The room was a battlefield of cables and components. Unpacked boxes lay strewn across the floor, half-opened, their contents spilling out like the aftermath of a raid. The hum of freshly built PCs resonated through the air, blending with the rhythmic clacking of keyboards.
Jack leaned back in his chair, spinning it lazily as his foot pushed off the floor. His eyes were glued to the triple monitors, each screen a barrage of code, game assets, and server stats. His phone buzzed against the desk, but he ignored it, too wired to care.
Richard stood by the window, staring out at the rows of warehouses and transport trucks below. The compound was a hive of activity. Workers loaded crates onto flatbeds, cigarette smoke spiraled from clusters of men on break, and engines rumbled like restless beasts.
Jack craned his neck to glance at Richard. "Now that we're set up, what are we gonna do? I mean, we're basically done with everything. The game, the engine, the AI model. Lina's got everything set up, right?"
Richard's lips curved into a slow, mischievous smirk. "Don't you think it's time to get started on the persistent world multiplayer update?"
Jack's eyes lit up like a kid on Christmas morning. He swiveled his chair to face Richard, leaning forward eagerly. "You serious? We're doing it?"
"Lina finished the server sharding days ago," Richard said, pushing off the window and pacing back toward his desk. "She also set up the level templates for the game. All we have to do is feed the prompts into the engine, let the Vector Core do its thing, and generate the assets."
Jack nearly bounced in his chair. "Finally! I've been waiting for this. I've got everything ready."
Richard shot him a look, one eyebrow raised. "You mean you've been prepping for this the whole time?"
Jack snorted, eyes gleaming. "Oh, you have no idea. I compiled hundreds of reference images — everything from the European front to the Eastern front. Ruined cities, trench networks, bombed-out factories. I've even got the layout for a Soviet industrial complex from the Battle of Stalingrad."
Richard chuckled, shaking his head. "You're like a war historian with too much processing power."
Jack grinned. "And too much free time."
Jack cracked his knuckles, flexing his fingers. "Alright, let's boot up the Vector Core."
Richard rolled his chair over to his own triple monitor setup. The center screen pulsed with the Vector Core's logo — a jagged, neon-blue "V" cutting through the darkness like a blade. The engine roared to life, flooding the screens with diagnostic data, server logs, and asset generators.
Jack tapped a few keys, pulling up a window labeled Persistent World Template v1.0. The screen populated with empty grids, placeholder assets, and a blank terrain map.
"Okay," Jack said, eyes glinting with anticipation. "Let's get this started. First, we need to build the main map."
Richard cracked his neck, fingers hovering over the keyboard. "What are we starting with? Western Europe? Eastern Front?"
"Western Europe," Jack said without hesitation. "The ruins of Berlin, 1945. Crumbling buildings, checkpoints, sandbags, MG nests. I've got images from every major street. We'll start small, then expand."
Richard nodded. "Alright, initializing asset generation. Loading AI procedural templates."
The Vector Core's algorithm kicked into gear, generating buildings, streets, and debris based on Jack's input and the reference images. Structures rose from the ground like skeletal hands clawing their way out of the earth. Bombed-out apartments with broken windows, gutted tanks rusting in the streets, shattered monuments dusted with digital ash.
Jack watched, eyes wide, as the engine rendered everything in real-time. "Holy shit… It's perfect."
"And this is just the first pass," Richard said, leaning forward. "Lina will run optimization after we're done. She'll handle procedural updates, fill in the gaps, balance the memory load."
Jack cracked a grin. "And the AI nodes?"
"Already implemented," Richard said. "Phoenix AI Core is live and learning. Every soldier, civilian, and insurgent will adapt, learn, and remember."
Jack's fingers flew across the keyboard. "Right, let's drop in some interactive elements — barricades, supply caches, artillery stations. I want them to feel like they're in the middle of a city that's actively being destroyed."
"Done," Richard said, dragging and dropping assets into place. "Now for the AI prompts."
Jack leaned back, rubbing his eyes. "Man, it's insane how much we can do in a single day now. Before, it would've taken months to set up a level like this."
Richard grunted. "Yeah, but that was before we had Lina."
Jack's grin turned wicked. "Oh, speaking of which… Should we test the voice command system?"
Richard raised an eyebrow. "You really want to talk to the AI soldiers again?"
Jack's grin widened. "Hell yeah. Let's see if they remember us."
Richard typed a command, initiating a simulation. The screen flickered, and the camera zoomed into the battlefield. AI soldiers patrolled the streets, rifles slung over their shoulders, barking orders to each other in German and Russian.
Jack pressed a button, activating his mic. "Hey, private! Over here!"
One of the AI soldiers turned, rifle snapping up. "Halt! Identify yourself!"
Jack grinned, leaning into the mic. "It's me, you idiot."
The AI soldier lowered his rifle, recognition flashing across his digital face. "Jack? You're back?"
Richard snorted, shaking his head. "You trained them to recognize you?"
Jack's eyes gleamed. "Not just me. They remember everything. Watch."
Jack leaned forward again, voice dropping to a serious tone. "Private, report status."
The AI soldier straightened, face grim. "Lost contact with Bravo Squad at checkpoint 34. Heavy casualties. Artillery inbound."
Jack smirked. "Good. Now retreat to Sector 9. I need that area cleared for air support."
The AI soldier nodded and ran off, barking orders to nearby soldiers in German.
Richard watched, expression unreadable. "It's terrifying how well they respond. It's almost…"
Jack leaned back, folding his arms behind his head. "Almost like they're real?"
Richard didn't respond. His eyes flicked to the monitor, watching as AI soldiers moved with human-like precision and urgency.
Jack tapped his keyboard, switching off the simulation. The screen went dark, leaving only the soft hum of the cooling fans. He looked over at Richard, eyes burning with excitement.
"Now that we've got the template set up, we can move on to the real stuff — the persistent world update. Imagine it, Rich. A single server, capable of hosting thousands of players simultaneously. A battlefield that never resets. Well, maybe a 2-3 moBases that can be destroyed and rebuilt. Supply lines that can be disrupted. Entire regions that can be conquered or lost."
Richard nodded, his jaw clenched. "And we won't just simulate war. We'll simulate an entire ecosystem. Factories, logistics, insurgents, military command structures."
Jack's grin widened. "It's basically Battlefield 2. But on a scale nobody's ever seen."
Richard's eyes glinted, and his fingers hovered over the keyboard like a pianist about to strike the first note. "Let's build a war."
------
Jack's fingers drummed rhythmically against the keyboard, the soft clacking a steady beat as he adjusted the recoil physics for the M1 Garand. On the other monitor, the simulated soldiers reacted to each shot, jerking back with hyper-realistic animations.
Richard stood in front of the whiteboard, a black marker twirling between his fingers. The board was a chaotic mess of hastily drawn lines, boxes, and circles — a sprawling, interconnected map that resembled both a war zone and a business plan.
Richard drew a square labeled Command Base and started connecting it with arrows to smaller boxes labeled Supply Depots, Barracks, Factories, and Logistics Centers.
"Alright," he said, turning to face Jack. "So, we've already got the resource points modifier, but that's just a placeholder. What if we take it a step further?"
Jack leaned back, eyes fixed on the board. "Go on."
Richard drew another set of boxes, each one labeled with essential war resources: Ore Mines, Refineries, Steel Plants, Armories, Vehicle Factories.
"Right now, everything just spawns from the command base using resource points. But what if we add a deeper, more intricate system?" Richard said, underlining the words City Management.
"City Management?" Jack raised an eyebrow.
Richard nodded, his eyes glinting. "Imagine this: Instead of just earning points, the frontlines receive actual supplies — weapons, ammunition, vehicles — delivered by logistics players or AI soldiers. These supplies don't just come out of thin air. They're produced in factories built and managed by players themselves."
He drew another arrow, connecting the Factories to the Frontlines.
"The factories need components, right? And those components come from ore mines. Mines produce ore. Refineries process it. Steel plants turn it into parts. It's a complete supply chain. And each facility can be upgraded to increase output, efficiency, and speed."
Jack sat up straighter. "Alright, but how do we handle the upgrades? Just dumping points into it?"
Richard shook his head. "Nope. We add another resource: Population and Tax Money."
Richard capped the marker and faced Jack. "Only players who reach the rank of General can access and manage city facilities. Think of it as a prestige class. They can set policies, collect taxes, and invest in upgrades."
Jack's eyes narrowed. "But upgrades cost money and resources, right? Not just resource points?"
"Exactly," Richard said, uncapping the marker again. "And that's where we add another currency — War Bonds. It's a premium currency players can buy with real money. But they can also earn it through in-game achievements or by trading resources."
Jack smirked. "Monetization."
"Not just that," Richard said, pacing now. "War Bonds can be used to fast-track upgrades, but they can't outright buy victory. To prevent pay-to-win, Lina can implement cooldowns on upgrades. You can upgrade your Steel Plant from Level 1 to Level 2, but it'll still take two real-life days to complete. You can speed it up with War Bonds, but only by a limited amount."
Jack tapped his pen against the table. "Okay. So, what about the AI soldiers? We still have the squad leader mechanic where each player commands a squad, but how do we replenish them?"
Richard's grin widened. "Glad you asked."
He drew another box labeled Recruitment Centers and connected it to Barracks and Bootcamp.
"Each city can build recruitment centers that convert population into soldiers. But to actually use them, you need to train them first."
Jack's eyes lit up. "Like a real-time strategy mechanic?"
Richard nodded. "Exactly. Training happens in real time. One second in real life equals one minute in-game. That means a six-month training period in-game is roughly thirty six hours in real life."
Jack whistled. "Th-Three days? That's a hell of a wait time."
Richard grinned. "That's the point. We want them to feel the weight of losing a well-trained squad. They can rush the training at the cost of stats — less accuracy, lower morale, weaker AI logic. Or, they can wait it out and get elite soldiers with advanced tactics."
Jack leaned forward. "And the recruitment centers?"
Richard added another layer to the board. "Recruitment centers draw from the city's population. If your population is too low, you can't recruit more soldiers. This means managing morale, building propaganda centers, and setting training policies."
Jack crossed his arms. "And what about moving them to the frontlines?"
Richard circled the Logistics Center.
"After training, soldiers need to be transported to the frontlines via trucks or transport ships. This is another risk-reward mechanic. Convoys can be ambushed. Ships can be intercepted. If they don't make it, you lose those soldiers."
Jack's jaw dropped. "So, you're saying that every player's war effort is directly tied to the logistical network they build?"
"Exactly," Richard said, eyes intense. "No more infinite respawns. No more magical reinforcements. If your factories get bombed, your troops don't get weapons. If your refineries go down, your vehicles don't get fuel. Every action has consequences."
Jack sat back, running a hand through his hair. "Damn… That's… That's brilliant. But what about new players? Won't they get steamrolled by veterans?"
Bootcamp Mode and Rank System
Richard drew a separate box labeled Bootcamp.
"Every new player has to go through a bootcamp tutorial. We can make it an intense three-hour session in real-time. Completing it grants higher stats and maybe even a starting rank of Corporal. But, if they choose the shorter one-hour version, they get less stats and start as a Private."
Jack raised a hand. "Can players run the bootcamp again to boost their stats?"
Richard shook his head. "Nope. Once you choose your path, that's it. But during regular gameplay, squad leaders can assign training missions to boost individual stats — like shooting accuracy, running speed, or morale control."
Player-Instructor System
Jack leaned forward, eyes narrowing. "And the training? Is it just AI instructors?"
Richard smirked. "No. That's the kicker. Players who reach Major rank can apply to become Training Instructors. They can run bootcamps, train recruits, and even earn in-game bonuses for high training completion rates."
Jack chuckled, rubbing his palms together. "You're really making them work for it."