](/mechanics/hyperstructures) contributions when in tribe-only mode
> - Tribe chat and communication features
> - Shared tribe statistics and achievements
>
> ### Tribe-only Mode
> When a Hyperstructure is set to tribe-only mode, only members of the controlling tribe can:
> - Contribute resources
> - Manage construction
> - Access special features

Comment on lines +41 to +51
> 💨 **Movement Traits**
>
> - **Paladins**
> - Larger energy pool for extended movement
> - Takes longer to fully recharge energy
> - **Crossbowmen**
> - Uses 50% less food while moving
> - Ideal for long-distance exploration
> - **Knights**
> - Standard movement costs
> - Standard food consumption
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🛠️ Refactor suggestion

Reorganize duplicate content and ensure consistency

The Unit-Specific Movement section largely duplicates information from the earlier Units section, but with some inconsistencies:

  • Paladins: New information about energy recharge is introduced here
  • Crossbowmen: Food consumption is described differently (50% less vs reduced)

Consider:

  1. Consolidating all unit-specific information in one section
  2. Ensuring consistent terminology throughout the document
  3. Including all relevant information in the initial unit descriptions

Example reorganization:

### Unit Types

#### Paladins
- Larger energy pool for extended movement
- Standard energy regeneration rate
- Longer recharge time due to larger pool
- Can cover more distance in a single move

#### Crossbowmen
- 50% reduced food consumption
- Efficient for exploration and long-distance movement

#### Knights
- Standard movement costs
- Standard food consumption
- Baseline energy pool and regeneration

Comment on lines +17 to +36
## Automated Market Maker (AMM)

### Resource Swaps

> 💱 **Token Exchange**
>
> - Exchange resources for $LORDS tokens and vice versa
> - Exchange rates depend on liquidity pools
> - Higher slippage during low liquidity periods
> - Monitor potential slippage before trading

### Liquidity Pools

> 💧 **Providing Liquidity**
>
> - Deposit resources and $LORDS into pools
> - Earn trading fees proportional to your share
> - Helps maintain stable trading environment
> - Increases overall market efficiency

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🛠️ Refactor suggestion

Add technical details about AMM mechanics.

The AMM section would benefit from:

  • Mathematical formulas for slippage calculation
  • Examples of liquidity pool returns
  • Explanation of the constant product formula (if applicable)
  • Risk factors of providing liquidity
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[uncategorized] ~34-~34: You might be missing the article “a” here.
Context: ...tional to your share > - Helps maintain stable trading environment > - Increases overa...

(AI_EN_LECTOR_MISSING_DETERMINER_A)

Comment on lines +37 to +45
## Transport System

> 🐴 **Donkey Mechanics**
>
> - Required for all resource transfers
> - Each donkey has weight capacity
> - Transport time depends on distance
> - Consider transport costs in trade calculations

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🛠️ Refactor suggestion

Include specific transport mechanics details.

Please add:

  • Exact weight capacity per donkey
  • Formula for calculating transport time based on distance
  • Table of resource weights
  • Example calculations for transport costs

Comment on lines +46 to +61
## Central Bank

> 🏦 **Central Bank Structure**
>
> - Located at the center of the map
> - Controls the Automated Market Maker (AMM)
> - Initially contains default liquidity
> - Protected by default defensive forces
>
> **Ownership Benefits**
>
> - Owner collects all AMM trading fees
> - Significant source of passive income
> - Can be attacked and claimed by other players
> - Strategic target for realm warfare

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🛠️ Refactor suggestion

Clarify Central Bank mechanics.

Please specify:

  • Exact fee percentage for AMM trading
  • Details about default defensive forces (numbers, types)
  • Mechanics for attacking and claiming the bank
  • Cooldown periods or restrictions on ownership changes

eternum-docs/docs/pages/mechanics/realm/buildings.mdx Outdated Show resolved Hide resolved
Comment on lines 86 to 91
> 🏗️ **Building Tips**
>
> - Prioritize buildings based on your realm's needs
> - Consider population increase and capacity
> - Monitor resource production and storage capacity
> - Buildings can be paused to conserve resources
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🛠️ Refactor suggestion

Remove duplicate information about building pause functionality.

The last bullet point about pausing buildings duplicates information already covered in the Production Management section. Consider removing it and instead referencing the Production Management section if needed.

 > 🏗️ **Building Tips**
 >
 > - Prioritize buildings based on your realm's needs
 > - Consider population increase and capacity
 > - Monitor resource production and storage capacity
-> - Buildings can be paused to conserve resources
+> - See Production Management section for resource conservation strategies
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
> 🏗️ **Building Tips**
>
> - Prioritize buildings based on your realm's needs
> - Consider population increase and capacity
> - Monitor resource production and storage capacity
> - Buildings can be paused to conserve resources
> 🏗️ **Building Tips**
>
> - Prioritize buildings based on your realm's needs
> - Consider population increase and capacity
> - Monitor resource production and storage capacity
> - See Production Management section for resource conservation strategies

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Actionable comments posted: 8

🧹 Outside diff range and nitpick comments (37)
eternum-docs/docs/pages/mechanics/resources/production.mdx (3)

1-4: Enhance clarity and readability of the introduction

Consider these improvements:

  1. Use "except for" instead of "with the exception of" for conciseness
  2. Add a period at the end of the sentence
- Every resource, with the exception of food, requires other resources to be produced.
+ Every resource, except for food, requires other resources to be produced.
🧰 Tools
🪛 LanguageTool

[style] ~3-~3: Consider using “except” or “except for”
Context: ## Production - Every resource, with the exception of food, requires other resources to be pr...

(WITH_THE_EXCEPTION_OF)


5-5: Enhance example formatting and clarity

Consider these improvements:

  1. Use "Example:" instead of "Ex:"
  2. Structure the example using a list format
  3. Utilize the ResourceIcon component to visually represent resources
- > Ex: to produce Wood, you need Stone, Coal and Wheat.
+ > Example: To produce Wood, you need:
+ > - Stone
+ > - Coal
+ > - Wheat

Would you like me to help implement the ResourceIcon component integration for better visual representation?


7-14: LGTM with minor suggestions

The warning section is well-structured and provides crucial information. Consider these minor improvements:

  1. Add a period after "depleted" in line 7
  2. Add a period after "produced" in line 12
  3. Consider adding a note about how to pause production (e.g., UI button location)
- Production will work automatically until paused or resources are depleted
+ Production will work automatically until paused or resources are depleted.
- No output will be produced
+ No output will be produced.
🧰 Tools
🪛 LanguageTool

[uncategorized] ~12-~12: A period might be missing here.
Context: ...ill be consumed > - No output will be produced > > To prevent resource waste, manu...

(AI_EN_LECTOR_MISSING_PUNCTUATION_PERIOD)

.knip.json (1)

8-10: Consider maintaining consistent spacing between ignore entries.

There are inconsistent empty lines between ignore entries. Consider maintaining a consistent spacing pattern throughout the ignore array for better readability.

  "ignore": [
    ".trunk/**",
    "**/*.js",
    "bot/**",
    "**/vitest**",
-
    "eternum-docs/vocs.config.ts",
-
    "sdk/packages/eternum/global.d.ts",
+    "eternum-docs/vocs.config.ts",
+    "sdk/packages/eternum/global.d.ts",
    "config/bank/index.ts",
eternum-docs/docs/pages/mechanics/realm/realm.mdx (4)

1-4: Consider enhancing the frontmatter with additional metadata.

The current frontmatter provides basic information. Consider adding fields like sidebar_position for proper ordering, and keywords for better documentation searchability.

 ---
 title: Realms
 description: Your base of operations in Eternum
+sidebar_position: 1
+keywords: [NFT, realm, kingdom, settlement, city, empire]
 ---

8-9: Improve clarity in the introduction.

The phrase "Originally created as" is redundant.

-Realms are NFTs that determine your capabilities in Eternum. Originally created as "Realms (For Adventurers)", they were
+Realms are NFTs that determine your capabilities in Eternum. Created as "Realms (For Adventurers)", they were
 the first Loot derivative, comprising 8,000 generative maps with unique metadata of resources and traits.
🧰 Tools
🪛 LanguageTool

[style] ~8-~8: This phrase is redundant. Consider writing “created”.
Context: ...determine your capabilities in Eternum. Originally created as "Realms (For Adventurers)", they wer...

(ORIGINALLY_CREATED)


13-16: Enhance readability with consistent punctuation.

Add commas at the end of list items for better flow.

-Each Realm NFT grants entry into Eternum seasons
-Owners become Lords of their onchain kingdoms
-Access to specific resources from the 22 available types
-Foundation for building and expanding your influence in the game
+Each Realm NFT grants entry into Eternum seasons,
+Owners become Lords of their onchain kingdoms,
+Access to specific resources from the 22 available types,
+Foundation for building and expanding your influence in the game.
🧰 Tools
🪛 LanguageTool

[uncategorized] ~13-~13: Possible missing comma found.
Context: ...es and traits. ## Realm Access - Each Realm NFT grants entry into Eternum seasons -...

(AI_HYDRA_LEO_MISSING_COMMA)


18-35: Consider using a table format for better comparison of realm levels.

A table would make it easier to compare the different realm levels at a glance.

 ## Realm Levels
 
-### Settlement
-
-> A small settlement with 6 buildable hexes.
-
-### City
-
-> A glorious city with 18 buildable hexes.
-
-### Kingdom
-
-> A kingdom with 36 buildable hexes.
-
-### Empire
-
-> A vast empire with 60 buildable hexes.
+| Level | Description | Buildable Hexes |
+|-------|-------------|-----------------|
+| Settlement | A small settlement | 6 |
+| City | A glorious city | 18 |
+| Kingdom | A kingdom | 36 |
+| Empire | A vast empire | 60 |
eternum-docs/docs/pages/mechanics/resources/storage.mdx (2)

10-13: Fix typo and standardize formatting in resource weights list

There's a typo and some formatting inconsistencies in the list:

 - Most basic resources (Wood, Stone, Coal, etc.) weigh 1kg per unit
-  - Military units weight 5kg:
+  - Military units weigh 5kg per unit
 - Food resources (Wheat, Fish) are lighter at 0.1kg per unit

22-23: Improve clarity with proper punctuation

-  - Production continues but output is wasted
+  - Production continues, but output is wasted
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🪛 LanguageTool

[uncategorized] ~22-~22: Use a comma before ‘but’ if it connects two independent clauses (unless they are closely connected and short).
Context: ...torage is full: - Production continues but output is wasted - Input resources ar...

(COMMA_COMPOUND_SENTENCE_2)

eternum-docs/docs/pages/mechanics/military/units.mdx (2)

20-28: Consider adding examples for energy mechanics

While the mechanics are well explained, concrete examples would help players better understand these concepts.

Consider adding examples like:

> Example:
> - An army with Knights (100 energy) and Paladins (150 energy) will have a maximum energy pool of 100
> - Energy regeneration: +10 energy per Eternum cycle for all units
🧰 Tools
🪛 LanguageTool

[uncategorized] ~24-~24: A determiner appears to be missing. Consider inserting it.
Context: ... System > ⚡ Energy Mechanics > > - Army's maximum energy is determined by its c...

(AI_EN_LECTOR_MISSING_DETERMINER)


29-38: Add specific energy and food consumption rates

The movement mechanics would be clearer with specific costs for different actions.

Consider adding details like:

> Energy Costs:
> - Plain tile: 10 energy
> - Forest tile: 15 energy
> - Mountain tile: 20 energy
>
> Food Consumption:
> - Base rate: 1 food per tile
eternum-docs/docs/pages/mechanics/hyperstructures.mdx (3)

43-46: Clarify game mechanics terminology

The documentation uses terms that may be unclear to new players:

  • "Eternum cycle" duration is not specified
  • The share system mechanism is not explained

Consider adding:

  • Definition of an Eternum cycle (e.g., "An Eternum cycle lasts X hours/days")
  • Explanation of how the share system works (percentages, minimum/maximum shares, etc.)
  • Examples of share distribution scenarios

54-56: Expand defensive mechanics information

The section mentions defending structures but doesn't provide specific mechanics or strategies.

Consider adding:

  • Available defensive mechanisms
  • Types of attacks that can occur
  • Cooldown periods for capture attempts
  • Strategies for maintaining control

1-56: Consider enhancing documentation structure and cross-referencing

While the document provides a good overview of Hyperstructures, consider these architectural improvements:

  1. Add a table of contents at the beginning for easier navigation
  2. Include cross-references to related mechanics (e.g., link to resources documentation when mentioning resource types)
  3. Consider adding a FAQ section addressing common player questions
  4. Include a visual diagram showing the Hyperstructure lifecycle from construction to points generation

Would you like me to help create a template for any of these suggested improvements?

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🪛 LanguageTool

[uncategorized] ~24-~24: This verb may not be in the correct form. Consider using a different form for this context.
Context: ...players can contribute > - Construction complete when all requirements met ## Points Sy...

(AI_EN_LECTOR_REPLACEMENT_VERB_FORM)


[uncategorized] ~34-~34: ‘Amount of’ should usually only be used with uncountable or mass nouns. Consider using “number” if this is not the case.
Context: ...n completion > - Points based on: > - Amount of resources contributed > - Rarity o...

(AMOUNTOF_TO_NUMBEROF)

eternum-docs/docs/pages/mechanics/world-map.mdx (3)

1-4: Consider enhancing the description for better discoverability.

The current description is quite brief. Consider expanding it to cover the key aspects documented in this file.

---
title: World Map
-description: Geography and exploration in Eternum
+description: Comprehensive guide to Eternum's infinite hexagonal world map, including geography, exploration mechanics, fragment mines, and strategic locations
---

14-21: Add details about the coordinate system.

The document mentions "unique coordinates" but doesn't explain:

  • The coordinate system format
  • How coordinates are calculated
  • How to reference or find specific locations

Consider adding a subsection about the coordinate system:

### Coordinate System
- Format: (explain the format, e.g., x,y or axial coordinates)
- Origin: (0,0) at Central Bank
- Examples of how to read and use coordinates

1-62: Consider adding visual aids to enhance understanding.

The document would benefit from:

  • A diagram of the hexagonal grid system
  • An illustration of the concentric spawn circles
  • A visualization of the coordinate system
  • Screenshots or diagrams of Fragment Mines

These visual aids would make the mechanics easier to understand.

eternum-docs/vocs.config.ts (2)

19-26: LGTM! Consider adding cross-references between related sections.

The Resources section is well-organized with a logical separation of concerns (general resources, production, and storage).

Consider adding cross-references between the Production and Storage pages in their respective MDX files, as these topics are closely related.


46-50: LGTM! Consider future categorization as content grows.

The standalone mechanics are well-organized at the top level for easy access. As the documentation grows, some of these (like Trading and Tribes) might benefit from their own collapsible sections with sub-pages for detailed mechanics.

Consider planning for future scalability:

  • Trading could expand to include market mechanics, pricing, etc.
  • Tribes could include tribe-specific mechanics, alliances, etc.
eternum-docs/docs/pages/overview/introduction.mdx (4)

1-4: Enhance the description to be more specific

The current description is quite general. Consider expanding it to better set expectations about what readers will learn from this introduction.

---
title: Introduction to Eternum
-description: Understanding the World of Eternum
+description: Learn about Eternum's core gameplay mechanics, progression system, and economic features in this comprehensive introduction
---

28-34: Maintain consistent terminology with hyphenation

For consistency in game terminology, "Mid Game" should be hyphenated as "Mid-Game".

-#### Mid Game
+#### Mid-Game
🧰 Tools
🪛 LanguageTool

[uncategorized] ~28-~28: This word is normally spelled with a hyphen.
Context: ... - Begin basic trading operations #### Mid Game - Expand territorial influence - Forge...

(MID_HYPHEN)


21-40: Add phase transition criteria

The progression phases are well-structured, but they lack information about when and how players transition between phases. Consider adding criteria or triggers that indicate phase transitions.

Example addition for Early Game:

#### Early Game

- Establish and develop your Realm
- Build essential infrastructure
- Secure resource production
- Begin basic trading operations
+- Transitions to Mid-Game when: [specific criteria]
🧰 Tools
🪛 LanguageTool

[uncategorized] ~28-~28: This word is normally spelled with a hyphen.
Context: ... - Begin basic trading operations #### Mid Game - Expand territorial influence - Forge...

(MID_HYPHEN)


5-9: Consider adding a Quick Start section

The introduction provides a good overview but could benefit from a "Quick Start" section after the initial introduction. This would help new players understand:

  • Immediate steps to begin playing
  • Essential concepts they need to know first
  • Where to find additional help
eternum-docs/docs/pages/mechanics/realm/buildings.mdx (5)

8-9: Enhance the introduction with a reference to the cost example.

Consider adding a reference to the detailed cost example provided later in the document to help readers understand the exponential increase mechanic immediately.

 Buildings are essential structures in your realm that provide various benefits. Each construction increases the cost of
-subsequent buildings of the same type exponentially.
+subsequent buildings of the same type exponentially (e.g., if a Worker's Hut costs 100 wood, the next one will cost 200 wood, then 400 wood, and so on).

31-32: Fix grammar in resource production descriptions.

Add "the" before "population" for better readability.

-- Produces Wheat for population and armies
+- Produces Wheat for the population and armies
-- Produces Fish for population and armies
+- Produces Fish for the population and armies

Also applies to: 37-38

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🪛 LanguageTool

[uncategorized] ~31-~31: You might be missing the article “the” here.
Context: ... > 🌾 Farm > > - Produces Wheat for population and armies > - Provides 10% production ...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


81-82: Fix grammar in cost scaling description.

Add "the" before "same" for better readability.

-- Subsequent buildings of same type cost more
+- Subsequent buildings of the same type cost more
🧰 Tools
🪛 LanguageTool

[uncategorized] ~81-~81: You might be missing the article “the” here.
Context: ...source cost > - Subsequent buildings of same type cost more > - Cost increase is exp...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


80-87: Add the mathematical formula for cost scaling.

Consider adding the mathematical formula to make the cost progression clearer.

 > - Each building has a base resource cost
 > - Subsequent buildings of the same type cost more
 > - Cost increase is exponential
+> - Formula: Cost = Base Cost × 2^(N-1), where N is the building count
 > - Example progression:
 >   - First Worker's Hut: 100 wood
 >   - Second Worker's Hut: 200 wood
 >   - Third Worker's Hut: 400 wood
🧰 Tools
🪛 LanguageTool

[uncategorized] ~81-~81: You might be missing the article “the” here.
Context: ...source cost > - Subsequent buildings of same type cost more > - Cost increase is exp...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


96-96: Improve section reference and fix grammar.

Add "the" before "Production Management" and consider adding a proper link to the referenced section.

-- See Production Management section for resource conservation strategies
+- See the [Production Management](#production-management) section for resource conservation strategies
🧰 Tools
🪛 LanguageTool

[uncategorized] ~96-~96: You might be missing the article “the” here.
Context: ...production and storage capacity > - See Production Management section for resource conserv...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)

eternum-docs/docs/pages/mechanics/seasons.mdx (6)

3-4: Elaborate on the "two-layer architecture"

The reference to a "two-layer architecture" needs more context or explanation as it's a crucial technical concept that impacts the seasonal system.

Consider adding a brief explanation or linking to relevant documentation about this architecture.


8-10: Minor grammatical improvement needed

Add a comma after "rules and logic" to improve readability.

-Seasons in Eternum are distinct gameplay periods that operate under specific rules and logic while maintaining certain
+Seasons in Eternum are distinct gameplay periods that operate under specific rules and logic, while maintaining certain
🧰 Tools
🪛 LanguageTool

[uncategorized] ~8-~8: Possible missing comma found.
Context: ...s that operate under specific rules and logic while maintaining certain persistent el...

(AI_HYDRA_LEO_MISSING_COMMA)


16-18: Add specific timeframes for season duration

The season structure would be clearer with specific information about:

  • Typical duration of an active season
  • Expected length of the cooldown period

Consider adding these details to help players better plan their participation.


33-35: Specify "fundamental progression elements"

The term "fundamental progression elements" is vague. Consider listing specific examples to provide clarity for players.

- Other fundamental progression elements
+ Other fundamental progression elements such as:
+   - [specific element 1]
+   - [specific element 2]

55-59: Expand on winning strategies

Each winning condition would benefit from a brief explanation or example:

- Trading optimization
- Realm raiding for resources
- Earning service fees from other players
- Accumulating Hyperstructure points
+ Trading optimization (e.g., maximizing profit margins in resource markets)
+ Realm raiding for resources (e.g., strategic targeting of resource-rich realms)
+ Earning service fees from other players (e.g., providing marketplace services)
+ Accumulating Hyperstructure points (e.g., building and maintaining key structures)

1-78: Add cross-references to related mechanics

Consider adding links to related documentation pages for:

  • Hyperstructure mechanics (mentioned in line 58)
  • Trading system (mentioned in line 55)
  • Realm mechanics (mentioned in line 56)

This will help readers better understand how these systems interact with the seasonal mechanics.

🧰 Tools
🪛 LanguageTool

[uncategorized] ~8-~8: Possible missing comma found.
Context: ...s that operate under specific rules and logic while maintaining certain persistent el...

(AI_HYDRA_LEO_MISSING_COMMA)


[grammar] ~22-~22: Possible subject-verb agreement error detected.
Context: ...ldown period lasting several weeks that serves multiple purposes: - Implementation of...

(PLURAL_THAT_AGREEMENT)

eternum-docs/docs/pages/mechanics/resources/resources.mdx (2)

27-27: Minor wording improvement

Consider using "can" instead of "are able to" for more concise writing.

-Ex: 5015 realms are able to produce wood, but only 23 can produce dragonhide
+Ex: 5015 realms can produce wood, but only 23 can produce dragonhide
🧰 Tools
🪛 LanguageTool

[style] ~27-~27: As a shorter alternative for ‘able to’, consider using “can”.
Context: ... the 8000 Realm NFTs > Ex: 5015 realms are able to produce wood, but only 23 can produce d...

(BE_ABLE_TO)


84-86: Improve sentence structure

Add subjects to make the statements clearer.

-Can be traded as resources
-Once assigned to an army, become permanent units
-Cannot be converted back to tradeable resources
+Military units can be traded as resources
+Once assigned to an army, these units become permanent
+These units cannot be converted back to tradeable resources
🧰 Tools
🪛 LanguageTool

[style] ~84-~84: To form a complete sentence, be sure to include a subject.
Context: ...n name="Paladins" id="252" /> - Can be traded as resources - Once assigned ...

(MISSING_IT_THERE)

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between d4cabe9 and 46f5ca4.

📒 Files selected for processing (16)
  • .knip.json (1 hunks)
  • eternum-docs/docs/pages/mechanics/hyperstructures.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/military/units.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/realm/buildings.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/realm/realm.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/resources/production.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/resources/resources.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/resources/storage.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/seasons.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/tribes.mdx (1 hunks)
  • eternum-docs/docs/pages/mechanics/world-map.mdx (1 hunks)
  • eternum-docs/docs/pages/overview/entry.mdx (1 hunks)
  • eternum-docs/docs/pages/overview/introduction.mdx (1 hunks)
  • eternum-docs/docs/pages/overview/links.mdx (1 hunks)
  • eternum-docs/docs/pages/overview/overview.mdx (1 hunks)
  • eternum-docs/vocs.config.ts (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (3)
  • eternum-docs/docs/pages/mechanics/tribes.mdx
  • eternum-docs/docs/pages/overview/links.mdx
  • eternum-docs/docs/pages/overview/overview.mdx
🧰 Additional context used
🪛 LanguageTool
eternum-docs/docs/pages/mechanics/hyperstructures.mdx

[uncategorized] ~24-~24: This verb may not be in the correct form. Consider using a different form for this context.
Context: ...players can contribute > - Construction complete when all requirements met ## Points Sy...

(AI_EN_LECTOR_REPLACEMENT_VERB_FORM)


[uncategorized] ~34-~34: ‘Amount of’ should usually only be used with uncountable or mass nouns. Consider using “number” if this is not the case.
Context: ...n completion > - Points based on: > - Amount of resources contributed > - Rarity o...

(AMOUNTOF_TO_NUMBEROF)

eternum-docs/docs/pages/mechanics/military/units.mdx

[uncategorized] ~24-~24: A determiner appears to be missing. Consider inserting it.
Context: ... System > ⚡ Energy Mechanics > > - Army's maximum energy is determined by its c...

(AI_EN_LECTOR_MISSING_DETERMINER)

eternum-docs/docs/pages/mechanics/realm/buildings.mdx

[uncategorized] ~31-~31: You might be missing the article “the” here.
Context: ... > 🌾 Farm > > - Produces Wheat for population and armies > - Provides 10% production ...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


[uncategorized] ~37-~37: You might be missing the article “the” here.
Context: ...shing Village** > > - Produces Fish for population and armies > 💰 Market > > - Produ...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


[uncategorized] ~81-~81: You might be missing the article “the” here.
Context: ...source cost > - Subsequent buildings of same type cost more > - Cost increase is exp...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


[uncategorized] ~96-~96: You might be missing the article “the” here.
Context: ...production and storage capacity > - See Production Management section for resource conserv...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)

eternum-docs/docs/pages/mechanics/realm/realm.mdx

[style] ~8-~8: This phrase is redundant. Consider writing “created”.
Context: ...determine your capabilities in Eternum. Originally created as "Realms (For Adventurers)", they wer...

(ORIGINALLY_CREATED)


[uncategorized] ~13-~13: Possible missing comma found.
Context: ...es and traits. ## Realm Access - Each Realm NFT grants entry into Eternum seasons -...

(AI_HYDRA_LEO_MISSING_COMMA)

eternum-docs/docs/pages/mechanics/resources/production.mdx

[style] ~3-~3: Consider using “except” or “except for”
Context: ## Production - Every resource, with the exception of food, requires other resources to be pr...

(WITH_THE_EXCEPTION_OF)


[uncategorized] ~12-~12: A period might be missing here.
Context: ...ill be consumed > - No output will be produced > > To prevent resource waste, manu...

(AI_EN_LECTOR_MISSING_PUNCTUATION_PERIOD)

eternum-docs/docs/pages/mechanics/resources/resources.mdx

[style] ~27-~27: As a shorter alternative for ‘able to’, consider using “can”.
Context: ... the 8000 Realm NFTs > Ex: 5015 realms are able to produce wood, but only 23 can produce d...

(BE_ABLE_TO)


[style] ~84-~84: To form a complete sentence, be sure to include a subject.
Context: ...n name="Paladins" id="252" /> - Can be traded as resources - Once assigned ...

(MISSING_IT_THERE)

eternum-docs/docs/pages/mechanics/resources/storage.mdx

[uncategorized] ~22-~22: Use a comma before ‘but’ if it connects two independent clauses (unless they are closely connected and short).
Context: ...torage is full: - Production continues but output is wasted - Input resources ar...

(COMMA_COMPOUND_SENTENCE_2)

eternum-docs/docs/pages/mechanics/seasons.mdx

[uncategorized] ~8-~8: Possible missing comma found.
Context: ...s that operate under specific rules and logic while maintaining certain persistent el...

(AI_HYDRA_LEO_MISSING_COMMA)


[grammar] ~22-~22: Possible subject-verb agreement error detected.
Context: ...ldown period lasting several weeks that serves multiple purposes: - Implementation of...

(PLURAL_THAT_AGREEMENT)

eternum-docs/docs/pages/overview/entry.mdx

[duplication] ~13-~13: Possible typo: you repeated a word
Context: ... Entry is provided via tokenized Season tickets - Tickets can be sold or transferred if holder ch...

(ENGLISH_WORD_REPEAT_RULE)


[uncategorized] ~28-~28: You might be missing the article “the” here.
Context: ...onquest > - Loss of gameplay rights for remainder of Season > - Rights automatically rest...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


[uncategorized] ~29-~29: This verb may not be in the correct tense. Consider changing the tense to fit the context better.
Context: ...nder of Season > - Rights automatically restore at start of next Season ## Non-Realm H...

(AI_EN_LECTOR_REPLACEMENT_VERB_TENSE)


[uncategorized] ~29-~29: You might be missing the article “the” here.
Context: ...son > - Rights automatically restore at start of next Season ## Non-Realm Holder Ent...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)


[uncategorized] ~29-~29: You might be missing the article “the” here.
Context: ...ights automatically restore at start of next Season ## Non-Realm Holder Entry ### ...

(AI_EN_LECTOR_MISSING_DETERMINER_THE)

eternum-docs/docs/pages/overview/introduction.mdx

[uncategorized] ~28-~28: This word is normally spelled with a hyphen.
Context: ... - Begin basic trading operations #### Mid Game - Expand territorial influence - Forge...

(MID_HYPHEN)


[duplication] ~60-~60: Possible typo: you repeated a word
Context: ...rategic trading essential for acquiring resources - Resources can be bridged out of the game during s...

(ENGLISH_WORD_REPEAT_RULE)

🔇 Additional comments (19)
.knip.json (1)

2-2: LGTM! Entry patterns correctly target documentation files.

The entry patterns "eternum-docs/**/*.mdx" and "eternum-docs/**/*.tsx" appropriately cover both Markdown and React component files in the documentation directory.

eternum-docs/docs/pages/mechanics/realm/realm.mdx (1)

44-44: Clarify resource storage units.

The storage capacity uses "kg" but it would be helpful to specify if this is per resource type or total capacity.

eternum-docs/docs/pages/mechanics/resources/storage.mdx (3)

1-4: Well-written introduction addressing previous feedback!

The introduction effectively explains the basic concepts of storage and its importance in the game.


27-32: Add cross-references to related mechanics

The best practices section would benefit from links to related documentation:

 > 💡 **Best Practices**
 >
 > - Monitor storage levels to prevent waste
 > - Build additional storehouses when needed
 > - Pause production buildings when storage is near capacity
 > - Manage input resources strategically to optimize production
+
+## Related Topics
+
+- [Production Mechanics](../resources/production.mdx)
+- [Buildings](../realm/buildings.mdx)
+- [Trading System](../trading.mdx)

19-20: Add information about storehouse limits

Please specify if there's a maximum number of storehouses that can be built in a realm. This information is crucial for players planning their realm's development.

eternum-docs/docs/pages/mechanics/military/units.mdx (3)

1-4: LGTM!

The metadata is well-structured with clear title and description.


39-51: Skip additional comments

The issues with this section are addressed in the earlier review comment about consolidating unit information.


6-19: 🛠️ Refactor suggestion

Consider consolidating unit information

This section contains information that is partially duplicated in the Unit-Specific Movement section (lines 41-51), with some inconsistencies in the details provided.

Consider consolidating all unit-specific information into a single comprehensive section. For example:

 ### Units
 
 > 🎯 **Unit Types**
 >
 > - **Paladins**
 >   - Larger energy pool for extended movement
 >   - Same energy regeneration rate as other units
+>   - Takes longer to fully recharge energy
 >   - Can cover more distance in a single move
 > - **Crossbowmen**
 >   - Reduced food consumption (50% less)
 >   - More efficient for exploration and movement
+>   - Ideal for long-distance exploration
 > - **Knights**
 >   - Standard unit with baseline stats
+>   - Standard movement costs
+>   - Standard food consumption
eternum-docs/docs/pages/mechanics/world-map.mdx (2)

31-56: 🛠️ Refactor suggestion

Add specific values and mechanics for Fragment Mines.

This section addresses the previous review comment about fragment mines but could be more specific about:

  • Range of bandit numbers per mine
  • Food resource quantities
  • Total fragment capacity values
  • Production rate of fragments

8-10: Clarify time-based constraints for movement and trade.

While the introduction mentions that distance affects trade and army movement through "time-based constraints", it doesn't specify how these constraints work. Consider adding specific details about:

  • How movement speed is calculated
  • The impact of distance on trade mechanics
  • Any limitations or cooldowns involved
✅ Verification successful

Based on the code analysis, I can now generate the final response since I have found relevant information about movement and time-based mechanics in the codebase.

Add specific details about time-based movement and trade constraints

The current introduction should be expanded to include these key mechanics found in the codebase:

  • Movement speed is calculated using seconds per kilometer (sec_per_km) for armies
  • Army movement can be blocked during battles and other strategic situations
  • Distance affects army stamina, which impacts resource pillaging capabilities:
    • Resource amount stolen is proportional to remaining stamina
    • Armies need stamina to pillage and it gets drained after actions
  • Battles have time-based constraints:
    • Structures being attacked have a battle delay in seconds
    • Battles track duration and have time-based health deductions
    • Continuous pillaging is only possible when defending armies are defeated
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for additional context about time-based mechanics in other docs
rg -t md -t mdx "time.*constraint|movement.*speed|trade.*distance" 

Length of output: 96


Script:

#!/bin/bash
# Search for additional context about time-based mechanics using ripgrep without file type restrictions
rg "time.*constraint|movement.*speed|trade.*distance|army.*movement"

# Also search for general movement and trade mechanics
rg "(movement|trade).*mechanic"

Length of output: 949


Script:

#!/bin/bash
# Let's check the specific files that mentioned movement and army mechanics
cat eternum-docs/docs/pages/development/contracts.mdx
cat contracts/src/systems/combat/contracts/troop_systems.cairo
cat contracts/src/systems/combat/contracts/battle_systems.cairo

Length of output: 97832

eternum-docs/vocs.config.ts (2)

7-14: LGTM! Consider aligning README with the new documentation structure.

The new Overview section provides a clear and logical entry point for users. The progression from Welcome → Introduction → Entry → Quick Links creates an intuitive onboarding flow.

Let's verify if the README.md needs updating to reflect this new structure:

✅ Verification successful

No README update needed - documentation structure is already well-organized

The README.md already has a clear reference to the documentation in the project structure section, pointing to "Eternum Docs" without detailing the internal structure. This is appropriate as it allows the documentation to evolve independently while maintaining a stable high-level reference in the README. The current approach keeps the README focused on setup and contribution guidelines while delegating detailed documentation structure to the Vocs configuration.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if README.md references old documentation structure
if [ -f README.md ]; then
  echo "Checking README.md for documentation references..."
  rg -i "documentation|docs|guide" README.md
fi

Length of output: 22


Script:

#!/bin/bash
# Let's first check if README.md exists and its content
fd -t f "^README\.md$" -x cat {}

# Also check for any markdown files in the root that might contain documentation references
fd -t f "\.md$" -d 1 -x cat {}

Length of output: 12716


28-44: LGTM! Verify completeness of military and realm documentation.

The hierarchical organization of Military and Realm management sections is clear and logical.

Let's verify if all referenced documentation files exist:

✅ Verification successful

Let me try a different search approach to verify the documentation files.


Let me try one final approach to locate these documentation files.


All referenced documentation files exist and are properly organized

The verification confirms that all documentation files referenced in the sidebar configuration exist at their expected locations:

  • /eternum-docs/docs/pages/mechanics/military/units.mdx
  • /eternum-docs/docs/pages/mechanics/military/combat.mdx
  • /eternum-docs/docs/pages/mechanics/realm/realm.mdx
  • /eternum-docs/docs/pages/mechanics/realm/buildings.mdx
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if all referenced documentation files exist
echo "Checking for military documentation files..."
for path in "mechanics/military/units" "mechanics/military/combat" "mechanics/realm/realm" "mechanics/realm/buildings"; do
  fd -e mdx -e md "$path\.(md|mdx)$"
done

Length of output: 805


Script:

#!/bin/bash
# Search for documentation files in mechanics directory
echo "Listing all documentation files in mechanics directory..."
fd -e md -e mdx . mechanics/

Length of output: 253


Script:

#!/bin/bash
# List all markdown files in the repository
echo "Searching for all documentation files..."
fd -e md -e mdx .

Length of output: 1497

eternum-docs/docs/pages/overview/introduction.mdx (1)

58-62: Clarify resource bridging mechanism

The document mentions that resources can be bridged out during seasons, but doesn't explain:

  • The bridging process
  • Any limitations or costs
  • The purpose and benefits of bridging

Let's check if this information exists elsewhere in the documentation:

🧰 Tools
🪛 LanguageTool

[duplication] ~60-~60: Possible typo: you repeated a word
Context: ...rategic trading essential for acquiring resources - Resources can be bridged out of the game during s...

(ENGLISH_WORD_REPEAT_RULE)

eternum-docs/docs/pages/mechanics/realm/buildings.mdx (1)

50-62: Remove duplicate army size bonus information.

The army size bonus information is currently duplicated. Consider keeping it only in the dedicated "Army Size Bonus" subsection.

 > **Available military buildings and their units:**
 >
 > - **Barracks:** Knights
 > - **Stables:** Paladins
 > - **Archery Range:** Crossbowmen
-> - Each military building also increases your max army count by 1 (up to 3, for a total of 6)
 
 #### Army Size Bonus
 
 > Each military building increases your maximum army count by 1, up to a maximum of 3 buildings (for a total bonus of +3
 > to army size).
eternum-docs/docs/pages/mechanics/resources/resources.mdx (5)

7-8: Update the description of resource bridging

The current description of resource bridging is not entirely accurate.

Apply this diff to clarify the bridging mechanism:

-> Resources exist as in-game assets that can be produced and traded, and can be converted to ERC20 tokens when bridged
-> out of the game through the central bank.
+> Resources exist as in-game assets that can be produced and traded. Some resources can be bridged out through
+> the central bank, where they exist as ERC-20 tokens.

12-22: LGTM!

The food resources section is well-structured and provides clear information about their properties and uses.


88-97: LGTM!

The transport resources section effectively explains the mechanics and importance of transport units.


98-107: LGTM!

The currency section clearly identifies $LORDS as the game's primary currency and explains its uses.


108-116: LGTM!

The Ancient Fragment section clearly describes its unique properties and uses.

Comment on lines +1 to +14
## Production

- Every resource, with the exception of food, requires other resources to be produced.

> Ex: to produce Wood, you need Stone, Coal and Wheat.

- Production will work automatically until paused or resources are depleted
> ⚠️ **Warning**
> If some of the input resources required aren't available:
>
> - Available resources will still be consumed
> - No output will be produced
>
> To prevent resource waste, manually pause buildings when resources are low.
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💡 Codebase verification

Documentation needs additional production details

The current documentation is missing crucial information about production mechanics:

  1. Production rates and timing information are not documented anywhere in the mechanics section
  2. While storage capacity is well documented in storage.mdx (300,000kg per storehouse), this information should be cross-referenced in the production documentation
  3. No visual examples of the production interface are present in the documentation
🔗 Analysis chain

Verify documentation completeness

Consider adding these important details about production mechanics:

  1. Production rates or time requirements
  2. Storage capacity limits
  3. Visual examples of the production interface

Let's check if these details exist in other documentation files:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for production-related details in other doc files
rg -i "production rate|production time|storage capacity|storage limit" docs/

Length of output: 124


Script:

#!/bin/bash
# Search in the correct path for production and storage related documentation
rg -i "production rate|production time|storage capacity|storage limit" eternum-docs/

Length of output: 788


Script:

#!/bin/bash
# Search for any storage or capacity related information
rg -i "storage|capacity" eternum-docs/

Length of output: 2580


Script:

#!/bin/bash
# List all files in the mechanics section to ensure we're not missing any relevant docs
fd . eternum-docs/docs/pages/mechanics/

Length of output: 794


Script:

#!/bin/bash
# Check for production rates or timing information
rg -i "rate|time|speed|interval|per|output" eternum-docs/docs/pages/mechanics/resources/

Length of output: 1046


Script:

#!/bin/bash
# Check if there are any UI or interface examples
fd -e png -e jpg -e jpeg -e gif -e svg . eternum-docs/docs/pages/mechanics/resources/

Length of output: 87

🧰 Tools
🪛 LanguageTool

[style] ~3-~3: Consider using “except” or “except for”
Context: ## Production - Every resource, with the exception of food, requires other resources to be pr...

(WITH_THE_EXCEPTION_OF)


[uncategorized] ~12-~12: A period might be missing here.
Context: ...ill be consumed > - No output will be produced > > To prevent resource waste, manu...

(AI_EN_LECTOR_MISSING_PUNCTUATION_PERIOD)

Comment on lines +22 to +24
> - Requires all 22 resource types
> - Multiple players can contribute
> - Construction complete when all requirements met
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🛠️ Refactor suggestion

Fix grammar and add specific resource requirements

  1. The sentence structure needs improvement
  2. The documentation would be more helpful with specific resource quantities

Apply this diff to fix the grammar:

- Construction complete when all requirements met
+ Construction is complete when all requirements are met

Consider adding:

  • A table showing required quantities for each resource type
  • Total resource requirements
  • Any minimum contribution amounts per player
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
> - Requires all 22 resource types
> - Multiple players can contribute
> - Construction complete when all requirements met
> - Requires all 22 resource types
> - Multiple players can contribute
> - Construction is complete when all requirements are met
🧰 Tools
🪛 LanguageTool

[uncategorized] ~24-~24: This verb may not be in the correct form. Consider using a different form for this context.
Context: ...players can contribute > - Construction complete when all requirements met ## Points Sy...

(AI_EN_LECTOR_REPLACEMENT_VERB_FORM)

Comment on lines +32 to +36
> - Contributors earn points upon completion
> - Points based on:
> - Amount of resources contributed
> - Rarity of contributed resources
> - Awarded once construction is complete
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🛠️ Refactor suggestion

Enhance points calculation clarity

  1. Grammar needs improvement
  2. The points calculation mechanism needs more detail

Apply this diff to fix the grammar:

- Amount of resources contributed
+ Number of resources contributed

Consider adding:

  • The formula used for points calculation
  • Examples of points earned for different resource contributions
  • A table showing resource rarity tiers and their point multipliers
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
> - Contributors earn points upon completion
> - Points based on:
> - Amount of resources contributed
> - Rarity of contributed resources
> - Awarded once construction is complete
> - Contributors earn points upon completion
> - Points based on:
> - Number of resources contributed
> - Rarity of contributed resources
> - Awarded once construction is complete
🧰 Tools
🪛 LanguageTool

[uncategorized] ~34-~34: ‘Amount of’ should usually only be used with uncountable or mass nouns. Consider using “number” if this is not the case.
Context: ...n completion > - Points based on: > - Amount of resources contributed > - Rarity o...

(AMOUNTOF_TO_NUMBEROF)

Comment on lines +24 to +30
> 🌎 **Discovery**
>
> - Requires armies for exploration
> - Consumes energy and food
> - Discover mines
> - Earn random resource rewards

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🛠️ Refactor suggestion

Specify resource costs and rewards for exploration.

The exploration mechanics need more detail about:

  • Exact energy and food costs per exploration attempt
  • Types and quantities of random resource rewards
  • Any cooldown periods between exploration attempts

Comment on lines +57 to +62
## Strategic Locations

> ⚔️ **Key Points**
>
> - Central Bank: Controls AMM trading fees
> - Ancient Mines: Required for Hyperstructures
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🛠️ Refactor suggestion

Expand the Strategic Locations section.

This section needs more detail about:

  • How AMM trading fees work at the Central Bank
  • The relationship between Ancient Mines and Hyperstructures
  • Any other strategic locations that might exist

Additionally, consider adding cross-references to related documentation:

- Central Bank: See [Trading Mechanics](./trading.mdx)
- Ancient Mines & Hyperstructures: See [Hyperstructures](./hyperstructures.mdx)

Comment on lines +79 to +83
- Establishes key functional systems in the Core layer
- Introduces fungible resources
- Open architecture allowing community extensions
- CCO and MIT licensed for innovation
- Serves as a benchmark for onchain gaming capabilities
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🛠️ Refactor suggestion

Add context and links for technical and legal terms

The platform section references important concepts that need more context:

  • "Core layer" should be explained or linked to relevant documentation
  • License references should include links to the actual licenses
- Establishes key functional systems in the Core layer
+ Establishes key functional systems in the Core layer (see [Core Architecture](/architecture/core))
- CCO and MIT licensed for innovation
+ [CCO](https://creativecommons.org/publicdomain/zero/1.0/) and [MIT](https://opensource.org/licenses/MIT) licensed for innovation
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
- Establishes key functional systems in the Core layer
- Introduces fungible resources
- Open architecture allowing community extensions
- CCO and MIT licensed for innovation
- Serves as a benchmark for onchain gaming capabilities
- Establishes key functional systems in the Core layer (see [Core Architecture](/architecture/core))
- Introduces fungible resources
- Open architecture allowing community extensions
- [CCO](https://creativecommons.org/publicdomain/zero/1.0/) and [MIT](https://opensource.org/licenses/MIT) licensed for innovation
- Serves as a benchmark for onchain gaming capabilities

Comment on lines +45 to +49
> **Resource Facility**
>
> - Produces specified resource
> - Consumes some of your other realms' resources

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🛠️ Refactor suggestion

Enhance Resource Facility description with specific details.

The current description lacks specific information about which resources can be produced and consumed. Consider adding:

  1. List of possible resources that can be produced
  2. Examples of resource consumption rates

Comment on lines +62 to +64
Drawing inspiration from the World Series of Poker, Eternum implements a tiered payout system for the top 50 players
based on their final ranking. The prize pool is distributed as follows:

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💡 Codebase verification

Based on the search results, I can now provide a complete response about the prize pool composition:

Prize pool is formed from season fees and bridge transactions

The prize pool is variable and accumulates through:

  • Season pool fees from deposits (2.5% fee)
  • Season pool fees from withdrawals (2.5% fee)
  • All fees are sent to a designated season pool fee recipient address

The documentation should be updated to include:

  • The fee percentages that contribute to the prize pool
  • That the pool grows throughout the season from bridge transaction fees
  • The expected prize pool size will vary based on trading volume
🔗 Analysis chain

Clarify prize pool composition

The documentation should specify:

  • How the prize pool is formed
  • Whether it's fixed or variable
  • The expected prize pool size range
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any existing documentation about prize pools
rg -i "prize pool" --type md

Length of output: 30


Script:

#!/bin/bash
# Search for prize pool information with broader context and file types
rg -i "prize|reward|pool" -t mdx -t md -A 2 -B 2

Length of output: 78


Script:

#!/bin/bash
# Search for prize pool information without file type restrictions
rg -i "prize|reward|pool" -A 2 -B 2

Length of output: 102810

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3 participants