# **Research Specification: The Ancient Archive**

This document defines the UI and Logic for the Research Facility. This is the primary sink for **Ancient Cores** (Rare Currency) and provides global, permanent buffs to the campaign.

## **1. Context & Unlock**

What is it?  
A facility where the player studies recovered technology and magical theory to improve the efficiency of their operation. Unlike Class Mastery (which buffs specific units), Research buffs the player's infrastructure.  
**How is it unlocked?**

- **Requirement:** Complete Story Mission 3 ("The Buried Library").
- **Narrative Event:** The player recovers a damaged "Archive Core" AI. Installing it in the Hub opens the Research tab.

## **2. Visual Design & Layout**

**Setting:** A cluttered corner of the camp filled with glowing blue hologram projectors and piles of scrolls.

- **Vibe:** Intellectual, mystical, high-tech.

**Layout:**

- **Header:** "Ancient Archive". Displays **Ancient Cores** count (Large).
- **Main View (The Tree):** A horizontal scrolling view of 3 distinct "Tech Trees".
  1. **Logistics (Green):** Economic and Roster upgrades.
  2. **Intelligence (Blue):** Map and Enemy info upgrades.
  3. **Field Ops (Red):** Combat preparation and starting bonuses.
- **Inspector Panel (Right):**
  - Selected Node Name & Icon.
  - Description ("Increases Roster Size by 2").
  - Cost ("2 Ancient Cores").
  - Status ("Locked", "Available", "Researched").
  - Button: "RESEARCH".

## **3. The Tech Trees**

### **A. Logistics (Economy & Management)**

1. **Expanded Barracks I:** Roster Limit +2.
2. **Bulk Contracts:** Recruiting cost -10%.
3. **Expanded Barracks II:** Roster Limit +4.
4. **Deep Pockets:** Market Buyback slots +2.
5. **Salvage Protocol:** Sell prices at Market +10%.

### **B. Intelligence (Information Warfare)**

1. **Scout Drone:** Reveals the biome type of Side Missions before accepting them.
2. **Vital Sensors:** Enemy Health Bars show exact numbers instead of just bars.
3. **Threat Analysis:** Reveals Enemy Types (e.g. "Mechanical") on the Mission Board dossier.
4. **Map Data:** Reveals the location of the Boss Room on the minimap at start of run.

### **C. Field Ops (Combat Prep)**

1. **Supply Drop:** Start every run with 1 Free Potion in the shared stash.
2. **Fast Deploy:** First turn of combat grants +1 AP to all units.
3. **Emergency Beacon:** "Retreat" option becomes available (Escape with 50% loot retention instead of 0%).
4. **Hardened Steel:** All crafted/bought weapons start with +1 Damage.

## **4. TypeScript Interfaces**

```ts
// src/types/Research.ts

export type ResearchTreeType = "LOGISTICS" | "INTEL" | "FIELD_OPS";

export interface ResearchNode {
  id: string; // e.g. "RES_LOGISTICS_01"
  name: string;
  description: string;
  tree: ResearchTreeType;
  tier: number; // Depth in the tree (1-5)

  cost: number; // Ancient Cores

  /** IDs of parent nodes that must be unlocked first */
  prerequisites: string[];

  /** The actual effect applied to the game state */
  effect: {
    type: "ROSTER_LIMIT" | "MARKET_DISCOUNT" | "STARTING_ITEM" | "UI_UNLOCK";
    value: number | string;
  };
}

export interface ResearchState {
  unlockedNodeIds: string[]; // List of IDs player has bought
  availableCores: number;
}
```

## **5. Conditions of Acceptance (CoA)**

**CoA 1: Dependency Logic**

- A node cannot be researched unless _all_ its prerequisites are in the unlockedNodeIds list.
- The UI must visually distinguish between Locked (Grey), Available (Lit), and Completed (Gold).

**CoA 2: Currency Consumption**

- Researching a node must deduct the exact Ancient Core cost from the global persistence.
- The action must fail if availableCores < cost.

**CoA** 3: Effect **Application**

- **Passive:** "Expanded Barracks" must immediately update the RosterManager.rosterLimit.
- **Runtime:** "Supply Drop" must trigger a check in GameLoop.startLevel to insert the item.
