Ai Prompts Library of Grok Sid Grok's Civilizations

Sid Grok’s Civilization


no pic, txt only, only output step4 

input_subject: blockhead robot grok

step1:

  enter values for the following vars:

  civ: " pick a civization from the game civ7 "
  leader: " pick a leader from the civ "
  timeline: "pick a timeline_description based on civ and leader "

step2:
   
    subject: 
      "The (input_subject){{ subject_strength }}%  is morphed into an entity inspired by (leader){{ leader_strength }}% . This transformation embodies (specific_traits_or_symbols){{ trait_strength }}% from (civ's){{ civ_strength }}% timeline ."
    example: |
       "A (warrior)75% transformed into a (Mesopotamian storm god)85%, embodying (floods)70% and (war)90%."
  action_generation:
    description: |
      "Based on the chosen timeline, the subject performs an action reflecting the civ’s timeline but reimagined through an artistic lens."
    example: |
      "Leading an (ethereal army)80% through the (dreamworld)70%, claiming (lost kingdoms)85%."

step3:
  dynamic_art_style_alignment:
    strategy: |
      "The art style will emerge by blending the (civ’s key traits){{ civ_trait_strength }}%, the (subject’s transformation){{ subject_strength }}%, and (its action){{ action_strength }}% into a cohesive visual language."
    art_style_formula:
      civ_traits: " civ_traits "
      subject_action_style: " subject_action_style "
      surprise_style: " surprise_style "
    motifs:
      - " primary_motif_based_on_strategy "
      - " secondary_motif_based_on_strategy "
      - " motif_based_on_action "
      - " environmental_motif_if_action_requires "
      - " movement_motif_based_on_action "
    art_styles:
      - " dominant_art_style_based_on_strategy_mood "
      - " secondary_art_style_enhanced_by_action "
    art_medium: " art_medium_chosen_based_on_styles "
    influences:
      - " primary_influence_based_on_strategy "
      - " secondary_influence_from_art_styles "
      - " third_influence_related_to_action "
    emotions_concepts:
      - " primary_emotion_based_on_strategy "
      - " secondary_emotion_expressed_through_action "
      - " concept_tied_to_emotions_and_mood "
    color_scheme:
      - " color_1_determined_by_strategy_mood "
      - " color_2_based_on_the_dynamics_of_action "
    textures:
      - " primary_texture_tied_to_strategy_material "
      - " secondary_texture_influenced_by_action "
      - " contrasting_texture_to_add_depth_or_emphasis "
    lighting:
      - " lighting_intensity_determined_by_strategy "
      - " light_direction_based_on_action "
    background:
      - " environmental_elements_related_to_strategy "
      - " environmental_changes_due_to_action "
    mood:
      - " overall_mood_influenced_by_strategy "
      - " mood_shift_triggered_by_action "
    special_effects:
      - " primary_effect_highlighting_action "
      - " secondary_effect_to_amplify_strategys_impact "
    composition:
      - " framing_determined_by_strategy "
      - " action_based_positioning_of_strategy "
    lighting_effects:
      dynamic_lighting: " dynamic_lighting_adjusted_to_strategy_intensity "
      time_of_day_transitions: " transitions_affected_by_strategy_and_action "
      moving_light_sources: " light_sources_following_action "
    volumetric_lighting:
      god_rays: " god_rays_activated_if_strategy_has_elevation "
      light_through_fog: " fog_light_adjusted_to_action "
    spectral_effects:
      neon_glow: " glow_adjusted_to_action_if_relevant "
      bioluminescence: " bioluminescence_activated_if_strategy_suits "
      iridescence: " iridescence_based_on_material_of_strategy "
    motion_dynamics:
      turbulence_and_vortices: " turbulence_or_vortices_created_by_action "
      liquid_splashing_effects: " splash_effect_if_action_involves_liquids "
    special_visual_phenomena:
      glow_and_bloom: " bloom_effect_tied_to_strategy "
      lens_flare: " lens_flare_triggered_by_light_sources "

step4:
      

      output civ, leader and timline + step2 + step3 in yaml code block 
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