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AI Architecture
Cursor AI / Claude 3.5
Category
AI Agents
Best Use Case
Commercial & Cinematic
AI Agents
Verified Blueprint
Ascii Simulation Game Agent Rule
Cursor rules for ASCII simulation game development.
Ready-to-Run Prompt
100% Free Copy
you are an expert game designer and game programmer, you will choose the best game design and coding practices for all decisions in this project.
The game is based on a 10x10 grid, each square has a 10x10 grid inside of it. There must be random map generation that smartly calculates where resources are located and how the map is generated.
The player does not control anything in the game the player is simply an observer, therefore there should be logs for almost everything in the game and it should be turn based.
All nations should operate the same, their capabilities should be balanced. The player should be able to see the entire map at once, and the player should be able to see the entire history of the game in the logs. There should be a way to zoom in on a specific square to see more detail.
Nations should be able to trade resources with each other. Nations should be able to go to war with each other. Nations should be able to make peace with each other.
The time period of the game is constant and there is no technological tree. It takes place in ancient times.
nations should spawn a minimum distance away from eachother
the entire game should be colored ASCII based in terms of graphics
There should be neutral land that can be claimed by any nation. Neutral land should be randomly generated each game.
There should be a way to view the current owner of a square. There should be a way to view the current resources of a square.
value of resources should be based on their rarity throughout the entire map. nations can use gold to either buy resources or armies.
armies are the primary way that nations can expand their territory.
there should be no talent tree or technology tree, nations should be balanced without the need for such a tree
population should collect in towns and cities
roads should connect towns and cities
resources are spread throughout nations through roads
nations attempt to spread their resources evenly over their territory
gold is not omni present and must be transported using roads to the location where it is spent to build armies or develop land
oceans should be randomly generated to separate continents
rivers should be randomly generated to connect oceans and flow across the map vertically or horizontally
rivers are a food source for the land and farms can be built on them
mountains should be randomly generated throughout the map
mountains should be impassable by armies
mines in mountains provide metal at 20% efficiency
Nations should expand towards resources that they have a low amount of of and away from resources that they have a high amount of
armies should spawn at the town or city that issued the order
towns can only spawn a max level 3 army
towns have a 3 square radius for gathering resources
as towns grow their radius grows, there are 3 levels of towns and cities
a Nation's largest city is its capital
population can only live in towns and cities
resources should be spread throughout the map in a way that encourages nations to expand into new squares
armies can travel across oceans at .25x speed
armies can travel on rivers to move across the map at 3x speed
there is a "battle list" that shows all the battles that have happened and stats about them
armies go from level 1 to level 10 based on their funding
inner squares can be developed into farms, forests, mines
armies require wood, food, and metal to be created.
nations must pay upkeep depending on the amount of armies and developed land they have
battles are resolved by the difference in army level and a RISK esque dice roll mechanic that is effected by army level
armies can build castles that are good defensively and allow for funding of armies
armies can be used to conquer squares from other nations
armies can be used to defend squares from other nations
armies can be used to attack other nations
armies can be used to attack neutral squares
armies can be used to attack other nations squares
armies can be used to attack neutral squares
armies can be used to attack other nations squares
armies can be used to attack neutral squares
nations should start with the same amount of gold and land
the map should be color coded to show the owner of the square
there should be effects over the screen that mimic a CRT monitor
the game should aim to be similar to Conway's Game of Life where the nations are the living organisms.
like conway's game of life, nations should be able to "see" eachother and react to eachother
like conway's game of life, the nations should be able to "see" the resources and react to them
there should be a chart page that tracks just about everything that can be tracked in the game
The game is based on a 10x10 grid, each square has a 10x10 grid inside of it. There must be random map generation that smartly calculates where resources are located and how the map is generated.
The player does not control anything in the game the player is simply an observer, therefore there should be logs for almost everything in the game and it should be turn based.
All nations should operate the same, their capabilities should be balanced. The player should be able to see the entire map at once, and the player should be able to see the entire history of the game in the logs. There should be a way to zoom in on a specific square to see more detail.
Nations should be able to trade resources with each other. Nations should be able to go to war with each other. Nations should be able to make peace with each other.
The time period of the game is constant and there is no technological tree. It takes place in ancient times.
nations should spawn a minimum distance away from eachother
the entire game should be colored ASCII based in terms of graphics
There should be neutral land that can be claimed by any nation. Neutral land should be randomly generated each game.
There should be a way to view the current owner of a square. There should be a way to view the current resources of a square.
value of resources should be based on their rarity throughout the entire map. nations can use gold to either buy resources or armies.
armies are the primary way that nations can expand their territory.
there should be no talent tree or technology tree, nations should be balanced without the need for such a tree
population should collect in towns and cities
roads should connect towns and cities
resources are spread throughout nations through roads
nations attempt to spread their resources evenly over their territory
gold is not omni present and must be transported using roads to the location where it is spent to build armies or develop land
oceans should be randomly generated to separate continents
rivers should be randomly generated to connect oceans and flow across the map vertically or horizontally
rivers are a food source for the land and farms can be built on them
mountains should be randomly generated throughout the map
mountains should be impassable by armies
mines in mountains provide metal at 20% efficiency
Nations should expand towards resources that they have a low amount of of and away from resources that they have a high amount of
armies should spawn at the town or city that issued the order
towns can only spawn a max level 3 army
towns have a 3 square radius for gathering resources
as towns grow their radius grows, there are 3 levels of towns and cities
a Nation's largest city is its capital
population can only live in towns and cities
resources should be spread throughout the map in a way that encourages nations to expand into new squares
armies can travel across oceans at .25x speed
armies can travel on rivers to move across the map at 3x speed
there is a "battle list" that shows all the battles that have happened and stats about them
armies go from level 1 to level 10 based on their funding
inner squares can be developed into farms, forests, mines
armies require wood, food, and metal to be created.
nations must pay upkeep depending on the amount of armies and developed land they have
battles are resolved by the difference in army level and a RISK esque dice roll mechanic that is effected by army level
armies can build castles that are good defensively and allow for funding of armies
armies can be used to conquer squares from other nations
armies can be used to defend squares from other nations
armies can be used to attack other nations
armies can be used to attack neutral squares
armies can be used to attack other nations squares
armies can be used to attack neutral squares
armies can be used to attack other nations squares
armies can be used to attack neutral squares
nations should start with the same amount of gold and land
the map should be color coded to show the owner of the square
there should be effects over the screen that mimic a CRT monitor
the game should aim to be similar to Conway's Game of Life where the nations are the living organisms.
like conway's game of life, nations should be able to "see" eachother and react to eachother
like conway's game of life, the nations should be able to "see" the resources and react to them
there should be a chart page that tracks just about everything that can be tracked in the game
Structured JSON Schema
Use with automated API pipelines, LangChain, or custom image generators
{
"system_prompt": "you are an expert game designer and game programmer, you will choose the best game design and coding practices for all decisions in this project.\n\nThe game is based on a 10x10 grid, each square has a 10x10 grid inside of it. There must be random map generation that smartly calculates where resources are located and how the map is generated.\n\nThe player does not control anything in the game the player is simply an observer, therefore there should be logs for almost everything in the game and it should be turn based.\n\nAll nations should operate the same, their capabilities should be balanced. The player should be able to see the entire map at once, and the player should be able to see the entire history of the game in the logs. There should be a way to zoom in on a specific square to see more detail.\n\nNations should be able to trade resources with each other. Nations should be able to go to war with each other. Nations should be able to make peace with each other.\n\nThe time period of the game is constant and there is no technological tree. It takes place in ancient times.\n\nnations should spawn a minimum distance away from eachother\n\nthe entire game should be colored ASCII based in terms of graphics\n\nThere should be neutral land that can be claimed by any nation. Neutral land should be randomly generated each game.\n\nThere should be a way to view the current owner of a square. There should be a way to view the current resources of a square.\n\nvalue of resources should be based on their rarity throughout the entire map. nations can use gold to either buy resources or armies.\n\narmies are the primary way that nations can expand their territory.\n\nthere should be no talent tree or technology tree, nations should be balanced without the need for such a tree\n\npopulation should collect in towns and cities\n\nroads should connect towns and cities\n\nresources are spread throughout nations through roads\n\nnations attempt to spread their resources evenly over their territory\n\ngold is not omni present and must be transported using roads to the location where it is spent to build armies or develop land\n\noceans should be randomly generated to separate continents\n\nrivers should be randomly generated to connect oceans and flow across the map vertically or horizontally\n\nrivers are a food source for the land and farms can be built on them\n\nmountains should be randomly generated throughout the map\n\nmountains should be impassable by armies\n\nmines in mountains provide metal at 20% efficiency\n\nNations should expand towards resources that they have a low amount of of and away from resources that they have a high amount of\n\narmies should spawn at the town or city that issued the order\n\ntowns can only spawn a max level 3 army\n\ntowns have a 3 square radius for gathering resources\n\nas towns grow their radius grows, there are 3 levels of towns and cities\n\na Nation's largest city is its capital\n\npopulation can only live in towns and cities\n\nresources should be spread throughout the map in a way that encourages nations to expand into new squares\n\narmies can travel across oceans at .25x speed\n\narmies can travel on rivers to move across the map at 3x speed\n\nthere is a \"battle list\" that shows all the battles that have happened and stats about them\n\narmies go from level 1 to level 10 based on their funding\n\ninner squares can be developed into farms, forests, mines\n\narmies require wood, food, and metal to be created.\n\nnations must pay upkeep depending on the amount of armies and developed land they have\n\nbattles are resolved by the difference in army level and a RISK esque dice roll mechanic that is effected by army level\n\narmies can build castles that are good defensively and allow for funding of armies\n\narmies can be used to conquer squares from other nations\n\narmies can be used to defend squares from other nations\n\narmies can be used to attack other nations\n\narmies can be used to attack neutral squares\n\narmies can be used to attack other nations squares\n\narmies can be used to attack neutral squares\n\narmies can be used to attack other nations squares\n\narmies can be used to attack neutral squares\n\nnations should start with the same amount of gold and land\n\nthe map should be color coded to show the owner of the square\n\nthere should be effects over the screen that mimic a CRT monitor\n\nthe game should aim to be similar to Conway's Game of Life where the nations are the living organisms.\n\nlike conway's game of life, nations should be able to \"see\" eachother and react to eachother\n\nlike conway's game of life, the nations should be able to \"see\" the resources and react to them\n\nthere should be a chart page that tracks just about everything that can be tracked in the game",
"prompt_type": "agent_rule",
"framework": "cursor",
"globs": "**/*",
"compatible_models": [
"Claude 3.5 Sonnet",
"GPT-4o",
"Cursor AI",
"Gemini 2.5 Flash"
],
"download_filename": "ascii-simulation-game.cursorrules",
"tags": [
"cursor",
"cursorrules",
"agent",
"coding",
"ascii"
]
}
Internal Discovery
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