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【Progress】Civilization Record System (The Three Chronicles) — Generation Logic Confirmed

Document ID: FM-DEV-0015
Established: 2026-01-09 【PST】
Published: 2026-01-12 14:21 【PST】


This document is an official 【Progress】 announcement
within the FireMatch development progress archive.

This announcement confirms the following fact:

The Civilization Record System (The Three Chronicles)—used to carry and express civilization history in FireMatch Empire
has completed unified confirmation at both the design and engineering levels,
and has been verified to maintain archive controllability and system stability under extremely large-scale world conditions.


Positioning of the Three Chronicles (Public Description)

Section titled “Positioning of the Three Chronicles (Public Description)”

“The Three Chronicles” is the collective term for the historical memory system in FireMatch Empire, consisting of:

  • Civilization Chronicle: Records long-term civilizational tendencies and stage-level characteristics
  • City Chronicle: Records the formation, adjustment, and developmental trajectory of cities
  • Building Chronicle: Records historically meaningful structures and traces of their use

Together, these three form the civilization’s memory layer,
helping players understand:

How this civilization gradually became what it is now.


Design Principles Overview (Abstracted Description)

Section titled “Design Principles Overview (Abstracted Description)”

The Three Chronicles system follows these design orientations:

  • Historical presentation prioritizes consistency and long-term reviewability
  • Civilization history unfolds naturally over time
  • System scale does not introduce linear pressure or instability

At this stage, FireMatch conducted scale-level engineering validation for the Three Chronicles system and confirmed:

Under conditions of a world containing tens of thousands of cities,
with a potential capacity of one thousand buildings per city,
the Three Chronicles system is fully controllable from an engineering perspective.

Even under extremely large maps and long-term play:

  • Save file size does not grow linearly with the number of cities
  • Long-term archives remain within player-acceptable size ranges

This confirmation marks FireMatch Empire’s formal entry into an
engineering-safe zone where scale no longer constitutes a design threat.


The Three Chronicles system is not an auxiliary display feature,
but is directly embedded in the core gameplay loop:

Explore → Name → Resources → Cities → Construction → Population → Technology → Record → Re-explore

Within this loop:

  • “Recording” is not a summary, but a form of feedback
  • Civilization memory feeds back into understanding and decision-making
  • Players interact with a world that leaves lasting traces

History is not an end-of-turn screen,
but an active component of continuous civilizational evolution.


This announcement does not imply:

  • Public disclosure of specific implementation methods
  • Exposure of technical details
  • That all presentation forms are frozen

This announcement only confirms that:

  • The Three Chronicles system is closed and complete in design logic and engineering scale
  • The system can be relied upon long-term without posing expansion risks
  • Future content additions do not require overturning its core premises

  • Type: 【Progress】
  • Nature: Core civilization record system confirmed
  • Overwritable: No
  • Constitutes a commitment: No

This announcement marks a critical systemic transition in FireMatch Empire:

The world no longer becomes dangerous simply because it is “large enough.”
Civilization can now be expanded, written, and revisited with confidence.

From this point onward,
scale is no longer a constraint on design,
but the space in which civilizational narrative can unfold.


FireMatch Studio