Add CLAUDE.md project context file

Project overview, directory structure, CK3 modding conventions,
trait/event naming patterns, core systems, and known issues.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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co-authored by Claude Opus 4.6
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# Lords of Ash — Mistborn: The Final Empire CK3 Mod
A Crusader Kings III total conversion mod set in Brandon Sanderson's Mistborn
universe during the Final Empire era. CK3 version 1.12.*.
## Project Structure
```
mistborn_final_empire/ # The mod itself (CK3 mod directory)
common/ # Game data definitions
culture/ # Cultures: noble_scadrian, skaa, terris
decisions/ # Player decisions (balls, snapping, breeding)
dynasties/ # 10 Great Houses
dynasty_houses/
landed_titles/ # Dominances and holdings
men_at_arms_types/ # Hazekillers, Koloss, Mistborn Agents, etc.
modifiers/ # Character and province modifiers
on_action/ # Game hooks (birthday, yearly pulse, game start)
religion/ # Steel Ministry, Terris, Survivorism, Cult of Ruin
scripted_effects/ # Reusable effect blocks
scripted_triggers/ # Reusable condition checks
traits/ # Allomancy, Feruchemy, Hemalurgy traits
events/ # Event chains (snapping, balls, Lord Ruler, etc.)
history/ # Starting characters and title holders
localization/english/ # All display strings (l_english.yml)
mistborn_final_empire.mod # Outer mod descriptor (has path field)
docs/
lore/ # Mistborn universe reference material
bookmarks/ # Story arc planning (characters, scenarios)
ck3-modding/ # CK3 modding reference
```
## CK3 Modding Conventions
### File Naming
- Prefix data files with `00_` for load order: `00_allomancy_traits.txt`
- Event files use descriptive names: `snapping_events.txt`, `ball_events.txt`
- Localization files: `mistborn_<category>_l_english.yml`
### Trait Naming
Traits use the `trait_` prefix consistently:
- Misting traits: `trait_misting_<name>` (e.g., `trait_misting_coinshot`, `trait_misting_lurcher`)
- Mistborn: `trait_mistborn`
- Potential: `trait_allomantic_potential`
- Feruchemy: `trait_feruchemist`, `trait_feruchemical_potential`
- Hemalurgy: `trait_hemalurgist`, `trait_hemalurgic_spike_<type>`
- Strength: `trait_allomantic_strength_weak`, `_strong`, `_savant`
### Scripted Triggers/Effects Naming
- Triggers end with `_trigger`: `is_allomancer_trigger`, `is_mistborn_trigger`
- Effects end with `_effect`: `activate_allomancy_effect`
### Event Namespaces
- `mistborn_snapping` — Allomantic awakening events
- `mistborn_ball` — Noble ball social events
- `mistborn_lord_ruler` — Lord Ruler attention/interaction
- `mistborn_misc` — General events (kandra, misc)
- `mistborn_hemalurgy` — Hemalurgy events
- `mistborn_atium` — Atium economy events
- `mistborn_skaa` — Skaa population events
- `mistborn_skaa_allomancer` — Skaa Allomancer discovery/recruitment
### Localization
- All keys must be in `l_english` files with BOM encoding
- Key format: `<namespace>_<identifier>:<digit> "Display text"`
- Every trait, event, decision, title, and modifier needs a localization entry
## Core Mod Systems
### Allomancy
Genetic trait system. Characters carry `trait_allomantic_potential` (dormant)
until "snapped" through trauma, which activates a specific Misting type or
(rarely) full Mistborn. Inheritance chances are coded in trait definitions.
### Lord Ruler Attention
Variable-based tracking system (0–100). Actions that defy the Lord Ruler
increase attention; consequences escalate through tiers.
### Compounding
When a character has both an Allomantic and Feruchemical trait for the same
metal, compounding checks fire on the yearly pulse.
## Known Issues
See `mistborn_final_empire/REVIEW_NOTES.txt` for the full review. Key issues:
- Missing event files for several decisions (kandra, hemalurgy, atium, skaa)
- Missing modifier definitions (lord_ruler_attention tiers, ruin_influence, etc.)
- Missing traits for higher/Era 2 metals (chromium, aluminum, cadmium, bendalloy)
- Missing custom name lists for cultures
## Lore Reference
`docs/lore/mistborn-universe.md` — High-level setting, metallic arts, cosmic
forces, organizations, and themes. Consult this for lore accuracy when writing
events or designing new mechanics.