Here is the comprehensive Wasteland Conquest 2.0 Roadmap. I have removed all status tags and expanded the notes to detail exactly how each system functions mechanically and visually within the game's engine.

### ⚙️ Core Engine & UI Overhauls

**Boot Screen & Game Mode Presets**
*   **Details:** A dropdown-based initialization screen that allows players to select overarching game modes (Classic, Survival, Heroes, Apocalypse, Alliance, Covert, Nuclear) or a Custom Ruleset. 
*   **Notes:** The system injects unique, lore-friendly narrative text into the combat log based on the chosen mode. It also includes the underlying engine logic to bind players into permanent, unbreakable teams specifically for Alliance Warfare.

**Multi-Page Terminal Manual**
*   **Details:** A complete structural redesign of the `#help-modal` HTML.
*   **Notes:** Replaces the massive wall of text with a clean, tabbed navigation bar. Players can click through specific categories (Basics, Economy, Perks, Commanders, Hazards, Diplomacy) to easily reference rules mid-game without losing their place.

**Faction Commander Icons**
*   **Details:** A visual UI enhancement for the primary leaderboard.
*   **Notes:** Injects a dynamic symbol (★) next to a faction's leader name on the right-side info panel. This provides at-a-glance tactical information, letting players instantly know which factions still have a living VIP on the board without having to manually scan the map.

**Persistent Save/Load System (Holotapes)**
*   **Details:** A JSON-based data serialization system that exports and imports the entire game state.
*   **Notes:** The "Save" function packages the turn number, stage, map ownership, troop counts, economy settings, diplomacy grudges, and inventories into a downloadable `.json` file. The "Load" function unpacks this file from the boot menu, physically redrawing the SVG map, updating the HTML text nodes, and resuming the game seamlessly.

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### 💰 Economy & Diplomacy

**The Wasteland Economy (Caps System)**
*   **Details:** A total conversion from the classic Risk card-matching system to a currency-based economy.
*   **Notes:** Players collect Bottle Caps at the start of their turn based on territory volume and continent bonuses. These Caps are spent in a dedicated Recruitment Modal to purchase troops (at a standard rate of 5 Caps = 1 Troop). Includes custom AI logic that evaluates its treasury and spends a randomized percentage of its Caps on reinforcements each turn.

**Advanced Diplomacy & Reputation**
*   **Details:** A highly dynamic, slider-based negotiation modal for establishing truces and trading resources.
*   **Notes:** Features a pre-calculating invoice system. The cost of a Ceasefire scales dynamically based on the AI's army size compared to the player's, minus Reputation discounts (Liked/Idolized), plus a "Betrayal Tax" penalty if the player has broken truces in the past. It fully supports both the Caps economy and the classic Card economy, locking sliders when a player cannot afford the minimum demands.

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### 🛡️ Asymmetrical Warfare

**Faction Perks System**
*   **Details:** 17 entirely unique, lore-driven mechanical abilities divided across FO3, FNV, and FO4 themes. 
*   **Notes:** 
    *   *Active Perks:* Abilities triggered manually by the player via a dedicated, pulsating UI button. Includes complex modals (e.g., Wasteland Raiders' *Chem Frenzy* diminishing returns slider, Gunners' *Mercenary Contracts* scaling purchases) and cooldown timers that tick down at the end of rounds.
    *   *Passive Perks:* Ruleset overrides that fundamentally alter how the game is played for that faction. Includes movement hacks (Enclave, Railroad, Great Khans), defensive/offensive math modifiers (BOS, Fiends, Reilly's Rangers), and post-combat casualty recycling (Vault 87 Mutants, The Institute).

**Fog of War & Intelligence Blackout**
*   **Details:** A dual-layered obscurity system that hides both visual and numerical data.
*   **Notes:** The map layer applies a black `.fog-shroud` CSS class to any territory not directly adjacent to a player's borders, hiding army sizes. The leaderboard layer scrambles enemy supply lines, caps, and nuke codes into question marks or randomized characters. Vision is dynamically shared with Idolized allies or permanent Alliance Warfare teammates, and can be pierced using Perception/Intelligence Bobbleheads.

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### 🗺️ World Events & Objectives

**Dynamic Map Encounters**
*   **Details:** A narrative event generator driven by a massive Game Data Catalogue (Creatures, Generic Locations, Named Locations, NPCs, Containers, and numbered Vaults).
*   **Notes:** Triggers via specific game hooks (`start_of_turn`, `post_conquest`). The system pulls data arrays to resolve lethal creature attacks (scaled by Threat Level) or generate multi-choice story encounters when exploring the wasteland. Includes specific, high-risk/high-reward logic for interacting with Vault territories.

**Mission Objective System**
*   **Details:** A randomized secondary goal system to encourage varied playstyles.
*   **Notes:** Utilizes a hidden `#missions-modal`. At the beginning of a match, the engine secretly assigns 1 to 3 distinct objectives (e.g., "Hold 3 Continents," "Eliminate a specific rival," "Stockpile 100 Caps"). A background scanner checks these conditions at the end of the player's turn, immediately dispensing massive Cap or Troop rewards upon completion.