feat(docs): assign teams to v0.2 story tickets (#614-#626)
Resolve Q-WTF-039 (tile-scale heavy zoom, not portrait — D-146) and Q-WTF-040 (aesthetic taste trait as shared root — D-147). Split #617 into server generator + client rendering, split #620 into server culture resolution + client location picker. Sprint 28 candidate list with 7 unblocked tickets. Ticket: #676 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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title: "Round 21: v0.2 Story Ticket Team Assignments — Sprint 27 Planning"
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description: "Team assignment pass for v0.2 story tickets #614–#626; resolve Q-WTF-039 and Q-WTF-040; produce Sprint 28 candidate list"
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type: discussion
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status: active
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round: 21
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created: 2026-03-17
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# Round 21: v0.2 Story Ticket Team Assignments
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**Sprint:** 27 (Scale)
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**Date:** 2026-03-17
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**Ticket:** #676 — Assign team and sprint for v0.2 story tickets (#614–#626)
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**Participants:** Gestalt (systems), Tyre (technical), Paula (narrative), Ozzie (player experience), Qatux (documenter), SI (project manager)
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**Output target:** DB team assignments, split tickets, Q-WTF-039/Q-WTF-040 resolved, Sprint 28 candidate list
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---
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## Internal Round Structure
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| Internal Round | Topic | Status |
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|----------------|-------|--------|
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| Round 1 | Team assignment pass — one team per ticket | Pending |
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| Round 2 | Split review — identify server+client splits, create child tickets | Pending |
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| Round 3 | Sprint readiness check — Sprint 28 candidate list | Pending |
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---
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## Ticket Inventory
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| # | Title | Epic | Dependencies | Team (proposed) |
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|---|-------|------|-------------|-----------------|
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| #614 | Bookmark definition system | Tycoon Bookmark (#605) | blocks #618 | — |
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| #615 | Tycoon small business owner starting state | Tycoon Bookmark | blocks #617 | — |
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| #616 | Broad economic verb vocabulary design | Tycoon Bookmark | — | — |
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| #617 | Auto-generated apartment | Tycoon Bookmark | blocked by #615 | — |
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| #618 | CK3-style character creation screen | Character Creation (#606) | blocked by #614 | — |
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| #619 | Full character customisation | Character Creation | open Q-WTF-040 | — |
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| #620 | Culture-implicit-in-location system | Character Creation | blocks #621 | — |
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| #621 | NPC personality surface area | NPC Legibility (#607) | blocked by #620, blocks #622 | — |
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| #622 | Relationship formation system | NPC Legibility | blocked by #621 | — |
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| #624 | Quietly responsive world | World Feel (#608) | — | — |
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| #625 | Dual-scale consequence model | World Feel | — | — |
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| #626 | Setting delivery — both layers | World Feel | — | — |
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---
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## Open Questions to Resolve
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### Q-WTF-039: Character creation portrait vs tile-scale preview
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- **Status:** Resolved → [D-146](../../decisions/scope.md#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom)
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- **Question:** Does the character creation screen show a portrait render or a tile-scale in-world preview of the player character?
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- **Resolution:** Tile-scale sprite with heavy zoom. Same top-down game sprite rendered at high resolution with real-time cosmetic preview. No separate portrait rendering system. #618 stays as a single `client` ticket — no split required.
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- **Decided by:** Tyre (architecture), Paula (narrative), Gestalt (systems), confirmed by project lead. Ozzie dissented (portrait render for emotional attachment); overruled.
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- **Source:** Sprint 27 planning pass, 2026-03-17
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### Q-WTF-040: Do creation choices trace into the generated apartment?
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- **Status:** Resolved → [D-147](../../decisions/content.md#d-147-aesthetic-taste-as-character-personality-trait--shared-root-for-cosmetic-and-environmental-expression)
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- **Question:** If the player picks hair colour and clothing in #619, does the generator use those choices when laying out the starting apartment (furniture style, colour palette)?
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- **Resolution:** Not directly. Characters have an `aesthetic_taste` personality trait (preferred palette, style leanings) that independently informs both appearance choices and living space — shared root, not data pipeline. #619 does NOT block #617. Both systems read the same underlying trait independently. The taste trait definition belongs to the character data model (server).
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- **Decided by:** Project lead (taste-as-shared-root framing), Gestalt (ColorHint concept evolved into trait), Paula (culture + economics as primary apartment drivers). Ozzie dissented (direct pipeline); Tyre and Paula argued no connection at all. Taste trait is the synthesis.
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- **Source:** Sprint 27 planning pass, 2026-03-17
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---
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## §1 — ROUND 1: Team Assignment Pass
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*Pending agent contributions.*
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---
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## §2 — ROUND 2: Split Review
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*Pending. Note: #618 split question is now resolved — tile-scale zoom means #618 stays as a single `client` ticket (D-146). Anticipated remaining split: #620 (culture-implicit-in-location).*
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---
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## §3 — ROUND 3: Sprint 28 Readiness
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*Pending.*
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---
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## Decision Registry
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| ID | Type | Title | Domain file | Status |
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|----|------|-------|-------------|--------|
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| D-146 | D | Character creation preview — tile-scale sprite with heavy zoom | decisions/scope.md | **Filed** |
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| D-147 | D | Aesthetic taste as character personality trait — shared root for cosmetic and environmental expression | decisions/content.md | **Filed** |
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| Q-WTF-039 | Q | Character creation: portrait vs tile-scale preview | decisions/questions-content.md | **Resolved → D-146** |
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| Q-WTF-040 | Q | Creation choices → generated apartment? | decisions/questions-content.md | **Resolved → D-147** |
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