docs(masterplan): add council, religion, caste, and innovation scope

Update MASTERPLAN.md to reflect new systems added to milestones:
- M3: custom tenets/doctrines, expanded holy sites, Inquisitor
  holy order, Keeper Network secret society
- M4: council retheme + court positions, caste laws, innovation
  eras, legend suppression
- M5: band council with crew roles
- M7: advanced council interactions, post-endgame throne choice

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-07 17:00:40 +01:00
co-authored by Claude Opus 4.6
parent 51bc5fa57d
commit 2b8120034f
+57 -10
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@@ -182,11 +182,22 @@ Use Sandbox decision to gain powers. All metallic arts events fire correctly.
holy site building
- **Pits of Hathsin** — atium generation, tyranny cost, built by Lord Ruler
- **Conventical of Seran** — Inquisitor base, dread and martial bonuses
- Polish religions:
- Steel Ministry: Lord Ruler as head, obligator hierarchy
- Terris Keepers: secret faith, forbidden knowledge mechanics
- Survivorism: hidden faith, rebellion bonuses
- Cult of Ruin: human sacrifice, Hemalurgy bonuses
- Deep religion overhaul with custom tenets and doctrines:
- 12 custom tenets (3 per faith) replacing vanilla placeholders: Obligator
Hierarchy, Allomantic Oversight, Imperial Mandate (Steel Ministry); Keeper's
Vow, Metalmic Preservation, Worldbringer Mission (Terris); Kelsier's
Sacrifice, Hope in Ash, Underground Network (Survivorism); Hemalurgic Rites,
Embrace Destruction, Ruin's Whispers (Cult of Ruin)
- 2 custom doctrine groups: Allomantic Stance (Divine/Controlled/Forbidden),
Caste Doctrine (Divine Order/Irrelevant/Tool)
- Expanded holy sites (~10 total, differentiated by faith) with conditional
sites (Kelsier's Pyre activates on martyrdom, Well of Ascension on endgame)
- Terris Keepers: secret faith mechanics
- Survivorism: rebellion bonuses
- Cult of Ruin: Hemalurgy bonuses
- Holy orders: Steel Inquisitor order (hireable MaA + individual Inquisitor
request mechanic with unique interactions) and Keeper Network (secret society
with joining, progression, coppermind sharing, Ministry discovery risk)
- Add kandra trait and kandra Contract mechanics (kandra characters are
shapeshifters bound by Contracts)
- Create artifact system (Royal Court DLC) with 9 core types: mistcloaks,
@@ -249,6 +260,20 @@ and Pits of Hathsin have special buildings. Names are Scadrial-appropriate.
retheme feast (Noble Banquet), hunt (Mist Patrol), wedding (House Alliance
Ceremony). Promote Noble Ball to full multi-phase activity (7 phases: guest
selection through departure, with Allomantic interactions at every phase).
- Full custom council system: retheme all 5 council positions (Obligator
Liaison, Hazemaster, House Comptroller, House Informant, Ministry Preceptor)
with 10 custom council tasks that interact with Lord Ruler attention, metal
supply, skaa unrest, and Allomantic trait systems. 7 custom court positions
(Royal Court): Terris Steward, Kandra Agent, Allomantic Advisor, Hazekiller
Captain, Obligator Witness, Court Smoker, Master of Revels. Each with
passive bonuses and special effects. Suppress/retheme vanilla positions.
- Caste law system: 3-tier caste laws (Strict/Relaxed/Abolished) enforcing the
noble/skaa divide. Cross-caste consequence events (affair discovery, half-skaa
children, hidden heritage exposure). Post-rebellion law repeal pathway.
- Cultural innovation system: "Age of the Lord Ruler" era (~8 pre-unlocked
innovations representing Imperial stagnation) and "Age of Liberation" era (~8
innovations locked until the Lord Ruler falls). Keeper Network accelerates
post-rebellion research. Vanilla eras fully suppressed.
- Full testing pass — error.log review, 20-year playthrough, verify no vanilla
anachronisms visible
@@ -256,12 +281,19 @@ and Pits of Hathsin have special buildings. Names are Scadrial-appropriate.
- `localization/english/mistborn_titles_l_english.yml` — province renames
- `common/casus_belli_types/` — new directory
- `common/schemes/` — new directory
- `common/council_positions/00_mistborn_council.txt` — rethemed council
- `common/council_tasks/00_mistborn_council_tasks.txt` — custom tasks
- `common/court_positions/00_mistborn_court_positions.txt` — court roles
- `common/laws/00_mistborn_laws.txt` — caste laws
- `common/culture/innovations/00_scadrial_innovations.txt` — custom eras
- Province modifier definitions in `common/modifiers/`
- `localization/english/` — new localization for CB, schemes, provinces
- `localization/english/` — new localization for CB, schemes, provinces, council,
laws, innovations
**Exit criteria:** A friend can install the mod and play. The world feels like
Scadrial — Scadrial names, ash terrain, Mistborn mechanics, no vanilla
anachronisms. Custom wars and schemes work.
Scadrial — Scadrial names, ash terrain, Mistborn mechanics, caste system, no
vanilla anachronisms. Custom wars, schemes, council, and laws work. Innovation
system shows Imperial stagnation.
---
@@ -294,15 +326,24 @@ anachronisms. Custom wars and schemes work.
- Non-DLC fallback: if Roads to Power not detected, Kelsier starts as landed
minor lord of a Luthadel slum barony
- Band council system: 7 crew roles (Crew Leader, Crew Second, Smoker,
Soother/Rioter, Tineye Scout, Enforcer, Infiltrator) with mechanical bonuses,
vacancy penalties when roles are unfilled, ~14 crew role events, and 5 band
tasks. Each crew member's Allomantic ability enhances their role. Default
assignments match the books (Clubs=Smoker, Ham=Enforcer, Vin=Infiltrator).
**Key files:**
- `common/bookmarks/00_mistborn_bookmarks.txt` — major rewrite
- `common/decisions/` — crew decisions
- `common/game_rules/` — activate toggle
- `common/council_positions/01_crew_council.txt` — band council roles
- `events/crew_role_events.txt` — crew role events
- `events/` — crew-specific events
- `localization/english/` — bookmark text, crew decisions
- `localization/english/` — bookmark text, crew decisions, crew roles
**Exit criteria:** Select "End of an Empire" bookmark. Play as Kelsier with
crew. Recruit members. Game rule toggle works. If Kelsier dies, Vin takes over.
crew. Crew roles assigned with mechanical effects. Recruit members. Game rule
toggle works. If Kelsier dies, Vin takes over.
---
@@ -396,6 +437,12 @@ martyrdom. Vin takes over as leader. The core plot of Book 1 plays out.
Gathering (secret Keeper conclave with coppermind sharing and Feruchemical
training), Allomantic Exhibition (competitive Allomancer showcase — the
Mistborn equivalent of a tournament).
- Advanced council and court interactions (~25 events): kandra "Replace a
Courtier" interaction with discovery chain, Court Smoker protection against
enemy Seekers, Obligator Witness betrayal/loyalty events, Terris Steward
secret Keeper reveal, metal-type specific Allomantic Advisor events, council
composition synergy with Lord Ruler attention, crew council advanced events
(full crew meetings, role conflicts, role evolution).
- Additional Sanderson lore events:
- Terris breeding program (Lord Ruler's suppression of Feruchemy)
- Obligator spy network flavor