docs(discussions): add frontmatter to all discussion rounds

Standardized YAML frontmatter on all 26 docs/discussions/ files with
title, description, type, status, round number, and created date.
All marked as archived.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-13 18:55:37 +01:00
co-authored by Claude Opus 4.6
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---
title: "Discussion Archive"
description: "Index of all archived discussion rounds from the Settled Reach game design process"
type: discussion
status: archived
round: 0
created: 2026-02-09
---
# Discussion Archive
Historical discussion rounds from the Settled Reach game design process.
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---
title: "Decisions Restructure — Qatux Analysis"
description: "Qatux's proposal for domain-split DECISIONS.md with SQLite index to reduce agent context waste and improve discovery"
type: discussion
status: archived
round: 0
created: 2026-02-11
---
# Decision Architecture Restructure — Librarian's Analysis
**Author:** Qatux (Documenter)
**Date:** 2026-02-11
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---
title: "Decisions Restructure — Si Analysis"
description: "Si's project management analysis of DECISIONS.md scaling problems and domain-split proposal with ticket linkage improvements"
type: discussion
status: archived
round: 0
created: 2026-02-11
---
# DECISIONS.md Restructure Analysis — Project Management Perspective
**Author:** Si (Project Manager / Scrum Master)
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---
title: "Decisions Restructure — Tyre Technical Review"
description: "Tyre's technical feasibility review endorsing hybrid domain-split markdown + SQLite index with schema and sync modifications"
type: discussion
status: archived
round: 0
created: 2026-02-11
---
# Decision Architecture Restructure — Technical Feasibility Review
**Author:** Tyre (Technical Architect)
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---
title: "Round 1: Opening Positions"
description: "Initial team positions on what the Commonwealth mod should be — genre, tone, and design goals"
type: discussion
status: archived
round: 1
created: 2026-02-09
---
# Round 1: Opening Positions - "What should this mod BE?"
(See git history for full Round 1 transcript)
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---
title: "Round 2: Is Stellaris the Right Vehicle?"
description: "Debate on whether Stellaris can support the Commonwealth's character-driven, single-civilization narrative"
type: discussion
status: archived
round: 2
created: 2026-02-09
---
# Round 2: "Is Stellaris even the right vehicle?"
**Team Leader (Jeroen):** Before we go further - is Stellaris actually the right game for this?
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---
title: "Round 3: The Character Gap"
description: "Stellaris character limitations deemed a dealbreaker; CK3-meets-Stellaris hybrid and dynasty framing explored"
type: discussion
status: archived
round: 3
created: 2026-02-09
---
# Round 3: "The character gap is a dealbreaker for Stellaris"
**Team Leader (Jeroen):** I have doubts along exactly the thin character space lines. I've played the New Horizons mod a lot - it has far more surface area to connect with Stellaris in the source material and even there, it fails on connecting with characters. This sounds even harder to get to vibe properly. CK3 in space would be good, but ideally we'd have CK3 with Stellaris map systems. CK3's map fails the complexity needed for Commonwealth.
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---
title: "Round 4: Build Our Own Game"
description: "Decision to build a custom game instead of modding Stellaris; decided D-001 (original game)"
type: discussion
status: archived
round: 4
created: 2026-02-09
---
# Round 4: "What if we build our own game?"
**Team Leader (Jeroen):** Here's a spanner for the works - what if we make our own game?
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---
title: "Round 5: Is the Team Still Right?"
description: "Team composition confirmed for custom game; Gestalt and Nigel rebranded; decided D-003, D-004"
type: discussion
status: archived
round: 5
created: 2026-02-09
---
# Round 5: "Is the team still right for this?"
**Team Leader (Jeroen):** Confirms the vision. 30 years software dev / systems & cloud architect, with Claude Code 20x. Lots of planning, engine choosing, and feature defining needed before we're anywhere near building. Stellaris fans - are you onboard or should we swap you out?
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---
title: "Round 6: First-Person Pivot"
description: "Pivot from grand strategy to first-person character perspective with asymmetric information as core mechanic; decided D-005"
type: discussion
status: archived
round: 6
created: 2026-02-09
---
# Round 6: "First person. Asymmetric information. The apple cart tips over."
**Team Leader (Jeroen):** What if the player is a first-person character? Think X4, but less Eve-spreadsheety.
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---
title: "Round 7: Single Character"
description: "Confirmed single-character selection as core design; one perspective, one life per playthrough; decided D-005 (superseding D-002), D-006"
type: discussion
status: archived
round: 7
created: 2026-02-09
---
# Round 7: "Single character. Pick and play."
**Team Leader (Jeroen):** This is a single character selection, take it from there game.
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---
title: "Round 8: Action and Spectacle"
description: "Added Action and Spectacle as fifth design pillar; combat as punctuation not game loop; decided D-007, D-008"
type: discussion
status: archived
round: 8
created: 2026-02-09
---
# Round 8: "The fifth pillar - Action & Spectacle"
**Team Leader (Jeroen):** Rimworld was originally designed as a shooter, and still benefits from that pedigree. With all the story/politics/information direction this game has, it still needs to come to spectacular, epic fight situations at times. Another pillar.
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title: "Round 9: Multiplayer"
description: "Multiplayer deferred but architecture designed to not prevent it; client-server separation mandated; decided D-009, D-010"
type: discussion
status: archived
round: 9
created: 2026-02-09
---
# Round 9: "Multiplayer?"
**Team Leader (Jeroen):** Multiplayer? Or no...
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---
title: "Round 10: Map, Fog and Borderless Generation"
description: "Map size, fog of war, and borderless procedural generation design; three-world prototype; decided D-011 through D-014"
type: discussion
status: archived
round: 10
created: 2026-02-09
---
# Round 10: "Map size, fog, and borderless generation"
**Team Leader (Jeroen):** Morning, team. What will we aim for map-wise for the first playable version?
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---
title: "Round 11: Insert, Sound and Camera"
description: "Minimap, directional sound model, camera lock, and internal monologue system design; decided D-015 through D-018"
type: discussion
status: archived
round: 11
created: 2026-02-09
---
# Round 11: "Insert minimap, sound direction, and the camera question"
**Team Leader (Jeroen):** Insert system needs a rudimentary version from the start for anchoring. A minimap with a dot when close and border arrow when far might be enough. How do we do directional sound - can't go binaural since that needs first-person view to map to.
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---
title: "Round 12: Top-Down Final"
description: "Final gut-check confirming top-down over first-person 3D; systems-interaction visibility wins over immersion trade-offs; decided D-019"
type: discussion
status: archived
round: 12
created: 2026-02-09
---
# Round 12: "Final gut-check on top-down vs first-person"
**Team Leader (Jeroen):** One last challenge before we lock it in. What are we missing out on fun/immersion-wise if we don't go first-person? I'm set on the choice, just have a nagging doubt.
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---
title: "Round 13: Engine Selection"
description: "Selected Godot client + Rust/bevy_ecs simulation server architecture; decided D-020, rejected R-004 through R-010"
type: discussion
status: archived
round: 13
created: 2026-02-10
---
# ROUND 13: "Engine selection"
**Team Leader (Jeroen):** Present the full landscape, all of you.
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---
title: "Round 14: Setting Foundation — The Settled Reach"
description: "Original IP worldbuilding foundation: gate network, factions, sleeve economics, the Settled Reach setting; decided D-021"
type: discussion
status: archived
round: 14
created: 2026-02-09
---
## ROUND 14: "Setting Foundation — The Settled Reach"
**Team Leader (Jeroen):** Miri — present the revised setting foundation. Original IP, Commonwealth-inspired. Incorporate dual-tier wormholes, Interstitial Builders, two-tier death with sleeve economics, revised factions, and infrastructure-as-mystery. Full IP originality audit.
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---
title: "Round 15: README and Steam Page Placeholder"
description: "Marketing copy and Steam page placeholder drafted from worldbuilding foundation"
type: discussion
status: archived
round: 15
created: 2026-02-10
---
# ROUND 15: "README / Steam page placeholder"
**Team Leader (Jeroen):** Miri and Mellanie — need a Steam page placeholder. Miri provides worldbuilding context, Mellanie authors.
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---
title: "Round 16: Faction Mechanics"
description: "Mechanical grounding of six factions by Gestalt: starting loadouts, information asymmetry, constraints, resource loops, 3D reputation system"
type: discussion
status: archived
round: 16
created: 2026-02-10
---
## ROUND 16: Faction Mechanics — How Factions Actually Work
**Team Leader (Jeroen):** GESTALT — ground the six factions mechanically. How does faction membership change what the player can DO, KNOW, and BECOME?
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---
title: "Round 16: Factions — Complete Summary"
description: "Consolidated round 16 output: faction lore, political depth analysis, and mechanical grounding for all six Settled Reach factions"
type: discussion
status: archived
round: 16
created: 2026-02-10
---
# ROUND 16: Factions — Building a Fuller Narrative Picture
**Status:** COMPLETE — Awaiting team input and v0.1 faction selection decision
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title: "Round 16: Factions — Full Lore Development"
description: "Complete faction lore by Miri: identities, tensions, relationships, NPC archetypes, and interaction dynamics for all six factions"
type: discussion
status: archived
round: 16
created: 2026-02-10
---
## ROUND 16: "Factions — Building a Fuller Narrative Picture"
**Team Leader (Jeroen):** Round 14 established six factions as part of our worldbuilding foundation. Even though v0.1 will slice down, we need a complete faction landscape for narrative coherence. Miri — lead this discussion. Paula — bring political depth. Gestalt — ground everything mechanically. Qatux — document.
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---
title: "Round 16: Session Notes"
description: "Session summary for the factions round: participants, major outputs, and cross-references to lore, mechanics, and political analysis deliverables"
type: discussion
status: archived
round: 16
created: 2026-02-10
---
# Round 16 Session Notes
**Date:** 2026-02-10
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---
title: "Round 17: Content Architecture"
description: "Three-tier content architecture (authored/templated/procedural), life-sim substrate, NPC generation model, storyteller expansion; decided D-023 through D-029"
type: discussion
status: archived
round: 17
created: 2026-02-10
---
# ROUND 17: Content Architecture — Filling a Galaxy Without Emptiness
**Date:** 2026-02-10
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---
title: "Round 18: v0.1 Gap Analysis Workshop"
description: "Stress-test of 232-ticket v0.1 plan against concept proof claims; identified gaps in fun delivery and testability; decided D-030 through D-040"
type: discussion
status: archived
round: 18
created: 2026-02-11
---
# ROUND 18: v0.1 Gap Analysis Workshop
**Date:** 2026-02-11
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title: "Round 20: Station District Layout Design"
description: "District layout design for Sova Transit District (ticket #153); spatial constraints and topology proposals; decided D-093 through D-095"
type: discussion
status: archived
round: 20
created: 2026-02-25
---
# Round 20: Station District Layout Design — Ticket #153
**Sprint:** 20 (Shape)