GAME MECHANICS HOARD

AUTOMATION & PROGRAMMING

15 MECHANICS
AI BEHAVIOR SETTINGS
◆ AUTOMATION & PROGRAMMING

Player-configurable rules that govern how AI-controlled allies act — priority lists, condition-action pairs, aggression toggles — letting the player program behavior once instead of issuing constant orders.

AUTO-BATTLER MECHANICS
◆ AUTOMATION & PROGRAMMING

Players build and position a team during a preparation phase, then watch it fight automatically — all skill lives in drafting, economy, and placement rather than execution.

CONDITIONAL TRIGGERS
◆ AUTOMATION & PROGRAMMING

Player-authored if-then rules that fire automatically when a condition is met — 'when health drops below 30%, drink a potion', 'when the hopper is full, start the smelter'.

DRONE/MINION CONTROL
◆ AUTOMATION & PROGRAMMING

Directing semi-autonomous subordinate units — combat drones, engineering bots, summoned minions — that act on standing orders or direct commands while the player does something else.

IDLE MANAGEMENT
◆ AUTOMATION & PROGRAMMING

Progress continues to accumulate even while the player isn't actively playing, with production, income, or growth calculated based on elapsed real-world time and presented on return.

LOGISTICS NETWORKS
◆ AUTOMATION & PROGRAMMING

An abstracted transport layer where items are requested and delivered automatically across a base, freeing the player from hand-routing every connection.

MACRO RECORDING
◆ AUTOMATION & PROGRAMMING

Recording a sequence of player actions for automated replay — programmable routines captured by demonstration rather than written in code.

PATROL WAYPOINTS
◆ AUTOMATION & PROGRAMMING

Authorable routes that units walk automatically — guard circuits, hauler loops, scout sweeps — defined as ordered waypoint chains the AI follows until interrupted.

PRIORITY SYSTEMS
◆ AUTOMATION & PROGRAMMING

Players set the relative importance of tasks rather than directly commanding units, and AI agents self-assign work based on those priorities.

PRODUCTION CHAINS
◆ AUTOMATION & PROGRAMMING

Raw resources are transformed through multi-stage recipes — ore to plates to circuits to assemblers — with each stage's output feeding the next as factories and logistics link into a directed graph.

SCHEDULING SYSTEMS
◆ AUTOMATION & PROGRAMMING

Time-slot programming of recurring behavior — colonist daily schedules assigning sleep, work, and recreation by hour; NPC routines that put the blacksmith at the forge by day and the tavern by night; player-authored timetables for shifts, patrols, and services.

TASK QUEUES
◆ AUTOMATION & PROGRAMMING

Ordered lists of pending work that agents execute autonomously — designation queues for mining and construction, job lists colonists pull from by priority, command sequences units work through.

TURRET PLACEMENT
◆ AUTOMATION & PROGRAMMING

Positioning automated defenses as the core spatial decision — tower spots chosen against pathing, arc-of-fire coverage planned around chokepoints, defense grids composed from turret types with ranges, damage profiles, and blind spots.

VISUAL SCRIPTING (IN-GAME)
◆ AUTOMATION & PROGRAMMING

Node-and-wire programming interfaces inside the game — behavior graphs wired from blocks, drag-and-drop logic editors, the flowchart that runs your robot.

WORKER ASSIGNMENT
◆ AUTOMATION & PROGRAMMING

Colonists, villagers, or workers are assigned to jobs — farming, hauling, crafting, research — and the assignment interface is the player's primary lever on the economy.