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Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate a playable browser strategy game titled “Star Council,” a turn-based planetary-management campaign lasting 20 turns. Use a dark sci-fi presentation with a Three.js-style 3D star map behind the interface: black/deep navy space, subtle fog, many tiny stars, a glowing pale-yellow sun at the center with a translucent orange/yellow halo, and four colored spherical planets on four concentric elliptical orbit rings. The camera is a slightly elevated perspective view looking toward the central sun; allow orbit-style camera rotation/zoom but no panning. The planets slowly orbit and rotate continuously. The four worlds are named Aster (cyan, orbit 4.2, size 0.72, population 5,200, tech 2, stability 72), Brink (orange, orbit 6.7, size 0.88, population 7,800, tech 3, stability 64), Cinder (pink/red, orbit 9.4, size 1.02, population 6,100, tech 4, stability 58), and Dawn (green, orbit 12.4, size 1.16, population 9,400, tech 2, stability 81). Make planet size subtly scale with population; selected planets have a brighter white-blue halo/ring, while unselected planets have a dimmer halo. Clicking a planet in the 3D map or its HUD card selects it. Overlay the map with a responsive dark translucent glassmorphism HUD using rounded panels, thin blue borders, blurred backgrounds, white text, muted blue-gray labels, and cyan accents. Arrange a left column, center-bottom controls, and right column on desktop, collapsing to a vertical layout on narrow screens. The left panel is headed “Star Council” and explains that the player guides a small interstellar alliance through 20 turns. Show three summary stats: Turn (1 / 20), Credits (starting at 4,200), and System Mood (initially Steady). Below, show four clickable planet cards, each with planet name, a condition chip, and Population, Tech (out of 10), and Stability percentage. Add a System log panel with a scrollable list of recent events. The center panel is “Turn controls,” with text instructing the player to select a planet and spend credits, an “End Turn” button, and a status line. The right panel is “Planet detail,” showing selected planet Population, Tech, Credits / Turn income, Condition, a colored Stability percentage meter, and four action buttons: “Stabilize” (+18 stability, costs 1,200 credits), “Research” (+1 tech, costs 1,600 credits), “Relief” (+900 population and +4 stability, costs 900 credits), and “Inspire” (+300 population and +6 stability, costs 600 credits). Disable actions when the campaign has not started, is complete, funds are insufficient, or Research would exceed tech 10. Include a scrollable Planet log for the selected world and a short summary describing whether it is thriving, stable, tense, in unrest, or critical. Start with a modal overlay titled “Star Council,” explaining the rules: population usually grows but unrest/collapse can remove population; technology improves slowly or through investment; stability drifts downward and low stability causes crises; finish 20 turns with the strongest population, tech, and stability. Show live summary values for total population, average tech, and average stability, plus a “Start campaign” button. At the end of turn 20, replace it with a “Campaign complete” overlay and a “Restart campaign” button. Implement the mechanics exactly as follows. The campaign starts at turn 1 with 4,200 credits and four planets with the stated values. The player may make multiple investments before ending a turn while credits allow. Income per planet each turn is max(180, round((population*0.06 + tech*70) * (0.45 + stability/100))). When End Turn is pressed, update every planet: population changes by a random integer from -200 to +800 plus tech*35 plus round((stability-50)*6), clamped at zero. With probability 0.2 + stability/500, increase tech by 1 up to 10. Decrease stability by a random integer 0–2 plus max(0, 4-tech)*0.4, clamped 0–100. If stability is below 30 and its unrest cooldown is zero, remove a random 180–850 population, reduce stability by another random 2–6, log civil unrest, add a global riot/production slowdown event, and set unrest cooldown to 2; otherwise reduce a positive cooldown by 1. If stability is 8 or lower, there is a 34% chance to remove 8–16% of population for government collapse/refugees. There is also a 1% + tech*0.2% chance for a scientific breakthrough that adds 1 tech and 3 stability and logs a global event. If stability is at least 70, there is a 16% chance to add 120–420 migration population. Clear last investment after simulation and recalculate income. Add the sum of all planet incomes to credits; if average stability is below 28, subtract a further 700 emergency-spending credits (never below zero). Then advance to the next turn unless turn 20 was just completed. Conditions are computed as: Thriving when stability >=75 and tech >=6; Stable when stability >=60; Tense when stability >=35; Unrest when stability >=15; otherwise Critical. System Mood is Confident at average stability >=75, Steady at >=55, Strained at >=35, and Fragile below 35. Keep global and planet logs to the most recent eight entries, with newest entries first, and include turn summaries showing population, tech, and stability changes. End-of-campaign text: if total population >42,000, average tech >=6.5, and average stability >=60, say “You held the alliance together and pushed it into a genuine golden age.” If total population >30,000 and average stability >=40, say “The alliance survives — bruised in places, but still expanding.” Otherwise say “The alliance limps across the finish line. You kept something alive, but barely.” Include a restart that resets all values and recreates the planets. Maintain selectable game state for started/game-over status, turn, credits, selected planet, messages, planet stats/logs, and global log.