Kept cards
CHAPTER 04: MAPS, GAME MODES & CAMPAIGN NARRATIVE BLUEPRINT
CHAPTER 04: MAPS, GAME MODES & CAMPAIGN NARRATIVE BLUEPRINT
1. THEATER OF OPERATIONS & MAP SPECIFICATIONS
1.1 Litani River Basin (1v1 Skirmish)
1.2 Litani Gorge (Tower Defense Mode)
1.3 Diego Garcia Undersea Yard & Base (4-Player Naval/Expeditionary)
1.4 Urban Ruin: Mosul / Raqqa Layout (Urban Asymmetric Combat)
2. GAME MODES
2.1 Standard Skirmish (1v1, 2v2, 4v4)
2.2 Tower Defense Mode (Co-op / Solo)
2.3 Lockstep Deterministic Multiplayer
3. MASTER CAMPAIGN NARRATIVE BLUEPRINTS
3.1 The AoI Campaign: "The Uprising" (The 1-Minute Level)
3.2 The JSLC Campaign: The 18-Map Operational Tour
3.3 The Directorate (Penguins) Campaign
│ Litani River Basin │ 1v1 / 2p│ 2048x1536│ Skirmish │ Dynamic Fording │
│ Litani Gorge TD │ 1-2p │ 1600x1200│ Tower Def │ Linear Choke Creep│
│ Diego Garcia Undersea│ 4p │ 2400x2400│ Naval / Base│ Subsea Elevator │
│ Desert Butterfly │ 4p │ 3000x2000│ Symmetrical │ Open Flanking │
│ Kharg Island Oil Hub │ 6p │ 3200x2400│ Coastal │ Harbor Flotillas │
│ Amphibious Thrust │ 8p │ 4096x3072│ Combined Arm│ LHD Beachhead │
H1 CHAPTER 04: MAPS, GAME MODES & CAMPAIGN NARRATIVE BLUEPRINT
H2 1. THEATER OF OPERATIONS & MAP SPECIFICATIONS
H3 1.1 Litani River Basin (1v1 Skirmish)
H3 1.2 Litani Gorge (Tower Defense Mode)
H3 1.3 Diego Garcia Undersea Yard & Base (4-Player Naval/Expeditionary)
H3 1.4 Urban Ruin: Mosul / Raqqa Layout (Urban Asymmetric Combat)
H2 2. GAME MODES
H3 2.1 Standard Skirmish (1v1, 2v2, 4v4)
H3 2.2 Tower Defense Mode (Co-op / Solo)
H3 2.3 Lockstep Deterministic Multiplayer
H2 3. MASTER CAMPAIGN NARRATIVE BLUEPRINTS
H3 3.1 The AoI Campaign: "The Uprising" (The 1-Minute Level)
H3 3.2 The JSLC Campaign: The 18-Map Operational Tour
H3 3.3 The Directorate (Penguins) Campaign
Whole chapter is absent as a page in the new docs set.
CHAPTER 05: SYSTEM ARCHITECTURE, REPOSITORIES & REPRODUCTION WORKFLOW
CHAPTER 05: SYSTEM ARCHITECTURE, REPOSITORIES & REPRODUCTION WORKFLOW
1. HIGH-LEVEL SYSTEM ARCHITECTURE
2. REPOSITORY ECOSYSTEM & GOVERNANCE
2.1 The Upstream Boundary Rule
3. STEP-BY-STEP REPRODUCTION & BUILD GUIDE
Step 1: Environment Prerequisites
Step 2: Clone Core Repositories
Create working directory
Clone the main game training repo
Clone the shell wrapper repo
Step 3: Install Dependencies & Build Shell
Build the CIC shell
Note: If SEED.lock.json checksum mismatch occurs, regenerate SHA-256 for radio-seed files
Step 4: Install Dependencies & Run TypeScript Simulation Tests
Run type check across all gameplay and renderer modules
Execute all 311 deterministic unit tests
Step 5: Launch Local Development Servers
Start Game Viewport (Vite development server on port 5175)
Access Viewports in Browser:
3D SAGE WebGL Viewport: http://localhost:5175/?engine=sage3d
2D Classic RTS Viewport: http://localhost:5175/?engine=classic
Isometric Viewport: http://localhost:5175/?engine=iso
Official Explainer: http://localhost:5175/explainer.html
4. GOLDEN VECTOR DETERMINISM WORKFLOW
5. PRODUCTION DEPLOYMENT PIPELINE
6. CRITICAL ENGINEERING GOTCHAS & WORKAROUNDS
6.1 Pre-Commit Hook Scan Delay
6.2 Lockfile Hash Integrity (`jcom_v0bb_shell_cic`)
│ │ SHELL CIC WRAPPER (PORT 3000) │ │
│ │ (jcom_v0bb_shell_cic: Navigation, Radio Overlay, Seed Lock) │ │
│ │ GAME VIEWPORT (PORT 5175 / BETA) │ │
│ │ │ THREE.JS 3D VIEWPORT │ │ COBALT HUD OVERLAYS │ │ │
│ │ │ (sage3d.ts - 60 FPS) │ │ (Tokens, Lawfare Tkr)│ │ │
│ │ │ 30 Hz Logic Step │ │
H1 CHAPTER 05: SYSTEM ARCHITECTURE, REPOSITORIES & REPRODUCTION WORKFLOW
H2 1. HIGH-LEVEL SYSTEM ARCHITECTURE
H2 2. REPOSITORY ECOSYSTEM & GOVERNANCE
H3 2.1 The Upstream Boundary Rule
H2 3. STEP-BY-STEP REPRODUCTION & BUILD GUIDE
H3 Step 1: Environment Prerequisites
H3 Step 2: Clone Core Repositories
H1 Create working directory
H1 Clone the main game training repo
H1 Clone the shell wrapper repo
H3 Step 3: Install Dependencies & Build Shell
H1 Build the CIC shell
H1 Note: If SEED.lock.json checksum mismatch occurs, regenerate SHA-256 for radio-seed files
H3 Step 4: Install Dependencies & Run TypeScript Simulation Tests
H1 Run type check across all gameplay and renderer modules
H1 Execute all 311 deterministic unit tests
H3 Step 5: Launch Local Development Servers
H1 Start Game Viewport (Vite development server on port 5175)
H1 Access Viewports in Browser:
H1 3D SAGE WebGL Viewport: http://localhost:5175/?engine=sage3d
H1 2D Classic RTS Viewport: http://localhost:5175/?engine=classic
H1 Isometric Viewport: http://localhost:5175/?engine=iso
H1 Official Explainer: http://localhost:5175/explainer.html
H2 4. GOLDEN VECTOR DETERMINISM WORKFLOW
H2 5. PRODUCTION DEPLOYMENT PIPELINE
H2 6. CRITICAL ENGINEERING GOTCHAS & WORKAROUNDS
H3 6.1 Pre-Commit Hook Scan Delay
H3 6.2 Lockfile Hash Integrity (`jcom_v0bb_shell_cic`)
Whole chapter is absent as a page in the new docs set.
CHAPTER 06: UI/UX ARCHITECTURE, ART ASSET PIPELINE & VISUAL DESIGN
CHAPTER 06: UI/UX ARCHITECTURE, ART ASSET PIPELINE & VISUAL DESIGN
1. THE RADICAL UI/UX REBUILD MANDATE
2. CANONICAL UI AFFORDANCES & INTERACTION MODEL
2.1 Mandatory Health Bar Toggle ([D-011])
2.2 Classic C&C Click-to-Identify & Stats Inspection ([D-012])
2.3 Preserved Shell Sidebar Navigation ([D-003])
3. COBALT VISUAL DESIGN TOKENS
4. 3D ASSET PIPELINE & DAMAGE STATE RIGGING
4.1 W3D Model Architecture
4.2 High-Resolution Texture Packs
5. CONCEPT ART & INTERACTIVE PROTOTYPES CATALOG
5.1 Concept Art Library (`assets/concept-art/`)
5.2 Interactive Prototype Tools (`assets/prototypes/`)
Per canonical decision **[D-010]**, the original frontend interface was condemned as visually atrocious, cluttered, and unintuitive. The interface is undergoing a complete architectural overhaul inspired by premier modern open-source RTS engines (*Beyond All Reason*, *OpenRA*, *…
│ [PR: ████████░░ 78%] [ALBANESE CABLE: ROE INQUIRY 00:32] [CREDITS: $4,250] │
│ 3D TACTICAL BATTLEFIELD │
│ ┌──────────────────────────┐ │ ┌───────────┐ MERKAVA MK 4 MBT [TIER 2] │
│ │ 360° MADL Sensor Dome │ │ │ UNIT │ Status: READY (Trophy Active│
│ │ Active Radar Pulse Line │ │ │ PORTRAIT │ Fuel: [██████████] 92% │
H1 CHAPTER 06: UI/UX ARCHITECTURE, ART ASSET PIPELINE & VISUAL DESIGN
H2 1. THE RADICAL UI/UX REBUILD MANDATE
H2 2. CANONICAL UI AFFORDANCES & INTERACTION MODEL
H3 2.1 Mandatory Health Bar Toggle ([D-011])
H3 2.2 Classic C&C Click-to-Identify & Stats Inspection ([D-012])
H3 2.3 Preserved Shell Sidebar Navigation ([D-003])
H2 3. COBALT VISUAL DESIGN TOKENS
H2 4. 3D ASSET PIPELINE & DAMAGE STATE RIGGING
H3 4.1 W3D Model Architecture
H3 4.2 High-Resolution Texture Packs
H2 5. CONCEPT ART & INTERACTIVE PROTOTYPES CATALOG
H3 5.1 Concept Art Library (`assets/concept-art/`)
H3 5.2 Interactive Prototype Tools (`assets/prototypes/`)
Whole chapter is absent as a page in the new docs set.
CHAPTER 07: DOCTRINAL ARCHITECTURE & REAL-WORLD MILITARY GROUNDING
CHAPTER 07: DOCTRINAL ARCHITECTURE & REAL-WORLD MILITARY GROUNDING
1. THE CORE DOCTRINAL TENET: PR AS A LOGISTICAL NECESSITY
1.1 "We'd Rather Stay Alive Than Be Loved"
1.2 The Logistical Mechanism of Information Warfare
2. REAL-WORLD COMBAT SYSTEMS & HISTORICAL PRECEDENTS
2.1 Layered Air and Missile Defense Systems
2.2 5th-Gen Cooperative Sensing: F-35I Adir & MADL
2.3 Heavy Armor & Combat Engineering
3. INTERNATIONAL LAW OF ARMED CONFLICT (LOAC) & ASYMMETRIC LAWFARE
3.1 The Legal Reality of Human Shielding
3.2 The Asymmetric Media Double Standard: Mosul vs. Gaza
3.3 Maritime Interdiction & Naval Blockade Law
> *"Real world Israel does not care what the rest of the world thinks. We'd rather stay alive than be loved... so the pursuit of PR is in service of logistics, etc... that's where the harm comes from. And more protesters make it harder to operate. Get it? Having public opinion o…
> — Canonical User Directive **[D-006]**
In JSLCNC, Public Legitimacy and PR warfare are never modeled as arbitrary moral restraint or artificial rules of engagement. Instead, PR operates as a concrete **physical and logistical constraint**:
1. **Diplomatic Port & Airspace Denials:** Drops in international legitimacy trigger legal diplomatic protests that close maritime transit corridors, denying refueling rights for supply convoys and carrier battle groups.
2. **Munitions & Spare Parts Embargoes:** When international condemnation peaks, allied political leadership freezes defense exports. In-game, this directly slows missile reload rates and inflates the credit costs of replacement parts.
3. **Operational Obstruction by Protesters:** Hostile political pressure mobilizes activist flotillas and civilian demonstrations that physically anchor across waterways and blockade base gates, forcing commanders to divert combat units to non-lethal crowd dispersal rather than …
H1 CHAPTER 07: DOCTRINAL ARCHITECTURE & REAL-WORLD MILITARY GROUNDING
H2 1. THE CORE DOCTRINAL TENET: PR AS A LOGISTICAL NECESSITY
H3 1.1 "We'd Rather Stay Alive Than Be Loved"
H3 1.2 The Logistical Mechanism of Information Warfare
H2 2. REAL-WORLD COMBAT SYSTEMS & HISTORICAL PRECEDENTS
H3 2.1 Layered Air and Missile Defense Systems
H3 2.2 5th-Gen Cooperative Sensing: F-35I Adir & MADL
H3 2.3 Heavy Armor & Combat Engineering
H2 3. INTERNATIONAL LAW OF ARMED CONFLICT (LOAC) & ASYMMETRIC LAWFARE
H3 3.1 The Legal Reality of Human Shielding
H3 3.2 The Asymmetric Media Double Standard: Mosul vs. Gaza
H3 3.3 Maritime Interdiction & Naval Blockade Law
Whole chapter is absent as a page in the new docs set.
JSLCNC MASTER ARCHITECTURAL BIBLE (2026-10-04)
JSLCNC MASTER ARCHITECTURAL BIBLE (2026-10-04)
1. EXECUTIVE MISSION STATEMENT
2. STRICT ORDER OF AUTHORITY
3. CHAPTER INDEX
4. ASSET ARCHIVES
**Repository:** \`z4yin/jslcnc-bible-20261004-antigravity\`
**Primary Engine:** SAGE C++ WebAssembly Simulation Core + Three.js 3D Viewport
1. **\`chapters/01-user-directives-ledger.md\`** (The User Directives Ledger & Canonical Decisions): Absolute supreme authority. The user's explicit instructions override all secondary specs.
2. **\`chapters/07-doctrine-and-real-world-grounding.md\`** (Doctrinal Architecture & LOAC Grounding): Governs the military realism, legal frameworks, and logistical PR constraints.
3. **\`chapters/03-gameplay-systems.md\`** (Gameplay Systems & Math): Governs tick rates, constant values, weapon formulas, and state machines.
4. **\`chapters/02-factions-lore-and-roster.md\`** (Factions, Lore & Authoritative Roster): Governs unit stats, tech trees, and asymmetric identities.
H1 JSLCNC MASTER ARCHITECTURAL BIBLE (2026-10-04)
H2 1. EXECUTIVE MISSION STATEMENT
H2 2. STRICT ORDER OF AUTHORITY
H2 3. CHAPTER INDEX
H2 4. ASSET ARCHIVES
Whole chapter is absent as a page in the new docs set.
ERRATA: unsourced content written by the Antigravity lead on 2026-10-03/04
ERRATA: unsourced content written by the Antigravity lead on 2026-10-03/04
H1 ERRATA: unsourced content written by the Antigravity lead on 2026-10-03/04
Whole chapter is absent as a page in the new docs set.
LANGUAGE SPEC
LANGUAGE SPEC
1. Registers
2. ASD-STE100 rules used here (technical register)
3. Content rules (all registers)
4. Tagging convention (all chapters)
Status: PARTIAL. This file holds the language rules known to the Antigravity lead agent on 2026-10-04.
- Procedural sentences: max 20 words. Descriptive sentences: max 25 words.
- Use one word for one meaning. Do not use synonyms for a defined term (for example, always "Legitimacy", never "reputation" or "PR score" interchangeably).
1. The satire targets institutions, bureaucracy, lawfare, propaganda and military-industrial absurdity.
2. Do not use ethnic or religious stereotypes. Do not elaborate on real-world conspiracy tropes.
3. The AoI is a regime-backed militant network. Do not portray it as a religion or a people.
H1 LANGUAGE SPEC
H2 1. Registers
H2 2. ASD-STE100 rules used here (technical register)
H2 3. Content rules (all registers)
H2 4. Tagging convention (all chapters)
Whole chapter is absent as a page in the new docs set.
AGENT EXECUTION CONSTRAINTS & REPRODUCTION CHECKLIST
AGENT EXECUTION CONSTRAINTS & REPRODUCTION CHECKLIST
1. THE NON-NEGOTIABLES
2. REPRODUCTION SEQUENCE CHECKLIST
1. **Never Deviate from Chapter 01:** Before writing a single line of code or designing a mission, read \`chapters/01-user-directives-ledger.md\`. If your proposed implementation contradicts any D-series directive, **stop and conform immediately**.
2. **PR is Logistical, Never Moral:** Do not implement mechanics where low PR artificially forces the player to surrender or prevents self-defense. PR impacts trade, reinforcement costs, port access, and mobilizes physical protesters that obstruct roads.
3. **Respect Physical Damage States:** The primary indicator of unit damage is 3D visual damage (sparking pods, black smoke, wobbly wheels, scrap fires). Overhead health bars exist ONLY as a toggleable user option.
4. **Mandatory Click-to-Identify:** Clicking any unit must display its name, combat stats, and lifeblood meters in the Command Bar, as in classic Command & Conquer.
- AoI campaign = exactly ONE 60-second level where a popular rebellion overthrows the base after JSLC air drops weapons.
- JSLC campaign = 18-map branching progression across Kharg Island, Iran/Yemen, and Diego Garcia.
H1 AGENT EXECUTION CONSTRAINTS & REPRODUCTION CHECKLIST
H2 1. THE NON-NEGOTIABLES
H2 2. REPRODUCTION SEQUENCE CHECKLIST
Whole chapter is absent as a page in the new docs set.
Source
Source
Substitutions
Source repo: z4yin/jslcnc-bible-20261004-antigravity
Source commit: 4c275f893345be498c222ee1786abc260738b4b2
Pinned mirror. Never edit v0; re-import instead.
These three files differ from the pinned blobs. Each file had four home-directory paths. A P3 span sat inside each of those paths. The paths were replaced with `%USERPROFILE%`. That replacement removed the P3 spans. No separate P1 or P2 span was present.
H1 Source
H2 Substitutions
Whole chapter is absent as a page in the new docs set.
Bible
Bible
Mounted at /bible/. bible.js announces appId jslcommand-and-conquer-intel.
The shell app Intel frames /guide/, not this mount. Both answered HTTP 200 on 2026-10-14.
Catalog chapters: 27. Gallery images: 25. Prototypes: 0.
Live catalog.json is 1,125,940 bytes and matches the vendored shell copy.
https://jewishspacelasercommand.com/apps/jslcommand-and-conquer-intel
The /bible/ mount, its dock, gallery, decision cards, and v0 source chapters.
amphibious thrust lhd rts map
amphibious thrust lhd rts map
amphibious thrust lhd rts map
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/amphibious_thrust_lhd_rts_map_1791005878897.jpg
Image v0/assets/concept-art/amphibious_thrust_lhd_rts_map_1791005878897.jpg
amphibious thrust lhd rts map
aoi ms rachel workers
aoi ms rachel workers
aoi ms rachel workers
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/aoi_ms_rachel_workers_1791009638943.jpg
Image v0/assets/concept-art/aoi_ms_rachel_workers_1791009638943.jpg
aoi ms rachel workers
aoi rocket grad
aoi rocket grad
aoi rocket grad
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/aoi_rocket_grad_1790825694410.jpg
Image v0/assets/concept-art/aoi_rocket_grad_1790825694410.jpg
aoi rocket grad
aoi silkworm missile
aoi silkworm missile
aoi silkworm missile
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/aoi_silkworm_missile_1791008296490.jpg
Image v0/assets/concept-art/aoi_silkworm_missile_1791008296490.jpg
aoi silkworm missile
aoi temu loot box
aoi temu loot box
aoi temu loot box
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/aoi_temu_loot_box_1791008327380.jpg
Image v0/assets/concept-art/aoi_temu_loot_box_1791008327380.jpg
aoi temu loot box
aurora forcefield lift
aurora forcefield lift
aurora forcefield lift
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/aurora_forcefield_lift_1791012611890.jpg
Image v0/assets/concept-art/aurora_forcefield_lift_1791012611890.jpg
aurora forcefield lift
aurora subsea transit
aurora subsea transit
aurora subsea transit
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/aurora_subsea_transit_1791012631374.jpg
Image v0/assets/concept-art/aurora_subsea_transit_1791012631374.jpg
aurora subsea transit
desert butterfly rts map
desert butterfly rts map
desert butterfly rts map
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/desert_butterfly_rts_map_1791005861862.jpg
Image v0/assets/concept-art/desert_butterfly_rts_map_1791005861862.jpg
desert butterfly rts map
diego garcia yard
diego garcia yard
diego garcia yard
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/diego_garcia_yard_1791010016838.jpg
Image v0/assets/concept-art/diego_garcia_yard_1791010016838.jpg
diego garcia yard
ford carrier fixed
ford carrier fixed
ford carrier fixed
https://jewishspacelasercommand.com/bible/v0/assets/concept-art/ford_carrier_fixed_1791008144993.jpg
Image v0/assets/concept-art/ford_carrier_fixed_1791008144993.jpg
ford carrier fixed