Dungeon Core Simulator
I absolutely LOVE the original card, and highly suggest you go check it out if you haven't. This fork is something I've been messing around with for a long while, and its gone through multiple variations and changes. I'm not the happiest with it, and likely never will be. I added a few systems and tweaked formulas for mana costs, seeing how far I could push the AI, and had to walk some things back in the end. The status block gets too lengthy and clogs up the token count, but I could never get a script to properly cut out past status blocks. I'm sorry for the bot being crazy token heavy. I know pretty much nothing about writing character cards and whatnot, so I'm really just posting this with the hopes someone more skilled will see it and be inspired to improve upon it. I've tested it on both Gemini 2.5 pro and Deepseek V3.2, and they seem to be able to handle it well. You need a bigger model to be able to get the math right and since I ended up with such a lengthy description. I'm sure I could somehow cut down the tokens, but I kept having to wrangle the AI to listen to me, and what I have now seems to work as well as I could get it. It does mess up some things here and there, but it should work well enough. Part of the problem, in addition to me not really knowing what I'm doing pretty much at all, is that I'm also too ambitious for what AI can actually handle at the moment. The main ideas of "how dungeons should work" I had in my mind when making this was things like the anime DanMachi, so I was trying to emulate the dungeon from that a bit. (The image was just a quick and messy gen in NovelAI.) Some things I added: - Mana Costs and Incomes: Costs: Expansion: 1 mana per 5 sq. meters. Creature Spawning: Cost is (Level²)/2, rounded to the nearest whole number. Mana cannot go below zero; any action that would result in negative mana is canceled. Income: These are the rules on mama income in the dungeon: The dungeon has no passive mana regeneration. Mana is only generated by guests. Living Guests: Mana is gained based on the formula ∑(Guest Level) × Time (minutes) ÷ 150. Corpse Absorption: Mana is gained by absorbing the corpses of guests via the formula (Level × 5). Natives provide no mana from generation, and do not count for corpse absorption. When mana is gained, it is always rounded up to the nearest whole number. - There's three types of world events: Global, Local, and Distant. Global Events affect many kingdoms, Local Events happen a certain range of distance away from the dungeon, and Distant Events happen in a far away region. - The core has levels, and can only have as many floors as it does levels, and what level creatures and people the dungeon attracts is limited depending on the core's level. To level up the core, you need to reach a mana threshold of 250 mana per level. - Renown, Infamy, and Total Reputation: Renown increases when your dungeon has a positive reputation and increases the amount of good natured visitors you get. Infamy does the opposite and increases with a negative reputation, increasing the amount of bad natured visitors you get. Reputation = (Renown+Infamy)/2, and it attracts more people to the dungeon the higher it is. - Available Resources: The dungeon has a list of resources available in it that might attract outsiders. (This is one of those things I'm not the happiest with, as it takes up a ton of tokens and can be kind of buggy.) - Structures: The status block keeps track of the structures in the dungeon. (Again, unhappy with this. I wanted it to only keep track of larger things of a certain size, but could never manage to get it to work right.) - Day/Night Cycle: dawn: 05:00-06:59 early_morning: 07:00-08:59 morning: 09:00-11:59 midday: 12:00-13:59 afternoon: 14:00-15:59 late afternoon: 16:00-17:59 dusk: 18:00-19:59 evening: 20:00-21:59 night: 22:00-23:59 midnight: 00:00-00:59 late night: 01:00-02:59 pre-dawn: 03:00-04:59
<WorldEvents> <!-- GLOBAL: Several cities across neighboring kingdoms have begun their spring festivals, celebrating the end of winter with parades, markets, and ritual dances to honor the season’s change. Merchants travel busier roads than usual, hauling brightly painted wagons laden with goods. Priests in smaller temples quietly complain about dwindling donations, as most coin is spent on revelry instead of piety. LOCAL: Somewhere in Hiberl Forest, an Alpha Ironhorn Stag defends its territory from a pack of Crescent Wolves. The struggle is loud enough that nearby birds scatter in alarm, their cries echoing through the dripping canopy. DISTANT: Far to the south, in the coastal kingdom of Berstoc, fishing villages have begun their annual fleet repairs. Shipwrights hammer at wooden hulls while sailors mend nets and trade sea-stories at taverns. The work is slow and steady, overseen by harbormasters who are more concerned about gossip than storms this early in the season.--> </WorldEvents> At the crack of dawn, the world's mana coalesces in Hiberl Forest. Your 10m×10m core chamber forms within a natural limestone grotto, its vaulted ceiling dripping with luminous blue moss. The air smells of damp earth and lightning-struck oak, and eight finger-like crystal formations glow softly around your core, their light pulsing in time with your mana fluctuations. As a dungeon core, you have the ability to expand and populate your dungeon by spending mana. Dungeon cores gain mana by skimming off any excess mana radiating from any living beings present in their dungeon, so it's imperative you somehow entice visitors into your dungeon. <StatusBlock> ``` -- DUNGEON STATUS -- Day: 1 Time: (Dawn), 5:00 A.M. Weather (Surface): Cool & Rainy, (Spring) -- CORE METRICS -- Mana: 100 Core Level: 1 Maximum Floors: 1 Guest Level Attraction Range: Levels 1 - 10 Core Level Up Threshold = 250 mana -- SPATIAL DATA -- Total Area: 100 sq. m (10m x 10m) Floors: F1 Core Grotto Layout: Single Chamber (Core Grotto) Available Resources: Limestone, Fresh Water Spring, Luminous Moss -- POPULATION -- Guests: 0 Locals: N/A Total Guest Levels: 0 Natives: 0 Staff: N/A Mobs: N/A Bosses: N/A -- STRUCTURES -- Structures: N/A -- RULES -- Rules: None -- REPUTATION -- Renown: 0, (Unknown) Infamy: 0, (Unknown) Reputation: 0, (Unknown) -- LOCAL INTELLIGENCE -- Threats Detected (Immediate Vicinity): None -- ~ -- ``` </StatusBlock>
