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th1-achievement-design TH1 project workflow for designing, auditing, or rewriting achievement names and copy, especially wonder/civilization achievement tiers in Achievement.asset. Use when Codex needs to create TH1 成就命名, 奇观成就, 图鉴星星成就, civilization achievement sets, or derive achievement names from historical anecdotes, famous people, memorable events, or touching stories.

TH1 Achievement Design

Source Of Truth

Use this skill for achievement concept and naming work under Unity/Assets/BundleResources/DataAssets/Achievement.asset.

Do not edit generated export/localization outputs such as Unity/Assets/BundleResources/Export/*, Tools/Multilingual.xlsx, or Tools/MultilingualTxt.txt unless the user explicitly asks for export/import workflow changes.

When designing wonder achievements, also inspect Unity/Assets/BundleResources/DataAssets/LibraryDataAssets.asset for the wonder name, civilization, category, and AchivePreId.

Workflow

  1. Read the target achievement rows in Achievement.asset and nearby comparable rows.
  2. Read the target wonder or civilization rows in LibraryDataAssets.asset when applicable.
  3. Map achievement IDs before naming:
    • BigID: 3 is the wonder achievement group.
    • SmallID matches the last two digits of LibraryWonderData.AchivePreId.
    • Wonder achievement tiers usually use InternalID 1/2/3 with targets 10/20/30.
  4. Identify at least three historical hooks per wonder before proposing tier names.
  5. Prefer names that encode a story, person, quote, or surprising fact, not just a descriptive label.
  6. Keep game-facing text concise enough for UI labels.

Wonder Achievement Naming

For a three-tier wonder achievement set, make every tier carry a distinct anecdote:

  • Tier 10: accessible place/object hook, founder, builder, visible landmark, or immediately recognizable feature.
  • Tier 20: deeper cultural or human story, including reforms, travel, scholarship, rituals, love, loyalty, exile, rivalry, or faith transition.
  • Tier 30: strongest remembered event, tragedy, mythic afterlife, famous quote, legacy, rediscovery, or historical turn.

Use the existing first four empire style as the baseline:

  • Names are short Chinese titles, usually 4-12 characters, but can be longer for famous quotes or deliberate jokes.
  • A good name often hides a one-sentence explanation behind it: 最后一位图书管理员, 你去你的凡尔赛, 柏林墙的幽灵, 玄奘访学, 我见她在白雾中微笑.
  • Mix tones across a civilization set: serious, poetic, witty, tragic, and warm names can coexist.
  • Use famous people by name when the person is the hook: ruler, scholar, architect, traveler, poet, musician, reformer, general, explorer, or mythic figure.
  • Avoid three names that all say the same thing with different nouns, such as three geographic labels.
  • Avoid opaque proper nouns unless the name still has rhythm or the surrounding set clearly supports it.

Hero Achievement Naming

Use this section for Achievement.asset rows with BigID: 2.

  • BigID: 2 is the hero achievement group.
  • SmallID matches the last two digits of LibraryGiantData.AchivePreId.
  • Hero achievement tiers usually use InternalID 1/2/3 with TrainGiantCondition.TargetCount 10/20/30.
  • Every hero achievement name should encode a fun anecdote, memorable historical episode, touching story, quote, or character-specific joke. A plain identity label is weak unless the label itself carries a known story.
  • The best names fuse the Touhou character and the historical prototype into one hook, so the player can infer both sides after reading the library entry.
  • Before proposing a name, write the hidden one-sentence story in your notes. If no story can be stated, keep searching.
  • Prefer variety inside one hero set: one accessible character hook, one historical anecdote, and one fused or emotionally stronger capstone.
  • If a prototype name is ambiguous, choose and record the interpretation. For example, 沃尔夫斯坦 can point to Wulfstan II/Lupus for sermon and law-code hooks, or Wulfstan of Hedeby for travel hooks; do not mix both silently.

First four empire baseline:

Empire Heroes And Prototypes Existing Story-Hook Pattern
Egyptian / Scarlet Remilia-Osiris, Patchouli-Cleopatra, Sakuya-Anubis, Flandre-Set, Meiling-Horus Mansion jokes and Egyptian myth form a family tragedy arc: blood court, library/asthma, loyal afterlife guide, Set killing Osiris, Horus revenge.
French / Eientei Kaguya-Napoleon, Eirin-Berthier, Tewi-Richelieu, Reisen-Lannes, Mokou-Bernadotte Napoleon and marshal anecdotes are recast as Eientei comedy: Hundred Days plus five impossible requests, staff-route prescriptions, indulgence/luck scams, Arcole/Aspern blood and moon rabbits, Bernadotte's northern crown as phoenix rebirth.
Germany / Moriya Kanako-Frederick II, Suwako-Queen Louise, Sanae-Bismarck, Aya-Clausewitz, Momiji-Teutonic Grand Master Prussian/German statecraft is rewritten as Moriya faith-business satire: Miracle of Brandenburg, Sanssouci/Onbashira, potato king, Tilsit/Queen Louise, Blood and Iron, Realpolitik, Kulturkampf, fog of war/news, Northern Crusade, Tannenberg.
Indian / Komeiji Satori-Rama, Koishi-Krishna, Orin-Arjuna, Utsuho-Karna, Yuugi-Indra Epic and religious stories are moved underground: Ayodhya/exile, Krishna flute and Bhagavad Gita, Arjuna's Gandiva and Brihannala disguise, Karna's curse and wheel in mud, Indra/Vritra and the thousand-eye punishment.

Use the existing first four empire rows as a baseline, but raise future hero naming toward explicit anecdote quality:

  • A direct Touhou title such as 不动的大图书馆, 完美潇洒的从者, or 铁血风祝 works best when paired with the other two tiers carrying stronger historical stories.
  • A historical noun phrase such as 奥西里斯之死, 守矢王室的奇迹, or 被诅咒的苏利耶之子 should point to a specific event, not only a mythology keyword.
  • A joke name such as 这剂量没问题月球人都在吃, 捏造也是新闻的一部分, or 阿空记不住真言 is valid when it clearly reveals the character's voice and a prototype anecdote.
  • A capstone should feel like the strongest remembered story: death, exile, miracle, betrayal, redemption, last loyalty, famous quote, or irreversible historical turn.

Historical Hook Quality

Prefer hooks in this order:

  1. Directly tied to the target wonder.
  2. Directly tied to a famous person connected with that place.
  3. Widely known anecdote, quote, reform, tragedy, discovery, or pilgrimage related to the place.
  4. Broader civilization motif only when the wonder lacks a stronger local story.

Do not invent false history. If a hook is uncertain, mark it as tentative instead of presenting it as canon.

Checks

Before finishing:

  • Confirm every proposed achievement name maps to the correct WonderLibrary and SmallID.
  • Confirm the three tiers are distinguishable without reading a long explanation.
  • Confirm at least one tier in each wonder set references a named person or named group when historically appropriate.
  • If editing Achievement.asset, preserve YAML serialization shape and update only intended Name/Desc/condition fields.
  • If only raw DataAssets are edited, tell the user that Unity multilingual export/import must run to sync runtime Export assets.