Original project content

The faction names Frontier, Aegis and Mire, their test unit/building definitions,
the integer simulation, game interface, procedural primitive placeholders,
terrain geometry, colours and Flat shader were authored for this project.

No StarCraft, Age of Empires, Blizzard, Microsoft game artwork, audio, models,
animations, icons or fonts have been imported. Those games are gameplay references.
The interface uses the font provided by Unity's built-in GUI.

No external asset pack was added to the initial prototype. Original project
work remains under the project owner's control; this file does not choose a
public distribution licence for the project.
Update 0.2.0: all faction models, selection outlines, context cursor drawings and
the geometric game emblem are original project work. Models use Unity's bundled
primitive meshes, combined and coloured by project code. The emblem has an SVG
source and a PNG generated by scripts/generate-brand.py. No external artwork,
typeface, model pack or AI asset licence is required for these additions.

Update 0.2.1: attack, harvesting, interface and notification sounds are original
PCM clips synthesized from project-written sine waves and deterministic noise.
Flash, impact, mining and command effects use original procedural geometry.
No downloaded samples, music, voice recordings or third-party sound assets are used.

Update 0.2.2: the nine production queue portraits are rendered from the original
faction unit meshes by ProjectTools.GenerateUnitIcons in Unity. Rally pennants,
flagpoles and ground markers are original project geometry. These additions
introduce no external artwork or new asset licences.

Worker presentation update: articulated mining tools, cargo crates, floating
crystals and alien mineral sacs are original procedural project geometry.

Update 0.3.0: original environment models, water/lava/PBR shaders, map editor
and geometry exports. AI-derived textures are recorded separately in
AI-Environment-Textures.txt; they are not claimed as hand-painted artwork.

Update 0.3.1: pooled weapon impacts, biological splatter, shield rings,
photographic smoke and flowing lava. New AI textures and technical material
channels are recorded in AI-Environment-Textures.txt; effect geometry and
shaders are original. No new third-party package, model or sound licence.

Dynamic fluid update: procedural lava fields, moving crust geometry, depth-aware
refractive water, clipped basin meshes and isometric camera are original project
code. The supplied StarCraft screenshots are visual references only; no pixels,
meshes, shader source or other game assets were copied into the game. The older
AI lava photograph is retained as a reference asset and is no longer sampled by
the runtime lava shader. This update adds no external dependency or asset pack.

World showcase map: original 128x128 layout, biomes, deposits and prop placement
authored in project code. No external map, artwork or additional licence used.

Menu backgrounds, procedural terrain material detail, height blending, ground impact marks, mesh slicing, pooled wreck presentation and synthesized faction destruction audio added 2026-10-06 are original project code/artwork. No additional third-party assets or dependencies.
