UAT Alignment — Phase 2 & Phase 3

User acceptance testing plan for the Anno-style city builder's Production Chains & Economy (Phase 2) and Population & Progression (Phase 3). Both phases are code-complete with 99/99 tests passing. Browser verification of Phase 3 is pending.

0/42
Steps checked
0/29
Criteria met
0/7
Journeys pass
0/5
Gates answered

Table of Contents

1. Evidence Coverage

Source evidence used to design these UAT journeys:

SourceStatusKey Content
research/concept-brief.mdReadAnno-style city builder, 3-tier population, production chains, single-island Phase 1
specs/game-systems.mdRead10 production chains, 21 buildings, ECS-lite arch, economy model, terrain rules
specs/ui-game-hud.mdReadHUD layout, placement flow, camera controls, hotkeys, build panel
tasks/phases/phase-2.mdReadPhase 2 complete: production, tax, economy grace period, game speed, visual indicators
tasks/todo.mdReadPhase 3 complete (code): satisfaction, consumption, upgrade, tier tints, building unlock
tasks/roadmap.mdRead5-phase roadmap, Phase 2 & 3 acceptance criteria

Gap: No game-specific audience research (game-audience.md, game-fantasy.md, game-core-loop.md). This is expected — the project is a personal experiment, not a commercial product. The concept brief and game systems spec provide sufficient target-user context.

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2. Assumptions & Confidence

AssumptionConfidenceSource
Primary tester is the developer (George) acting as a strategy game playerHighConcept brief: "Tertiary: The developer (George)"
Phase 2 is fully verified (browser-tested, all criteria checked)HighPhase 2 milestone: all criteria [x], browser verification done
Phase 3 code is complete but unverified in browserHightodo.md: 10/10 steps [x], browser verification pending
Temp HUD shows resources (no full HUD yet — Phase 4)HighRoadmap: full HUD is Phase 4
Building placement uses number keys (1-7), not a build menuHighPhase 2 verification notes: "key 1=house, 2=fisherman..."
Game speed controls: P=pause, ]/+=faster, [/-=slowerHighPhase 2 step 2.1
Public buildings (chapel/tavern) provide island-wide service, not range-basedHighGame systems spec: "Recommend (a) for v1"
Tier tints: white (Settler), gold (Citizen), purple (Patrician)Hightodo.md Step 3.9
Deviations from spec: tannery uses pig-hides (not cattle), brewery uses flour (not grain)Hightodo.md Phase 3 deviations
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3. Scope & Non-Goals

In scope for UAT

Not in scope

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4. Target Personas

Persona 1: Strategy Game Player

Role: City-builder / Anno fan who wants short-session economic puzzles in the browser
Job-to-be-done: Build a functioning settlement, manage production chains, and grow population through all tiers
Context: Sitting at a desktop browser, no install, 15-30 min play session
Acceptance threshold: Can progress from empty island to Patricians without hitting a dead end or confusion about what to build next

Persona 2: Developer/Tester (George)

Role: Project creator verifying that implemented systems match spec
Job-to-be-done: Confirm each game system works correctly under normal and edge conditions
Context: Dev tools open, willing to manipulate game speed and observe system behavior
Acceptance threshold: Every Phase 2 and Phase 3 acceptance criterion is verifiable in the live app
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5. Candidate UAT Journeys

Journey 1: First Settlement — Fish & Linen Economy Not run

Target user: Strategy Game Player
User goal: Establish a basic economy with resource gathering, consumer goods, and tax income
Trigger: Player starts a new game and wants to get their settlement running
Setup: Fresh game start (50 Wood, 20 Stone, 500 Coins). Dev server at localhost:5173.
Task sequence:
0/7 steps
Acceptance criteria:
Non-acceptance signals: Resources never appear, HUD stuck at zero, buildings show idle when they shouldn't, no visual feedback on production
Evidence to capture: Screenshot of HUD with multiple non-zero resources, screenshot of production popup
Notes:

Journey 2: Upgrade to Citizens — Tier 2 Unlock Not run

Target user: Strategy Game Player
User goal: Upgrade settler houses to citizens and unlock Tier 2 buildings
Setup: Continuing from Journey 1 (or a game with active Fish and Linen production + houses)
Task sequence:
0/7 steps
Acceptance criteria:
Non-acceptance signals: Houses never upgrade, Tier 2 buildings remain locked, production chains stall with no visible reason, tax rate doesn't change
Evidence to capture: Screenshot of gold-tinted houses, HUD showing bread/leather, coin income rate observation
Notes:

Journey 3: Reach Patricians — Full Tier 3 Progression Not run

Target user: Strategy Game Player
User goal: Complete the full progression loop: Settlers -> Citizens -> Patricians
Setup: Continuing from Journey 2 (Citizens with Bread, Leather, Chapel satisfied)
Task sequence:
0/9 steps
Acceptance criteria:
Non-acceptance signals: Can't reach Patrician tier, Beer chain fails with dual inputs, Tavern doesn't satisfy needs, runs out of resources with no recovery path
Evidence to capture: Screenshot of purple-tinted houses, HUD showing Meat/Beer/Fine Clothing, coin income observation
Notes:

Journey 4: Economy Stress — Negative Balance & Pausing Not run

Target user: Developer/Tester
User goal: Verify the economy grace period and production pausing mechanics
Setup: Game with some production buildings but no houses (or very few), so income is low.
Task sequence:
0/6 steps
Acceptance criteria:
Non-acceptance signals: Buildings pause instantly, no visual indicator of paused state, production never resumes
Evidence to capture: Note the timing of grace period. Screenshot of gray-tinted buildings. Coin balance before/after.
Notes:

Journey 5: Downgrade & Recovery — Grace Period Test Not run

Target user: Developer/Tester
User goal: Verify house downgrade mechanics, grace periods, and staggered cascade prevention
Setup: Game with Citizen-tier houses (needs satisfied). Multiple houses upgraded.
Task sequence:
0/8 steps
Acceptance criteria:
Non-acceptance signals: Instant downgrade, all houses downgrade simultaneously (death spiral), houses can't re-upgrade, no visual change on downgrade
Evidence to capture: Timing of grace period, count of houses that downgrade per tick, screenshots before/during/after downgrade
Notes:

Journey 6: Game Speed & Production Scaling Not run

Target user: Strategy Game Player
User goal: Use game speed controls to accelerate or pause the simulation
Setup: Game with active production buildings
Task sequence:
0/6 steps
Acceptance criteria:
Non-acceptance signals: Speed changes have no effect, pause doesn't stop production, camera frozen while paused
Evidence to capture: Rough timing comparison at different speeds, HUD speed indicator screenshots
Notes:

Journey 7: Satisfaction & Partial Tax — Mixed Needs Not run

Target user: Developer/Tester
User goal: Verify partial satisfaction reduces tax income proportionally
Setup: Game with houses and partial goods supply (e.g., fish but no linen)
Task sequence:
0/5 steps
Acceptance criteria:
Non-acceptance signals: Tax is all-or-nothing (full or zero), satisfaction doesn't update when supply changes
Evidence to capture: Coin rate observations with partial vs full supply
Notes:
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6. Acceptance Criteria Summary

CriterionJourneyPhase
All 10 production chains produce correct outputsJ1, J2, J3P2
Idle buildings show reddish tintJ1P2
Houses generate tier-appropriate tax (1/3/8)J1, J2, J3P2+P3
Negative coins -> 30s grace -> pauseJ4P2
Game speed Pause/1x/2x/3x scales timersJ6P2
Houses upgrade Settler -> Citizen when Fish+Linen metJ2P3
Houses upgrade Citizen -> Patrician when Tier 2 needs metJ3P3
Tier 2 buildings unlock at CitizensJ2P3
Tier 3 buildings unlock at PatriciansJ3P3
~60s grace period before downgradeJ5P3
Staggered downgrade (10%)J5P3
Tier tints: white/gold/purpleJ2, J3, J5P3
Partial satisfaction -> proportional taxJ7P3
Full progression: empty island -> PatriciansJ1->J2->J3P2+P3
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7. Proposed File Changes

CREATE research/uat-plan.md
UAT plan with 7 journeys, persona definitions, evidence sources, acceptance criteria, result log templates, and follow-up guidance.
CREATE tasks/manual-todo.md
Manual tasks file with ## UAT Journeys section containing 7 human-run journey tasks.
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8. Coverage Checkpoint

What's covered

What's not covered (and why)

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9. Compile & Approval

Use the buttons below to compile your feedback or final answers. Checkbox state from all journeys is included automatically.

Feedback Only (revision requests)

Available as soon as any section feedback control is set. Does not require answering gate questions.

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Final Approval Answers

Available when all required gate questions have a selection.

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